es6.js 5.7 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. result = result.replace(/texture2D\s*\(/g, "texture(");
  492. if (isFragment) {
  493. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /**
  1460. * Gather the list of clipboard event types as constants.
  1461. */
  1462. var ClipboardEventTypes = /** @class */ (function () {
  1463. function ClipboardEventTypes() {
  1464. }
  1465. /**
  1466. * The clipboard event is fired when a copy command is active (pressed).
  1467. */
  1468. ClipboardEventTypes.COPY = 0x01; //
  1469. /**
  1470. * The clipboard event is fired when a cut command is active (pressed).
  1471. */
  1472. ClipboardEventTypes.CUT = 0x02;
  1473. /**
  1474. * The clipboard event is fired when a paste command is active (pressed).
  1475. */
  1476. ClipboardEventTypes.PASTE = 0x03;
  1477. return ClipboardEventTypes;
  1478. }());
  1479. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1480. /**
  1481. * This class is used to store clipboard related info for the onClipboardObservable event.
  1482. */
  1483. var ClipboardInfo = /** @class */ (function () {
  1484. /**
  1485. *Creates an instance of ClipboardInfo.
  1486. * @param {number} type
  1487. * @param {ClipboardEvent} event
  1488. */
  1489. function ClipboardInfo(
  1490. /**
  1491. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1492. */
  1493. type,
  1494. /**
  1495. * Defines the related dom event
  1496. */
  1497. event) {
  1498. this.type = type;
  1499. this.event = event;
  1500. }
  1501. /**
  1502. * Get the clipboard event's type from the keycode.
  1503. * @param keyCode Defines the keyCode for the current keyboard event.
  1504. * @return {number}
  1505. */
  1506. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1507. var charCode = keyCode;
  1508. //TODO: add codes for extended ASCII
  1509. switch (charCode) {
  1510. case 67: return ClipboardEventTypes.COPY;
  1511. case 86: return ClipboardEventTypes.PASTE;
  1512. case 88: return ClipboardEventTypes.CUT;
  1513. default: return -1;
  1514. }
  1515. };
  1516. return ClipboardInfo;
  1517. }());
  1518. BABYLON.ClipboardInfo = ClipboardInfo;
  1519. })(BABYLON || (BABYLON = {}));
  1520. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1521. var BABYLON;
  1522. (function (BABYLON) {
  1523. /** Class used to store color4 gradient */
  1524. var ColorGradient = /** @class */ (function () {
  1525. function ColorGradient() {
  1526. }
  1527. /**
  1528. * Will get a color picked randomly between color1 and color2.
  1529. * If color2 is undefined then color1 will be used
  1530. * @param result defines the target Color4 to store the result in
  1531. */
  1532. ColorGradient.prototype.getColorToRef = function (result) {
  1533. if (!this.color2) {
  1534. result.copyFrom(this.color1);
  1535. return;
  1536. }
  1537. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1538. };
  1539. return ColorGradient;
  1540. }());
  1541. BABYLON.ColorGradient = ColorGradient;
  1542. /** Class used to store color 3 gradient */
  1543. var Color3Gradient = /** @class */ (function () {
  1544. function Color3Gradient() {
  1545. }
  1546. return Color3Gradient;
  1547. }());
  1548. BABYLON.Color3Gradient = Color3Gradient;
  1549. /** Class used to store factor gradient */
  1550. var FactorGradient = /** @class */ (function () {
  1551. function FactorGradient() {
  1552. }
  1553. /**
  1554. * Will get a number picked randomly between factor1 and factor2.
  1555. * If factor2 is undefined then factor1 will be used
  1556. * @returns the picked number
  1557. */
  1558. FactorGradient.prototype.getFactor = function () {
  1559. if (this.factor2 === undefined) {
  1560. return this.factor1;
  1561. }
  1562. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1563. };
  1564. return FactorGradient;
  1565. }());
  1566. BABYLON.FactorGradient = FactorGradient;
  1567. /**
  1568. * @ignore
  1569. * Application error to support additional information when loading a file
  1570. */
  1571. var LoadFileError = /** @class */ (function (_super) {
  1572. __extends(LoadFileError, _super);
  1573. /**
  1574. * Creates a new LoadFileError
  1575. * @param message defines the message of the error
  1576. * @param request defines the optional XHR request
  1577. */
  1578. function LoadFileError(message,
  1579. /** defines the optional XHR request */
  1580. request) {
  1581. var _this = _super.call(this, message) || this;
  1582. _this.request = request;
  1583. _this.name = "LoadFileError";
  1584. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1585. return _this;
  1586. }
  1587. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1588. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1589. // Polyfill for Object.setPrototypeOf if necessary.
  1590. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1591. return LoadFileError;
  1592. }(Error));
  1593. BABYLON.LoadFileError = LoadFileError;
  1594. /**
  1595. * Class used to define a retry strategy when error happens while loading assets
  1596. */
  1597. var RetryStrategy = /** @class */ (function () {
  1598. function RetryStrategy() {
  1599. }
  1600. /**
  1601. * Function used to defines an exponential back off strategy
  1602. * @param maxRetries defines the maximum number of retries (3 by default)
  1603. * @param baseInterval defines the interval between retries
  1604. * @returns the strategy function to use
  1605. */
  1606. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1607. if (maxRetries === void 0) { maxRetries = 3; }
  1608. if (baseInterval === void 0) { baseInterval = 500; }
  1609. return function (url, request, retryIndex) {
  1610. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1611. return -1;
  1612. }
  1613. return Math.pow(2, retryIndex) * baseInterval;
  1614. };
  1615. };
  1616. return RetryStrategy;
  1617. }());
  1618. BABYLON.RetryStrategy = RetryStrategy;
  1619. // Screenshots
  1620. var screenshotCanvas;
  1621. var cloneValue = function (source, destinationObject) {
  1622. if (!source) {
  1623. return null;
  1624. }
  1625. if (source instanceof BABYLON.Mesh) {
  1626. return null;
  1627. }
  1628. if (source instanceof BABYLON.SubMesh) {
  1629. return source.clone(destinationObject);
  1630. }
  1631. else if (source.clone) {
  1632. return source.clone();
  1633. }
  1634. return null;
  1635. };
  1636. /**
  1637. * Class containing a set of static utilities functions
  1638. */
  1639. var Tools = /** @class */ (function () {
  1640. function Tools() {
  1641. }
  1642. /**
  1643. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1644. * @param u defines the coordinate on X axis
  1645. * @param v defines the coordinate on Y axis
  1646. * @param width defines the width of the source data
  1647. * @param height defines the height of the source data
  1648. * @param pixels defines the source byte array
  1649. * @param color defines the output color
  1650. */
  1651. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1652. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1653. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1654. var position = (wrappedU + wrappedV * width) * 4;
  1655. color.r = pixels[position] / 255;
  1656. color.g = pixels[position + 1] / 255;
  1657. color.b = pixels[position + 2] / 255;
  1658. color.a = pixels[position + 3] / 255;
  1659. };
  1660. /**
  1661. * Interpolates between a and b via alpha
  1662. * @param a The lower value (returned when alpha = 0)
  1663. * @param b The upper value (returned when alpha = 1)
  1664. * @param alpha The interpolation-factor
  1665. * @return The mixed value
  1666. */
  1667. Tools.Mix = function (a, b, alpha) {
  1668. return a * (1 - alpha) + b * alpha;
  1669. };
  1670. /**
  1671. * Tries to instantiate a new object from a given class name
  1672. * @param className defines the class name to instantiate
  1673. * @returns the new object or null if the system was not able to do the instantiation
  1674. */
  1675. Tools.Instantiate = function (className) {
  1676. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1677. return Tools.RegisteredExternalClasses[className];
  1678. }
  1679. var arr = className.split(".");
  1680. var fn = (window || this);
  1681. for (var i = 0, len = arr.length; i < len; i++) {
  1682. fn = fn[arr[i]];
  1683. }
  1684. if (typeof fn !== "function") {
  1685. return null;
  1686. }
  1687. return fn;
  1688. };
  1689. /**
  1690. * Provides a slice function that will work even on IE
  1691. * @param data defines the array to slice
  1692. * @param start defines the start of the data (optional)
  1693. * @param end defines the end of the data (optional)
  1694. * @returns the new sliced array
  1695. */
  1696. Tools.Slice = function (data, start, end) {
  1697. if (data.slice) {
  1698. return data.slice(start, end);
  1699. }
  1700. return Array.prototype.slice.call(data, start, end);
  1701. };
  1702. /**
  1703. * Polyfill for setImmediate
  1704. * @param action defines the action to execute after the current execution block
  1705. */
  1706. Tools.SetImmediate = function (action) {
  1707. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1708. window.setImmediate(action);
  1709. }
  1710. else {
  1711. setTimeout(action, 1);
  1712. }
  1713. };
  1714. /**
  1715. * Function indicating if a number is an exponent of 2
  1716. * @param value defines the value to test
  1717. * @returns true if the value is an exponent of 2
  1718. */
  1719. Tools.IsExponentOfTwo = function (value) {
  1720. var count = 1;
  1721. do {
  1722. count *= 2;
  1723. } while (count < value);
  1724. return count === value;
  1725. };
  1726. /**
  1727. * Returns the nearest 32-bit single precision float representation of a Number
  1728. * @param value A Number. If the parameter is of a different type, it will get converted
  1729. * to a number or to NaN if it cannot be converted
  1730. * @returns number
  1731. */
  1732. Tools.FloatRound = function (value) {
  1733. if (Math.fround) {
  1734. return Math.fround(value);
  1735. }
  1736. return (Tools._tmpFloatArray[0] = value);
  1737. };
  1738. /**
  1739. * Find the next highest power of two.
  1740. * @param x Number to start search from.
  1741. * @return Next highest power of two.
  1742. */
  1743. Tools.CeilingPOT = function (x) {
  1744. x--;
  1745. x |= x >> 1;
  1746. x |= x >> 2;
  1747. x |= x >> 4;
  1748. x |= x >> 8;
  1749. x |= x >> 16;
  1750. x++;
  1751. return x;
  1752. };
  1753. /**
  1754. * Find the next lowest power of two.
  1755. * @param x Number to start search from.
  1756. * @return Next lowest power of two.
  1757. */
  1758. Tools.FloorPOT = function (x) {
  1759. x = x | (x >> 1);
  1760. x = x | (x >> 2);
  1761. x = x | (x >> 4);
  1762. x = x | (x >> 8);
  1763. x = x | (x >> 16);
  1764. return x - (x >> 1);
  1765. };
  1766. /**
  1767. * Find the nearest power of two.
  1768. * @param x Number to start search from.
  1769. * @return Next nearest power of two.
  1770. */
  1771. Tools.NearestPOT = function (x) {
  1772. var c = Tools.CeilingPOT(x);
  1773. var f = Tools.FloorPOT(x);
  1774. return (c - x) > (x - f) ? f : c;
  1775. };
  1776. /**
  1777. * Get the closest exponent of two
  1778. * @param value defines the value to approximate
  1779. * @param max defines the maximum value to return
  1780. * @param mode defines how to define the closest value
  1781. * @returns closest exponent of two of the given value
  1782. */
  1783. Tools.GetExponentOfTwo = function (value, max, mode) {
  1784. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1785. var pot;
  1786. switch (mode) {
  1787. case BABYLON.Engine.SCALEMODE_FLOOR:
  1788. pot = Tools.FloorPOT(value);
  1789. break;
  1790. case BABYLON.Engine.SCALEMODE_NEAREST:
  1791. pot = Tools.NearestPOT(value);
  1792. break;
  1793. case BABYLON.Engine.SCALEMODE_CEILING:
  1794. default:
  1795. pot = Tools.CeilingPOT(value);
  1796. break;
  1797. }
  1798. return Math.min(pot, max);
  1799. };
  1800. /**
  1801. * Extracts the filename from a path
  1802. * @param path defines the path to use
  1803. * @returns the filename
  1804. */
  1805. Tools.GetFilename = function (path) {
  1806. var index = path.lastIndexOf("/");
  1807. if (index < 0) {
  1808. return path;
  1809. }
  1810. return path.substring(index + 1);
  1811. };
  1812. /**
  1813. * Extracts the "folder" part of a path (everything before the filename).
  1814. * @param uri The URI to extract the info from
  1815. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1816. * @returns The "folder" part of the path
  1817. */
  1818. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1819. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1820. var index = uri.lastIndexOf("/");
  1821. if (index < 0) {
  1822. if (returnUnchangedIfNoSlash) {
  1823. return uri;
  1824. }
  1825. return "";
  1826. }
  1827. return uri.substring(0, index + 1);
  1828. };
  1829. /**
  1830. * Extracts text content from a DOM element hierarchy
  1831. * @param element defines the root element
  1832. * @returns a string
  1833. */
  1834. Tools.GetDOMTextContent = function (element) {
  1835. var result = "";
  1836. var child = element.firstChild;
  1837. while (child) {
  1838. if (child.nodeType === 3) {
  1839. result += child.textContent;
  1840. }
  1841. child = (child.nextSibling);
  1842. }
  1843. return result;
  1844. };
  1845. /**
  1846. * Convert an angle in radians to degrees
  1847. * @param angle defines the angle to convert
  1848. * @returns the angle in degrees
  1849. */
  1850. Tools.ToDegrees = function (angle) {
  1851. return angle * 180 / Math.PI;
  1852. };
  1853. /**
  1854. * Convert an angle in degrees to radians
  1855. * @param angle defines the angle to convert
  1856. * @returns the angle in radians
  1857. */
  1858. Tools.ToRadians = function (angle) {
  1859. return angle * Math.PI / 180;
  1860. };
  1861. /**
  1862. * Encode a buffer to a base64 string
  1863. * @param buffer defines the buffer to encode
  1864. * @returns the encoded string
  1865. */
  1866. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1867. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1868. var output = "";
  1869. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1870. var i = 0;
  1871. var bytes = new Uint8Array(buffer);
  1872. while (i < bytes.length) {
  1873. chr1 = bytes[i++];
  1874. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1875. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1876. enc1 = chr1 >> 2;
  1877. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1878. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1879. enc4 = chr3 & 63;
  1880. if (isNaN(chr2)) {
  1881. enc3 = enc4 = 64;
  1882. }
  1883. else if (isNaN(chr3)) {
  1884. enc4 = 64;
  1885. }
  1886. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1887. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1888. }
  1889. return "data:image/png;base64," + output;
  1890. };
  1891. /**
  1892. * Extracts minimum and maximum values from a list of indexed positions
  1893. * @param positions defines the positions to use
  1894. * @param indices defines the indices to the positions
  1895. * @param indexStart defines the start index
  1896. * @param indexCount defines the end index
  1897. * @param bias defines bias value to add to the result
  1898. * @return minimum and maximum values
  1899. */
  1900. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1901. if (bias === void 0) { bias = null; }
  1902. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1903. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1904. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1905. var offset = indices[index] * 3;
  1906. var x = positions[offset];
  1907. var y = positions[offset + 1];
  1908. var z = positions[offset + 2];
  1909. minimum.minimizeInPlaceFromFloats(x, y, z);
  1910. maximum.maximizeInPlaceFromFloats(x, y, z);
  1911. }
  1912. if (bias) {
  1913. minimum.x -= minimum.x * bias.x + bias.y;
  1914. minimum.y -= minimum.y * bias.x + bias.y;
  1915. minimum.z -= minimum.z * bias.x + bias.y;
  1916. maximum.x += maximum.x * bias.x + bias.y;
  1917. maximum.y += maximum.y * bias.x + bias.y;
  1918. maximum.z += maximum.z * bias.x + bias.y;
  1919. }
  1920. return {
  1921. minimum: minimum,
  1922. maximum: maximum
  1923. };
  1924. };
  1925. /**
  1926. * Extracts minimum and maximum values from a list of positions
  1927. * @param positions defines the positions to use
  1928. * @param start defines the start index in the positions array
  1929. * @param count defines the number of positions to handle
  1930. * @param bias defines bias value to add to the result
  1931. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1932. * @return minimum and maximum values
  1933. */
  1934. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1935. if (bias === void 0) { bias = null; }
  1936. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1937. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1938. if (!stride) {
  1939. stride = 3;
  1940. }
  1941. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1942. var x = positions[offset];
  1943. var y = positions[offset + 1];
  1944. var z = positions[offset + 2];
  1945. minimum.minimizeInPlaceFromFloats(x, y, z);
  1946. maximum.maximizeInPlaceFromFloats(x, y, z);
  1947. }
  1948. if (bias) {
  1949. minimum.x -= minimum.x * bias.x + bias.y;
  1950. minimum.y -= minimum.y * bias.x + bias.y;
  1951. minimum.z -= minimum.z * bias.x + bias.y;
  1952. maximum.x += maximum.x * bias.x + bias.y;
  1953. maximum.y += maximum.y * bias.x + bias.y;
  1954. maximum.z += maximum.z * bias.x + bias.y;
  1955. }
  1956. return {
  1957. minimum: minimum,
  1958. maximum: maximum
  1959. };
  1960. };
  1961. /**
  1962. * Returns an array if obj is not an array
  1963. * @param obj defines the object to evaluate as an array
  1964. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1965. * @returns either obj directly if obj is an array or a new array containing obj
  1966. */
  1967. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1968. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1969. return null;
  1970. }
  1971. return Array.isArray(obj) ? obj : [obj];
  1972. };
  1973. /**
  1974. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1975. * @param size the number of element to construct and put in the array
  1976. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1977. * @returns a new array filled with new objects
  1978. */
  1979. Tools.BuildArray = function (size, itemBuilder) {
  1980. var a = [];
  1981. for (var i = 0; i < size; ++i) {
  1982. a.push(itemBuilder());
  1983. }
  1984. return a;
  1985. };
  1986. /**
  1987. * Gets the pointer prefix to use
  1988. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1989. */
  1990. Tools.GetPointerPrefix = function () {
  1991. var eventPrefix = "pointer";
  1992. // Check if pointer events are supported
  1993. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1994. eventPrefix = "mouse";
  1995. }
  1996. return eventPrefix;
  1997. };
  1998. /**
  1999. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2000. * @param func - the function to be called
  2001. * @param requester - the object that will request the next frame. Falls back to window.
  2002. * @returns frame number
  2003. */
  2004. Tools.QueueNewFrame = function (func, requester) {
  2005. if (!Tools.IsWindowObjectExist()) {
  2006. return setTimeout(func, 16);
  2007. }
  2008. if (!requester) {
  2009. requester = window;
  2010. }
  2011. if (requester.requestAnimationFrame) {
  2012. return requester.requestAnimationFrame(func);
  2013. }
  2014. else if (requester.msRequestAnimationFrame) {
  2015. return requester.msRequestAnimationFrame(func);
  2016. }
  2017. else if (requester.webkitRequestAnimationFrame) {
  2018. return requester.webkitRequestAnimationFrame(func);
  2019. }
  2020. else if (requester.mozRequestAnimationFrame) {
  2021. return requester.mozRequestAnimationFrame(func);
  2022. }
  2023. else if (requester.oRequestAnimationFrame) {
  2024. return requester.oRequestAnimationFrame(func);
  2025. }
  2026. else {
  2027. return window.setTimeout(func, 16);
  2028. }
  2029. };
  2030. /**
  2031. * Ask the browser to promote the current element to fullscreen rendering mode
  2032. * @param element defines the DOM element to promote
  2033. */
  2034. Tools.RequestFullscreen = function (element) {
  2035. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2036. if (!requestFunction) {
  2037. return;
  2038. }
  2039. requestFunction.call(element);
  2040. };
  2041. /**
  2042. * Asks the browser to exit fullscreen mode
  2043. */
  2044. Tools.ExitFullscreen = function () {
  2045. if (document.exitFullscreen) {
  2046. document.exitFullscreen();
  2047. }
  2048. else if (document.mozCancelFullScreen) {
  2049. document.mozCancelFullScreen();
  2050. }
  2051. else if (document.webkitCancelFullScreen) {
  2052. document.webkitCancelFullScreen();
  2053. }
  2054. else if (document.msCancelFullScreen) {
  2055. document.msCancelFullScreen();
  2056. }
  2057. };
  2058. /**
  2059. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2060. * @param url define the url we are trying
  2061. * @param element define the dom element where to configure the cors policy
  2062. */
  2063. Tools.SetCorsBehavior = function (url, element) {
  2064. if (url && url.indexOf("data:") === 0) {
  2065. return;
  2066. }
  2067. if (Tools.CorsBehavior) {
  2068. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2069. element.crossOrigin = Tools.CorsBehavior;
  2070. }
  2071. else {
  2072. var result = Tools.CorsBehavior(url);
  2073. if (result) {
  2074. element.crossOrigin = result;
  2075. }
  2076. }
  2077. }
  2078. };
  2079. // External files
  2080. /**
  2081. * Removes unwanted characters from an url
  2082. * @param url defines the url to clean
  2083. * @returns the cleaned url
  2084. */
  2085. Tools.CleanUrl = function (url) {
  2086. url = url.replace(/#/mg, "%23");
  2087. return url;
  2088. };
  2089. /**
  2090. * Loads an image as an HTMLImageElement.
  2091. * @param input url string, ArrayBuffer, or Blob to load
  2092. * @param onLoad callback called when the image successfully loads
  2093. * @param onError callback called when the image fails to load
  2094. * @param offlineProvider offline provider for caching
  2095. * @returns the HTMLImageElement of the loaded image
  2096. */
  2097. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2098. var url;
  2099. var usingObjectURL = false;
  2100. if (input instanceof ArrayBuffer) {
  2101. url = URL.createObjectURL(new Blob([input]));
  2102. usingObjectURL = true;
  2103. }
  2104. else if (input instanceof Blob) {
  2105. url = URL.createObjectURL(input);
  2106. usingObjectURL = true;
  2107. }
  2108. else {
  2109. url = Tools.CleanUrl(input);
  2110. url = Tools.PreprocessUrl(input);
  2111. }
  2112. var img = new Image();
  2113. Tools.SetCorsBehavior(url, img);
  2114. var loadHandler = function () {
  2115. if (usingObjectURL && img.src) {
  2116. URL.revokeObjectURL(img.src);
  2117. }
  2118. img.removeEventListener("load", loadHandler);
  2119. img.removeEventListener("error", errorHandler);
  2120. onLoad(img);
  2121. };
  2122. var errorHandler = function (err) {
  2123. if (usingObjectURL && img.src) {
  2124. URL.revokeObjectURL(img.src);
  2125. }
  2126. img.removeEventListener("load", loadHandler);
  2127. img.removeEventListener("error", errorHandler);
  2128. Tools.Error("Error while trying to load image: " + input);
  2129. if (onError) {
  2130. onError("Error while trying to load image: " + input, err);
  2131. }
  2132. };
  2133. img.addEventListener("load", loadHandler);
  2134. img.addEventListener("error", errorHandler);
  2135. var noOfflineSupport = function () {
  2136. img.src = url;
  2137. };
  2138. var loadFromOfflineSupport = function () {
  2139. if (offlineProvider) {
  2140. offlineProvider.loadImage(url, img);
  2141. }
  2142. };
  2143. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2144. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2145. }
  2146. else {
  2147. if (url.indexOf("file:") !== -1) {
  2148. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2149. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2150. try {
  2151. var blobURL;
  2152. try {
  2153. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2154. }
  2155. catch (ex) {
  2156. // Chrome doesn't support oneTimeOnly parameter
  2157. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2158. }
  2159. img.src = blobURL;
  2160. usingObjectURL = true;
  2161. }
  2162. catch (e) {
  2163. img.src = "";
  2164. }
  2165. return img;
  2166. }
  2167. }
  2168. noOfflineSupport();
  2169. }
  2170. return img;
  2171. };
  2172. /**
  2173. * Loads a file
  2174. * @param url url string, ArrayBuffer, or Blob to load
  2175. * @param onSuccess callback called when the file successfully loads
  2176. * @param onProgress callback called while file is loading (if the server supports this mode)
  2177. * @param offlineProvider defines the offline provider for caching
  2178. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2179. * @param onError callback called when the file fails to load
  2180. * @returns a file request object
  2181. */
  2182. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2183. url = Tools.CleanUrl(url);
  2184. url = Tools.PreprocessUrl(url);
  2185. // If file and file input are set
  2186. if (url.indexOf("file:") !== -1) {
  2187. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2188. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2189. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2190. }
  2191. }
  2192. var loadUrl = Tools.BaseUrl + url;
  2193. var aborted = false;
  2194. var fileRequest = {
  2195. onCompleteObservable: new BABYLON.Observable(),
  2196. abort: function () { return aborted = true; },
  2197. };
  2198. var requestFile = function () {
  2199. var request = new XMLHttpRequest();
  2200. var retryHandle = null;
  2201. fileRequest.abort = function () {
  2202. aborted = true;
  2203. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2204. request.abort();
  2205. }
  2206. if (retryHandle !== null) {
  2207. clearTimeout(retryHandle);
  2208. retryHandle = null;
  2209. }
  2210. };
  2211. var retryLoop = function (retryIndex) {
  2212. request.open('GET', loadUrl, true);
  2213. if (useArrayBuffer) {
  2214. request.responseType = "arraybuffer";
  2215. }
  2216. if (onProgress) {
  2217. request.addEventListener("progress", onProgress);
  2218. }
  2219. var onLoadEnd = function () {
  2220. request.removeEventListener("loadend", onLoadEnd);
  2221. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2222. fileRequest.onCompleteObservable.clear();
  2223. };
  2224. request.addEventListener("loadend", onLoadEnd);
  2225. var onReadyStateChange = function () {
  2226. if (aborted) {
  2227. return;
  2228. }
  2229. // In case of undefined state in some browsers.
  2230. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2231. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2232. request.removeEventListener("readystatechange", onReadyStateChange);
  2233. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2234. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2235. return;
  2236. }
  2237. var retryStrategy = Tools.DefaultRetryStrategy;
  2238. if (retryStrategy) {
  2239. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2240. if (waitTime !== -1) {
  2241. // Prevent the request from completing for retry.
  2242. request.removeEventListener("loadend", onLoadEnd);
  2243. request = new XMLHttpRequest();
  2244. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2245. return;
  2246. }
  2247. }
  2248. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2249. if (onError) {
  2250. onError(request, e);
  2251. }
  2252. else {
  2253. throw e;
  2254. }
  2255. }
  2256. };
  2257. request.addEventListener("readystatechange", onReadyStateChange);
  2258. if (Tools.UseCustomRequestHeaders) {
  2259. Tools.InjectCustomRequestHeaders(request);
  2260. }
  2261. request.send();
  2262. };
  2263. retryLoop(0);
  2264. };
  2265. // Caching all files
  2266. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2267. var noOfflineSupport_1 = function (request) {
  2268. if (request && request.status > 400) {
  2269. if (onError) {
  2270. onError(request);
  2271. }
  2272. }
  2273. else {
  2274. if (!aborted) {
  2275. requestFile();
  2276. }
  2277. }
  2278. };
  2279. var loadFromOfflineSupport = function () {
  2280. // TODO: database needs to support aborting and should return a IFileRequest
  2281. if (aborted) {
  2282. return;
  2283. }
  2284. if (offlineProvider) {
  2285. offlineProvider.loadFile(url, function (data) {
  2286. if (!aborted) {
  2287. onSuccess(data);
  2288. }
  2289. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2290. }, onProgress ? function (event) {
  2291. if (!aborted) {
  2292. onProgress(event);
  2293. }
  2294. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2295. }
  2296. };
  2297. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2298. }
  2299. else {
  2300. requestFile();
  2301. }
  2302. return fileRequest;
  2303. };
  2304. /**
  2305. * Load a script (identified by an url). When the url returns, the
  2306. * content of this file is added into a new script element, attached to the DOM (body element)
  2307. * @param scriptUrl defines the url of the script to laod
  2308. * @param onSuccess defines the callback called when the script is loaded
  2309. * @param onError defines the callback to call if an error occurs
  2310. */
  2311. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2312. if (!Tools.IsWindowObjectExist()) {
  2313. return;
  2314. }
  2315. var head = document.getElementsByTagName('head')[0];
  2316. var script = document.createElement('script');
  2317. script.type = 'text/javascript';
  2318. script.src = scriptUrl;
  2319. script.onload = function () {
  2320. if (onSuccess) {
  2321. onSuccess();
  2322. }
  2323. };
  2324. script.onerror = function (e) {
  2325. if (onError) {
  2326. onError("Unable to load script '" + scriptUrl + "'", e);
  2327. }
  2328. };
  2329. head.appendChild(script);
  2330. };
  2331. /**
  2332. * Loads a file from a blob
  2333. * @param fileToLoad defines the blob to use
  2334. * @param callback defines the callback to call when data is loaded
  2335. * @param progressCallback defines the callback to call during loading process
  2336. * @returns a file request object
  2337. */
  2338. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2339. var reader = new FileReader();
  2340. var request = {
  2341. onCompleteObservable: new BABYLON.Observable(),
  2342. abort: function () { return reader.abort(); },
  2343. };
  2344. reader.onloadend = function (e) {
  2345. request.onCompleteObservable.notifyObservers(request);
  2346. };
  2347. reader.onload = function (e) {
  2348. //target doesn't have result from ts 1.3
  2349. callback(e.target['result']);
  2350. };
  2351. reader.onprogress = progressCallback;
  2352. reader.readAsDataURL(fileToLoad);
  2353. return request;
  2354. };
  2355. /**
  2356. * Loads a file
  2357. * @param fileToLoad defines the file to load
  2358. * @param callback defines the callback to call when data is loaded
  2359. * @param progressCallBack defines the callback to call during loading process
  2360. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2361. * @returns a file request object
  2362. */
  2363. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2364. var reader = new FileReader();
  2365. var request = {
  2366. onCompleteObservable: new BABYLON.Observable(),
  2367. abort: function () { return reader.abort(); },
  2368. };
  2369. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2370. reader.onerror = function (e) {
  2371. Tools.Log("Error while reading file: " + fileToLoad.name);
  2372. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. if (progressCallBack) {
  2379. reader.onprogress = progressCallBack;
  2380. }
  2381. if (!useArrayBuffer) {
  2382. // Asynchronous read
  2383. reader.readAsText(fileToLoad);
  2384. }
  2385. else {
  2386. reader.readAsArrayBuffer(fileToLoad);
  2387. }
  2388. return request;
  2389. };
  2390. /**
  2391. * Creates a data url from a given string content
  2392. * @param content defines the content to convert
  2393. * @returns the new data url link
  2394. */
  2395. Tools.FileAsURL = function (content) {
  2396. var fileBlob = new Blob([content]);
  2397. var url = window.URL || window.webkitURL;
  2398. var link = url.createObjectURL(fileBlob);
  2399. return link;
  2400. };
  2401. /**
  2402. * Format the given number to a specific decimal format
  2403. * @param value defines the number to format
  2404. * @param decimals defines the number of decimals to use
  2405. * @returns the formatted string
  2406. */
  2407. Tools.Format = function (value, decimals) {
  2408. if (decimals === void 0) { decimals = 2; }
  2409. return value.toFixed(decimals);
  2410. };
  2411. /**
  2412. * Checks if a given vector is inside a specific range
  2413. * @param v defines the vector to test
  2414. * @param min defines the minimum range
  2415. * @param max defines the maximum range
  2416. */
  2417. Tools.CheckExtends = function (v, min, max) {
  2418. min.minimizeInPlace(v);
  2419. max.maximizeInPlace(v);
  2420. };
  2421. /**
  2422. * Tries to copy an object by duplicating every property
  2423. * @param source defines the source object
  2424. * @param destination defines the target object
  2425. * @param doNotCopyList defines a list of properties to avoid
  2426. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2427. */
  2428. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2429. for (var prop in source) {
  2430. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2431. continue;
  2432. }
  2433. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2434. continue;
  2435. }
  2436. var sourceValue = source[prop];
  2437. var typeOfSourceValue = typeof sourceValue;
  2438. if (typeOfSourceValue === "function") {
  2439. continue;
  2440. }
  2441. try {
  2442. if (typeOfSourceValue === "object") {
  2443. if (sourceValue instanceof Array) {
  2444. destination[prop] = [];
  2445. if (sourceValue.length > 0) {
  2446. if (typeof sourceValue[0] == "object") {
  2447. for (var index = 0; index < sourceValue.length; index++) {
  2448. var clonedValue = cloneValue(sourceValue[index], destination);
  2449. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2450. destination[prop].push(clonedValue);
  2451. }
  2452. }
  2453. }
  2454. else {
  2455. destination[prop] = sourceValue.slice(0);
  2456. }
  2457. }
  2458. }
  2459. else {
  2460. destination[prop] = cloneValue(sourceValue, destination);
  2461. }
  2462. }
  2463. else {
  2464. destination[prop] = sourceValue;
  2465. }
  2466. }
  2467. catch (e) {
  2468. // Just ignore error (it could be because of a read-only property)
  2469. }
  2470. }
  2471. };
  2472. /**
  2473. * Gets a boolean indicating if the given object has no own property
  2474. * @param obj defines the object to test
  2475. * @returns true if object has no own property
  2476. */
  2477. Tools.IsEmpty = function (obj) {
  2478. for (var i in obj) {
  2479. if (obj.hasOwnProperty(i)) {
  2480. return false;
  2481. }
  2482. }
  2483. return true;
  2484. };
  2485. /**
  2486. * Function used to register events at window level
  2487. * @param events defines the events to register
  2488. */
  2489. Tools.RegisterTopRootEvents = function (events) {
  2490. for (var index = 0; index < events.length; index++) {
  2491. var event = events[index];
  2492. window.addEventListener(event.name, event.handler, false);
  2493. try {
  2494. if (window.parent) {
  2495. window.parent.addEventListener(event.name, event.handler, false);
  2496. }
  2497. }
  2498. catch (e) {
  2499. // Silently fails...
  2500. }
  2501. }
  2502. };
  2503. /**
  2504. * Function used to unregister events from window level
  2505. * @param events defines the events to unregister
  2506. */
  2507. Tools.UnregisterTopRootEvents = function (events) {
  2508. for (var index = 0; index < events.length; index++) {
  2509. var event = events[index];
  2510. window.removeEventListener(event.name, event.handler);
  2511. try {
  2512. if (window.parent) {
  2513. window.parent.removeEventListener(event.name, event.handler);
  2514. }
  2515. }
  2516. catch (e) {
  2517. // Silently fails...
  2518. }
  2519. }
  2520. };
  2521. /**
  2522. * Dumps the current bound framebuffer
  2523. * @param width defines the rendering width
  2524. * @param height defines the rendering height
  2525. * @param engine defines the hosting engine
  2526. * @param successCallback defines the callback triggered once the data are available
  2527. * @param mimeType defines the mime type of the result
  2528. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2529. */
  2530. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2531. if (mimeType === void 0) { mimeType = "image/png"; }
  2532. // Read the contents of the framebuffer
  2533. var numberOfChannelsByLine = width * 4;
  2534. var halfHeight = height / 2;
  2535. //Reading datas from WebGL
  2536. var data = engine.readPixels(0, 0, width, height);
  2537. //To flip image on Y axis.
  2538. for (var i = 0; i < halfHeight; i++) {
  2539. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2540. var currentCell = j + i * numberOfChannelsByLine;
  2541. var targetLine = height - i - 1;
  2542. var targetCell = j + targetLine * numberOfChannelsByLine;
  2543. var temp = data[currentCell];
  2544. data[currentCell] = data[targetCell];
  2545. data[targetCell] = temp;
  2546. }
  2547. }
  2548. // Create a 2D canvas to store the result
  2549. if (!screenshotCanvas) {
  2550. screenshotCanvas = document.createElement('canvas');
  2551. }
  2552. screenshotCanvas.width = width;
  2553. screenshotCanvas.height = height;
  2554. var context = screenshotCanvas.getContext('2d');
  2555. if (context) {
  2556. // Copy the pixels to a 2D canvas
  2557. var imageData = context.createImageData(width, height);
  2558. var castData = (imageData.data);
  2559. castData.set(data);
  2560. context.putImageData(imageData, 0, 0);
  2561. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2562. }
  2563. };
  2564. /**
  2565. * Converts the canvas data to blob.
  2566. * This acts as a polyfill for browsers not supporting the to blob function.
  2567. * @param canvas Defines the canvas to extract the data from
  2568. * @param successCallback Defines the callback triggered once the data are available
  2569. * @param mimeType Defines the mime type of the result
  2570. */
  2571. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2572. if (mimeType === void 0) { mimeType = "image/png"; }
  2573. // We need HTMLCanvasElement.toBlob for HD screenshots
  2574. if (!canvas.toBlob) {
  2575. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2576. canvas.toBlob = function (callback, type, quality) {
  2577. var _this = this;
  2578. setTimeout(function () {
  2579. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2580. for (var i = 0; i < len; i++) {
  2581. arr[i] = binStr.charCodeAt(i);
  2582. }
  2583. callback(new Blob([arr]));
  2584. });
  2585. };
  2586. }
  2587. canvas.toBlob(function (blob) {
  2588. successCallback(blob);
  2589. }, mimeType);
  2590. };
  2591. /**
  2592. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2593. * @param successCallback defines the callback triggered once the data are available
  2594. * @param mimeType defines the mime type of the result
  2595. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2596. */
  2597. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2598. if (mimeType === void 0) { mimeType = "image/png"; }
  2599. if (successCallback) {
  2600. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2601. successCallback(base64Image);
  2602. }
  2603. else {
  2604. this.ToBlob(screenshotCanvas, function (blob) {
  2605. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2606. if (("download" in document.createElement("a"))) {
  2607. if (!fileName) {
  2608. var date = new Date();
  2609. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2610. fileName = "screenshot_" + stringDate + ".png";
  2611. }
  2612. Tools.Download(blob, fileName);
  2613. }
  2614. else {
  2615. var url = URL.createObjectURL(blob);
  2616. var newWindow = window.open("");
  2617. if (!newWindow) {
  2618. return;
  2619. }
  2620. var img = newWindow.document.createElement("img");
  2621. img.onload = function () {
  2622. // no longer need to read the blob so it's revoked
  2623. URL.revokeObjectURL(url);
  2624. };
  2625. img.src = url;
  2626. newWindow.document.body.appendChild(img);
  2627. }
  2628. }, mimeType);
  2629. }
  2630. };
  2631. /**
  2632. * Downloads a blob in the browser
  2633. * @param blob defines the blob to download
  2634. * @param fileName defines the name of the downloaded file
  2635. */
  2636. Tools.Download = function (blob, fileName) {
  2637. if (navigator && navigator.msSaveBlob) {
  2638. navigator.msSaveBlob(blob, fileName);
  2639. return;
  2640. }
  2641. var url = window.URL.createObjectURL(blob);
  2642. var a = document.createElement("a");
  2643. document.body.appendChild(a);
  2644. a.style.display = "none";
  2645. a.href = url;
  2646. a.download = fileName;
  2647. a.addEventListener("click", function () {
  2648. if (a.parentElement) {
  2649. a.parentElement.removeChild(a);
  2650. }
  2651. });
  2652. a.click();
  2653. window.URL.revokeObjectURL(url);
  2654. };
  2655. /**
  2656. * Captures a screenshot of the current rendering
  2657. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2658. * @param engine defines the rendering engine
  2659. * @param camera defines the source camera
  2660. * @param size This parameter can be set to a single number or to an object with the
  2661. * following (optional) properties: precision, width, height. If a single number is passed,
  2662. * it will be used for both width and height. If an object is passed, the screenshot size
  2663. * will be derived from the parameters. The precision property is a multiplier allowing
  2664. * rendering at a higher or lower resolution
  2665. * @param successCallback defines the callback receives a single parameter which contains the
  2666. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2667. * src parameter of an <img> to display it
  2668. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2669. * Check your browser for supported MIME types
  2670. */
  2671. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2672. if (mimeType === void 0) { mimeType = "image/png"; }
  2673. var width;
  2674. var height;
  2675. // If a precision value is specified
  2676. if (size.precision) {
  2677. width = Math.round(engine.getRenderWidth() * size.precision);
  2678. height = Math.round(width / engine.getAspectRatio(camera));
  2679. }
  2680. else if (size.width && size.height) {
  2681. width = size.width;
  2682. height = size.height;
  2683. }
  2684. //If passing only width, computing height to keep display canvas ratio.
  2685. else if (size.width && !size.height) {
  2686. width = size.width;
  2687. height = Math.round(width / engine.getAspectRatio(camera));
  2688. }
  2689. //If passing only height, computing width to keep display canvas ratio.
  2690. else if (size.height && !size.width) {
  2691. height = size.height;
  2692. width = Math.round(height * engine.getAspectRatio(camera));
  2693. }
  2694. //Assuming here that "size" parameter is a number
  2695. else if (!isNaN(size)) {
  2696. height = size;
  2697. width = size;
  2698. }
  2699. else {
  2700. Tools.Error("Invalid 'size' parameter !");
  2701. return;
  2702. }
  2703. if (!screenshotCanvas) {
  2704. screenshotCanvas = document.createElement('canvas');
  2705. }
  2706. screenshotCanvas.width = width;
  2707. screenshotCanvas.height = height;
  2708. var renderContext = screenshotCanvas.getContext("2d");
  2709. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2710. var newWidth = width;
  2711. var newHeight = newWidth / ratio;
  2712. if (newHeight > height) {
  2713. newHeight = height;
  2714. newWidth = newHeight * ratio;
  2715. }
  2716. var offsetX = Math.max(0, width - newWidth) / 2;
  2717. var offsetY = Math.max(0, height - newHeight) / 2;
  2718. var renderingCanvas = engine.getRenderingCanvas();
  2719. if (renderContext && renderingCanvas) {
  2720. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2721. }
  2722. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2723. };
  2724. /**
  2725. * Generates an image screenshot from the specified camera.
  2726. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2727. * @param engine The engine to use for rendering
  2728. * @param camera The camera to use for rendering
  2729. * @param size This parameter can be set to a single number or to an object with the
  2730. * following (optional) properties: precision, width, height. If a single number is passed,
  2731. * it will be used for both width and height. If an object is passed, the screenshot size
  2732. * will be derived from the parameters. The precision property is a multiplier allowing
  2733. * rendering at a higher or lower resolution
  2734. * @param successCallback The callback receives a single parameter which contains the
  2735. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2736. * src parameter of an <img> to display it
  2737. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2738. * Check your browser for supported MIME types
  2739. * @param samples Texture samples (default: 1)
  2740. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2741. * @param fileName A name for for the downloaded file.
  2742. */
  2743. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2744. if (mimeType === void 0) { mimeType = "image/png"; }
  2745. if (samples === void 0) { samples = 1; }
  2746. if (antialiasing === void 0) { antialiasing = false; }
  2747. var width;
  2748. var height;
  2749. //If a precision value is specified
  2750. if (size.precision) {
  2751. width = Math.round(engine.getRenderWidth() * size.precision);
  2752. height = Math.round(width / engine.getAspectRatio(camera));
  2753. size = { width: width, height: height };
  2754. }
  2755. else if (size.width && size.height) {
  2756. width = size.width;
  2757. height = size.height;
  2758. }
  2759. //If passing only width, computing height to keep display canvas ratio.
  2760. else if (size.width && !size.height) {
  2761. width = size.width;
  2762. height = Math.round(width / engine.getAspectRatio(camera));
  2763. size = { width: width, height: height };
  2764. }
  2765. //If passing only height, computing width to keep display canvas ratio.
  2766. else if (size.height && !size.width) {
  2767. height = size.height;
  2768. width = Math.round(height * engine.getAspectRatio(camera));
  2769. size = { width: width, height: height };
  2770. }
  2771. //Assuming here that "size" parameter is a number
  2772. else if (!isNaN(size)) {
  2773. height = size;
  2774. width = size;
  2775. }
  2776. else {
  2777. Tools.Error("Invalid 'size' parameter !");
  2778. return;
  2779. }
  2780. var scene = camera.getScene();
  2781. var previousCamera = null;
  2782. if (scene.activeCamera !== camera) {
  2783. previousCamera = scene.activeCamera;
  2784. scene.activeCamera = camera;
  2785. }
  2786. var renderCanvas = engine.getRenderingCanvas();
  2787. if (!renderCanvas) {
  2788. Tools.Error("No rendering canvas found !");
  2789. return;
  2790. }
  2791. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2792. engine.setSize(width, height);
  2793. scene.render();
  2794. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2795. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2796. texture.renderList = null;
  2797. texture.samples = samples;
  2798. if (antialiasing) {
  2799. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2800. }
  2801. texture.onAfterRenderObservable.add(function () {
  2802. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2803. });
  2804. scene.incrementRenderId();
  2805. scene.resetCachedMaterial();
  2806. texture.render(true);
  2807. texture.dispose();
  2808. if (previousCamera) {
  2809. scene.activeCamera = previousCamera;
  2810. }
  2811. engine.setSize(originalSize.width, originalSize.height);
  2812. camera.getProjectionMatrix(true); // Force cache refresh;
  2813. };
  2814. /**
  2815. * Validates if xhr data is correct
  2816. * @param xhr defines the request to validate
  2817. * @param dataType defines the expected data type
  2818. * @returns true if data is correct
  2819. */
  2820. Tools.ValidateXHRData = function (xhr, dataType) {
  2821. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2822. if (dataType === void 0) { dataType = 7; }
  2823. try {
  2824. if (dataType & 1) {
  2825. if (xhr.responseText && xhr.responseText.length > 0) {
  2826. return true;
  2827. }
  2828. else if (dataType === 1) {
  2829. return false;
  2830. }
  2831. }
  2832. if (dataType & 2) {
  2833. // Check header width and height since there is no "TGA" magic number
  2834. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2835. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2836. return true;
  2837. }
  2838. else if (dataType === 2) {
  2839. return false;
  2840. }
  2841. }
  2842. if (dataType & 4) {
  2843. // Check for the "DDS" magic number
  2844. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2845. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2846. return true;
  2847. }
  2848. else {
  2849. return false;
  2850. }
  2851. }
  2852. }
  2853. catch (e) {
  2854. // Global protection
  2855. }
  2856. return false;
  2857. };
  2858. /**
  2859. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2860. * Be aware Math.random() could cause collisions, but:
  2861. * "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"
  2862. * @returns a pseudo random id
  2863. */
  2864. Tools.RandomId = function () {
  2865. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2866. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2867. return v.toString(16);
  2868. });
  2869. };
  2870. /**
  2871. * Test if the given uri is a base64 string
  2872. * @param uri The uri to test
  2873. * @return True if the uri is a base64 string or false otherwise
  2874. */
  2875. Tools.IsBase64 = function (uri) {
  2876. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2877. };
  2878. /**
  2879. * Decode the given base64 uri.
  2880. * @param uri The uri to decode
  2881. * @return The decoded base64 data.
  2882. */
  2883. Tools.DecodeBase64 = function (uri) {
  2884. var decodedString = atob(uri.split(",")[1]);
  2885. var bufferLength = decodedString.length;
  2886. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2887. for (var i = 0; i < bufferLength; i++) {
  2888. bufferView[i] = decodedString.charCodeAt(i);
  2889. }
  2890. return bufferView.buffer;
  2891. };
  2892. Tools._AddLogEntry = function (entry) {
  2893. Tools._LogCache = entry + Tools._LogCache;
  2894. if (Tools.OnNewCacheEntry) {
  2895. Tools.OnNewCacheEntry(entry);
  2896. }
  2897. };
  2898. Tools._FormatMessage = function (message) {
  2899. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2900. var date = new Date();
  2901. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2902. };
  2903. Tools._LogDisabled = function (message) {
  2904. // nothing to do
  2905. };
  2906. Tools._LogEnabled = function (message) {
  2907. var formattedMessage = Tools._FormatMessage(message);
  2908. console.log("BJS - " + formattedMessage);
  2909. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2910. Tools._AddLogEntry(entry);
  2911. };
  2912. Tools._WarnDisabled = function (message) {
  2913. // nothing to do
  2914. };
  2915. Tools._WarnEnabled = function (message) {
  2916. var formattedMessage = Tools._FormatMessage(message);
  2917. console.warn("BJS - " + formattedMessage);
  2918. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2919. Tools._AddLogEntry(entry);
  2920. };
  2921. Tools._ErrorDisabled = function (message) {
  2922. // nothing to do
  2923. };
  2924. Tools._ErrorEnabled = function (message) {
  2925. Tools.errorsCount++;
  2926. var formattedMessage = Tools._FormatMessage(message);
  2927. console.error("BJS - " + formattedMessage);
  2928. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2929. Tools._AddLogEntry(entry);
  2930. };
  2931. Object.defineProperty(Tools, "LogCache", {
  2932. /**
  2933. * Gets current log cache (list of logs)
  2934. */
  2935. get: function () {
  2936. return Tools._LogCache;
  2937. },
  2938. enumerable: true,
  2939. configurable: true
  2940. });
  2941. /**
  2942. * Clears the log cache
  2943. */
  2944. Tools.ClearLogCache = function () {
  2945. Tools._LogCache = "";
  2946. Tools.errorsCount = 0;
  2947. };
  2948. Object.defineProperty(Tools, "LogLevels", {
  2949. /**
  2950. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2951. */
  2952. set: function (level) {
  2953. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2954. Tools.Log = Tools._LogEnabled;
  2955. }
  2956. else {
  2957. Tools.Log = Tools._LogDisabled;
  2958. }
  2959. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2960. Tools.Warn = Tools._WarnEnabled;
  2961. }
  2962. else {
  2963. Tools.Warn = Tools._WarnDisabled;
  2964. }
  2965. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2966. Tools.Error = Tools._ErrorEnabled;
  2967. }
  2968. else {
  2969. Tools.Error = Tools._ErrorDisabled;
  2970. }
  2971. },
  2972. enumerable: true,
  2973. configurable: true
  2974. });
  2975. /**
  2976. * Checks if the loaded document was accessed via `file:`-Protocol.
  2977. * @returns boolean
  2978. */
  2979. Tools.IsFileURL = function () {
  2980. return location.protocol === "file:";
  2981. };
  2982. /**
  2983. * Checks if the window object exists
  2984. * @returns true if the window object exists
  2985. */
  2986. Tools.IsWindowObjectExist = function () {
  2987. return (typeof window) !== "undefined";
  2988. };
  2989. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2990. /**
  2991. * Sets the current performance log level
  2992. */
  2993. set: function (level) {
  2994. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2995. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2996. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2997. return;
  2998. }
  2999. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3000. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3001. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3002. return;
  3003. }
  3004. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3005. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3006. },
  3007. enumerable: true,
  3008. configurable: true
  3009. });
  3010. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3011. };
  3012. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3013. };
  3014. Tools._StartUserMark = function (counterName, condition) {
  3015. if (condition === void 0) { condition = true; }
  3016. if (!Tools._performance) {
  3017. if (!Tools.IsWindowObjectExist()) {
  3018. return;
  3019. }
  3020. Tools._performance = window.performance;
  3021. }
  3022. if (!condition || !Tools._performance.mark) {
  3023. return;
  3024. }
  3025. Tools._performance.mark(counterName + "-Begin");
  3026. };
  3027. Tools._EndUserMark = function (counterName, condition) {
  3028. if (condition === void 0) { condition = true; }
  3029. if (!condition || !Tools._performance.mark) {
  3030. return;
  3031. }
  3032. Tools._performance.mark(counterName + "-End");
  3033. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3034. };
  3035. Tools._StartPerformanceConsole = function (counterName, condition) {
  3036. if (condition === void 0) { condition = true; }
  3037. if (!condition) {
  3038. return;
  3039. }
  3040. Tools._StartUserMark(counterName, condition);
  3041. if (console.time) {
  3042. console.time(counterName);
  3043. }
  3044. };
  3045. Tools._EndPerformanceConsole = function (counterName, condition) {
  3046. if (condition === void 0) { condition = true; }
  3047. if (!condition) {
  3048. return;
  3049. }
  3050. Tools._EndUserMark(counterName, condition);
  3051. if (console.time) {
  3052. console.timeEnd(counterName);
  3053. }
  3054. };
  3055. /**
  3056. * Injects the @see CustomRequestHeaders into the given request
  3057. * @param request the request that should be used for injection
  3058. */
  3059. Tools.InjectCustomRequestHeaders = function (request) {
  3060. for (var key in Tools.CustomRequestHeaders) {
  3061. var val = Tools.CustomRequestHeaders[key];
  3062. if (val) {
  3063. request.setRequestHeader(key, val);
  3064. }
  3065. }
  3066. };
  3067. Object.defineProperty(Tools, "Now", {
  3068. /**
  3069. * Gets either window.performance.now() if supported or Date.now() else
  3070. */
  3071. get: function () {
  3072. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3073. return window.performance.now();
  3074. }
  3075. return Date.now();
  3076. },
  3077. enumerable: true,
  3078. configurable: true
  3079. });
  3080. /**
  3081. * This method will return the name of the class used to create the instance of the given object.
  3082. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3083. * @param object the object to get the class name from
  3084. * @param isType defines if the object is actually a type
  3085. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3086. */
  3087. Tools.GetClassName = function (object, isType) {
  3088. if (isType === void 0) { isType = false; }
  3089. var name = null;
  3090. if (!isType && object.getClassName) {
  3091. name = object.getClassName();
  3092. }
  3093. else {
  3094. if (object instanceof Object) {
  3095. var classObj = isType ? object : Object.getPrototypeOf(object);
  3096. name = classObj.constructor["__bjsclassName__"];
  3097. }
  3098. if (!name) {
  3099. name = typeof object;
  3100. }
  3101. }
  3102. return name;
  3103. };
  3104. /**
  3105. * Gets the first element of an array satisfying a given predicate
  3106. * @param array defines the array to browse
  3107. * @param predicate defines the predicate to use
  3108. * @returns null if not found or the element
  3109. */
  3110. Tools.First = function (array, predicate) {
  3111. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3112. var el = array_1[_i];
  3113. if (predicate(el)) {
  3114. return el;
  3115. }
  3116. }
  3117. return null;
  3118. };
  3119. /**
  3120. * This method will return the name of the full name of the class, including its owning module (if any).
  3121. * 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).
  3122. * @param object the object to get the class name from
  3123. * @param isType defines if the object is actually a type
  3124. * @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.
  3125. * @ignorenaming
  3126. */
  3127. Tools.getFullClassName = function (object, isType) {
  3128. if (isType === void 0) { isType = false; }
  3129. var className = null;
  3130. var moduleName = null;
  3131. if (!isType && object.getClassName) {
  3132. className = object.getClassName();
  3133. }
  3134. else {
  3135. if (object instanceof Object) {
  3136. var classObj = isType ? object : Object.getPrototypeOf(object);
  3137. className = classObj.constructor["__bjsclassName__"];
  3138. moduleName = classObj.constructor["__bjsmoduleName__"];
  3139. }
  3140. if (!className) {
  3141. className = typeof object;
  3142. }
  3143. }
  3144. if (!className) {
  3145. return null;
  3146. }
  3147. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3148. };
  3149. /**
  3150. * Returns a promise that resolves after the given amount of time.
  3151. * @param delay Number of milliseconds to delay
  3152. * @returns Promise that resolves after the given amount of time
  3153. */
  3154. Tools.DelayAsync = function (delay) {
  3155. return new Promise(function (resolve) {
  3156. setTimeout(function () {
  3157. resolve();
  3158. }, delay);
  3159. });
  3160. };
  3161. /**
  3162. * Gets the current gradient from an array of IValueGradient
  3163. * @param ratio defines the current ratio to get
  3164. * @param gradients defines the array of IValueGradient
  3165. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3166. */
  3167. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3168. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3169. var currentGradient = gradients[gradientIndex];
  3170. var nextGradient = gradients[gradientIndex + 1];
  3171. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3172. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3173. updateFunc(currentGradient, nextGradient, scale);
  3174. return;
  3175. }
  3176. }
  3177. // Use last index if over
  3178. var lastIndex = gradients.length - 1;
  3179. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3180. };
  3181. /**
  3182. * Gets or sets the base URL to use to load assets
  3183. */
  3184. Tools.BaseUrl = "";
  3185. /**
  3186. * Enable/Disable Custom HTTP Request Headers globally.
  3187. * default = false
  3188. * @see CustomRequestHeaders
  3189. */
  3190. Tools.UseCustomRequestHeaders = false;
  3191. /**
  3192. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3193. * i.e. when loading files, where the server/service expects an Authorization header.
  3194. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3195. */
  3196. Tools.CustomRequestHeaders = {};
  3197. /**
  3198. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3199. */
  3200. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3201. /**
  3202. * Default behaviour for cors in the application.
  3203. * It can be a string if the expected behavior is identical in the entire app.
  3204. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3205. */
  3206. Tools.CorsBehavior = "anonymous";
  3207. /**
  3208. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3209. * @ignorenaming
  3210. */
  3211. Tools.UseFallbackTexture = true;
  3212. /**
  3213. * Use this object to register external classes like custom textures or material
  3214. * to allow the laoders to instantiate them
  3215. */
  3216. Tools.RegisteredExternalClasses = {};
  3217. /**
  3218. * Texture content used if a texture cannot loaded
  3219. * @ignorenaming
  3220. */
  3221. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3222. Tools._tmpFloatArray = new Float32Array(1);
  3223. /**
  3224. * Gets or sets a function used to pre-process url before using them to load assets
  3225. */
  3226. Tools.PreprocessUrl = function (url) {
  3227. return url;
  3228. };
  3229. // Logs
  3230. /**
  3231. * No log
  3232. */
  3233. Tools.NoneLogLevel = 0;
  3234. /**
  3235. * Only message logs
  3236. */
  3237. Tools.MessageLogLevel = 1;
  3238. /**
  3239. * Only warning logs
  3240. */
  3241. Tools.WarningLogLevel = 2;
  3242. /**
  3243. * Only error logs
  3244. */
  3245. Tools.ErrorLogLevel = 4;
  3246. /**
  3247. * All logs
  3248. */
  3249. Tools.AllLogLevel = 7;
  3250. Tools._LogCache = "";
  3251. /**
  3252. * Gets a value indicating the number of loading errors
  3253. * @ignorenaming
  3254. */
  3255. Tools.errorsCount = 0;
  3256. /**
  3257. * Log a message to the console
  3258. */
  3259. Tools.Log = Tools._LogEnabled;
  3260. /**
  3261. * Write a warning message to the console
  3262. */
  3263. Tools.Warn = Tools._WarnEnabled;
  3264. /**
  3265. * Write an error message to the console
  3266. */
  3267. Tools.Error = Tools._ErrorEnabled;
  3268. // Performances
  3269. /**
  3270. * No performance log
  3271. */
  3272. Tools.PerformanceNoneLogLevel = 0;
  3273. /**
  3274. * Use user marks to log performance
  3275. */
  3276. Tools.PerformanceUserMarkLogLevel = 1;
  3277. /**
  3278. * Log performance to the console
  3279. */
  3280. Tools.PerformanceConsoleLogLevel = 2;
  3281. /**
  3282. * Starts a performance counter
  3283. */
  3284. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3285. /**
  3286. * Ends a specific performance coutner
  3287. */
  3288. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3289. return Tools;
  3290. }());
  3291. BABYLON.Tools = Tools;
  3292. /**
  3293. * This class is used to track a performance counter which is number based.
  3294. * The user has access to many properties which give statistics of different nature.
  3295. *
  3296. * The implementer can track two kinds of Performance Counter: time and count.
  3297. * 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.
  3298. * 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.
  3299. */
  3300. var PerfCounter = /** @class */ (function () {
  3301. /**
  3302. * Creates a new counter
  3303. */
  3304. function PerfCounter() {
  3305. this._startMonitoringTime = 0;
  3306. this._min = 0;
  3307. this._max = 0;
  3308. this._average = 0;
  3309. this._lastSecAverage = 0;
  3310. this._current = 0;
  3311. this._totalValueCount = 0;
  3312. this._totalAccumulated = 0;
  3313. this._lastSecAccumulated = 0;
  3314. this._lastSecTime = 0;
  3315. this._lastSecValueCount = 0;
  3316. }
  3317. Object.defineProperty(PerfCounter.prototype, "min", {
  3318. /**
  3319. * Returns the smallest value ever
  3320. */
  3321. get: function () {
  3322. return this._min;
  3323. },
  3324. enumerable: true,
  3325. configurable: true
  3326. });
  3327. Object.defineProperty(PerfCounter.prototype, "max", {
  3328. /**
  3329. * Returns the biggest value ever
  3330. */
  3331. get: function () {
  3332. return this._max;
  3333. },
  3334. enumerable: true,
  3335. configurable: true
  3336. });
  3337. Object.defineProperty(PerfCounter.prototype, "average", {
  3338. /**
  3339. * Returns the average value since the performance counter is running
  3340. */
  3341. get: function () {
  3342. return this._average;
  3343. },
  3344. enumerable: true,
  3345. configurable: true
  3346. });
  3347. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3348. /**
  3349. * Returns the average value of the last second the counter was monitored
  3350. */
  3351. get: function () {
  3352. return this._lastSecAverage;
  3353. },
  3354. enumerable: true,
  3355. configurable: true
  3356. });
  3357. Object.defineProperty(PerfCounter.prototype, "current", {
  3358. /**
  3359. * Returns the current value
  3360. */
  3361. get: function () {
  3362. return this._current;
  3363. },
  3364. enumerable: true,
  3365. configurable: true
  3366. });
  3367. Object.defineProperty(PerfCounter.prototype, "total", {
  3368. /**
  3369. * Gets the accumulated total
  3370. */
  3371. get: function () {
  3372. return this._totalAccumulated;
  3373. },
  3374. enumerable: true,
  3375. configurable: true
  3376. });
  3377. Object.defineProperty(PerfCounter.prototype, "count", {
  3378. /**
  3379. * Gets the total value count
  3380. */
  3381. get: function () {
  3382. return this._totalValueCount;
  3383. },
  3384. enumerable: true,
  3385. configurable: true
  3386. });
  3387. /**
  3388. * Call this method to start monitoring a new frame.
  3389. * 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.
  3390. */
  3391. PerfCounter.prototype.fetchNewFrame = function () {
  3392. this._totalValueCount++;
  3393. this._current = 0;
  3394. this._lastSecValueCount++;
  3395. };
  3396. /**
  3397. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3398. * @param newCount the count value to add to the monitored count
  3399. * @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.
  3400. */
  3401. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3402. if (!PerfCounter.Enabled) {
  3403. return;
  3404. }
  3405. this._current += newCount;
  3406. if (fetchResult) {
  3407. this._fetchResult();
  3408. }
  3409. };
  3410. /**
  3411. * Start monitoring this performance counter
  3412. */
  3413. PerfCounter.prototype.beginMonitoring = function () {
  3414. if (!PerfCounter.Enabled) {
  3415. return;
  3416. }
  3417. this._startMonitoringTime = Tools.Now;
  3418. };
  3419. /**
  3420. * Compute the time lapsed since the previous beginMonitoring() call.
  3421. * @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
  3422. */
  3423. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3424. if (newFrame === void 0) { newFrame = true; }
  3425. if (!PerfCounter.Enabled) {
  3426. return;
  3427. }
  3428. if (newFrame) {
  3429. this.fetchNewFrame();
  3430. }
  3431. var currentTime = Tools.Now;
  3432. this._current = currentTime - this._startMonitoringTime;
  3433. if (newFrame) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. PerfCounter.prototype._fetchResult = function () {
  3438. this._totalAccumulated += this._current;
  3439. this._lastSecAccumulated += this._current;
  3440. // Min/Max update
  3441. this._min = Math.min(this._min, this._current);
  3442. this._max = Math.max(this._max, this._current);
  3443. this._average = this._totalAccumulated / this._totalValueCount;
  3444. // Reset last sec?
  3445. var now = Tools.Now;
  3446. if ((now - this._lastSecTime) > 1000) {
  3447. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3448. this._lastSecTime = now;
  3449. this._lastSecAccumulated = 0;
  3450. this._lastSecValueCount = 0;
  3451. }
  3452. };
  3453. /**
  3454. * Gets or sets a global boolean to turn on and off all the counters
  3455. */
  3456. PerfCounter.Enabled = true;
  3457. return PerfCounter;
  3458. }());
  3459. BABYLON.PerfCounter = PerfCounter;
  3460. /**
  3461. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3462. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3463. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3464. * @param name The name of the class, case should be preserved
  3465. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3466. */
  3467. function className(name, module) {
  3468. return function (target) {
  3469. target["__bjsclassName__"] = name;
  3470. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3471. };
  3472. }
  3473. BABYLON.className = className;
  3474. /**
  3475. * An implementation of a loop for asynchronous functions.
  3476. */
  3477. var AsyncLoop = /** @class */ (function () {
  3478. /**
  3479. * Constructor.
  3480. * @param iterations the number of iterations.
  3481. * @param func the function to run each iteration
  3482. * @param successCallback the callback that will be called upon succesful execution
  3483. * @param offset starting offset.
  3484. */
  3485. function AsyncLoop(
  3486. /**
  3487. * Defines the number of iterations for the loop
  3488. */
  3489. iterations, func, successCallback, offset) {
  3490. if (offset === void 0) { offset = 0; }
  3491. this.iterations = iterations;
  3492. this.index = offset - 1;
  3493. this._done = false;
  3494. this._fn = func;
  3495. this._successCallback = successCallback;
  3496. }
  3497. /**
  3498. * Execute the next iteration. Must be called after the last iteration was finished.
  3499. */
  3500. AsyncLoop.prototype.executeNext = function () {
  3501. if (!this._done) {
  3502. if (this.index + 1 < this.iterations) {
  3503. ++this.index;
  3504. this._fn(this);
  3505. }
  3506. else {
  3507. this.breakLoop();
  3508. }
  3509. }
  3510. };
  3511. /**
  3512. * Break the loop and run the success callback.
  3513. */
  3514. AsyncLoop.prototype.breakLoop = function () {
  3515. this._done = true;
  3516. this._successCallback();
  3517. };
  3518. /**
  3519. * Create and run an async loop.
  3520. * @param iterations the number of iterations.
  3521. * @param fn the function to run each iteration
  3522. * @param successCallback the callback that will be called upon succesful execution
  3523. * @param offset starting offset.
  3524. * @returns the created async loop object
  3525. */
  3526. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3527. if (offset === void 0) { offset = 0; }
  3528. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3529. loop.executeNext();
  3530. return loop;
  3531. };
  3532. /**
  3533. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3534. * @param iterations total number of iterations
  3535. * @param syncedIterations number of synchronous iterations in each async iteration.
  3536. * @param fn the function to call each iteration.
  3537. * @param callback a success call back that will be called when iterating stops.
  3538. * @param breakFunction a break condition (optional)
  3539. * @param timeout timeout settings for the setTimeout function. default - 0.
  3540. * @returns the created async loop object
  3541. */
  3542. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3543. if (timeout === void 0) { timeout = 0; }
  3544. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3545. if (breakFunction && breakFunction()) {
  3546. loop.breakLoop();
  3547. }
  3548. else {
  3549. setTimeout(function () {
  3550. for (var i = 0; i < syncedIterations; ++i) {
  3551. var iteration = (loop.index * syncedIterations) + i;
  3552. if (iteration >= iterations) {
  3553. break;
  3554. }
  3555. fn(iteration);
  3556. if (breakFunction && breakFunction()) {
  3557. loop.breakLoop();
  3558. break;
  3559. }
  3560. }
  3561. loop.executeNext();
  3562. }, timeout);
  3563. }
  3564. }, callback);
  3565. };
  3566. return AsyncLoop;
  3567. }());
  3568. BABYLON.AsyncLoop = AsyncLoop;
  3569. })(BABYLON || (BABYLON = {}));
  3570. //# sourceMappingURL=babylon.tools.js.map
  3571. var BABYLON;
  3572. (function (BABYLON) {
  3573. /**
  3574. * Constant used to convert a value to gamma space
  3575. * @ignorenaming
  3576. */
  3577. BABYLON.ToGammaSpace = 1 / 2.2;
  3578. /**
  3579. * Constant used to convert a value to linear space
  3580. * @ignorenaming
  3581. */
  3582. BABYLON.ToLinearSpace = 2.2;
  3583. /**
  3584. * Constant used to define the minimal number value in Babylon.js
  3585. * @ignorenaming
  3586. */
  3587. BABYLON.Epsilon = 0.001;
  3588. /**
  3589. * Class used to hold a RBG color
  3590. */
  3591. var Color3 = /** @class */ (function () {
  3592. /**
  3593. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3594. * @param r defines the red component (between 0 and 1, default is 0)
  3595. * @param g defines the green component (between 0 and 1, default is 0)
  3596. * @param b defines the blue component (between 0 and 1, default is 0)
  3597. */
  3598. function Color3(
  3599. /**
  3600. * Defines the red component (between 0 and 1, default is 0)
  3601. */
  3602. r,
  3603. /**
  3604. * Defines the green component (between 0 and 1, default is 0)
  3605. */
  3606. g,
  3607. /**
  3608. * Defines the blue component (between 0 and 1, default is 0)
  3609. */
  3610. b) {
  3611. if (r === void 0) { r = 0; }
  3612. if (g === void 0) { g = 0; }
  3613. if (b === void 0) { b = 0; }
  3614. this.r = r;
  3615. this.g = g;
  3616. this.b = b;
  3617. }
  3618. /**
  3619. * Creates a string with the Color3 current values
  3620. * @returns the string representation of the Color3 object
  3621. */
  3622. Color3.prototype.toString = function () {
  3623. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3624. };
  3625. /**
  3626. * Returns the string "Color3"
  3627. * @returns "Color3"
  3628. */
  3629. Color3.prototype.getClassName = function () {
  3630. return "Color3";
  3631. };
  3632. /**
  3633. * Compute the Color3 hash code
  3634. * @returns an unique number that can be used to hash Color3 objects
  3635. */
  3636. Color3.prototype.getHashCode = function () {
  3637. var hash = this.r || 0;
  3638. hash = (hash * 397) ^ (this.g || 0);
  3639. hash = (hash * 397) ^ (this.b || 0);
  3640. return hash;
  3641. };
  3642. // Operators
  3643. /**
  3644. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3645. * @param array defines the array where to store the r,g,b components
  3646. * @param index defines an optional index in the target array to define where to start storing values
  3647. * @returns the current Color3 object
  3648. */
  3649. Color3.prototype.toArray = function (array, index) {
  3650. if (index === void 0) { index = 0; }
  3651. array[index] = this.r;
  3652. array[index + 1] = this.g;
  3653. array[index + 2] = this.b;
  3654. return this;
  3655. };
  3656. /**
  3657. * Returns a new Color4 object from the current Color3 and the given alpha
  3658. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3659. * @returns a new Color4 object
  3660. */
  3661. Color3.prototype.toColor4 = function (alpha) {
  3662. if (alpha === void 0) { alpha = 1; }
  3663. return new Color4(this.r, this.g, this.b, alpha);
  3664. };
  3665. /**
  3666. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3667. * @returns the new array
  3668. */
  3669. Color3.prototype.asArray = function () {
  3670. var result = new Array();
  3671. this.toArray(result, 0);
  3672. return result;
  3673. };
  3674. /**
  3675. * Returns the luminance value
  3676. * @returns a float value
  3677. */
  3678. Color3.prototype.toLuminance = function () {
  3679. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3680. };
  3681. /**
  3682. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3683. * @param otherColor defines the second operand
  3684. * @returns the new Color3 object
  3685. */
  3686. Color3.prototype.multiply = function (otherColor) {
  3687. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3688. };
  3689. /**
  3690. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3691. * @param otherColor defines the second operand
  3692. * @param result defines the Color3 object where to store the result
  3693. * @returns the current Color3
  3694. */
  3695. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3696. result.r = this.r * otherColor.r;
  3697. result.g = this.g * otherColor.g;
  3698. result.b = this.b * otherColor.b;
  3699. return this;
  3700. };
  3701. /**
  3702. * Determines equality between Color3 objects
  3703. * @param otherColor defines the second operand
  3704. * @returns true if the rgb values are equal to the given ones
  3705. */
  3706. Color3.prototype.equals = function (otherColor) {
  3707. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3708. };
  3709. /**
  3710. * Determines equality between the current Color3 object and a set of r,b,g values
  3711. * @param r defines the red component to check
  3712. * @param g defines the green component to check
  3713. * @param b defines the blue component to check
  3714. * @returns true if the rgb values are equal to the given ones
  3715. */
  3716. Color3.prototype.equalsFloats = function (r, g, b) {
  3717. return this.r === r && this.g === g && this.b === b;
  3718. };
  3719. /**
  3720. * Multiplies in place each rgb value by scale
  3721. * @param scale defines the scaling factor
  3722. * @returns the updated Color3
  3723. */
  3724. Color3.prototype.scale = function (scale) {
  3725. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3726. };
  3727. /**
  3728. * Multiplies the rgb values by scale and stores the result into "result"
  3729. * @param scale defines the scaling factor
  3730. * @param result defines the Color3 object where to store the result
  3731. * @returns the unmodified current Color3
  3732. */
  3733. Color3.prototype.scaleToRef = function (scale, result) {
  3734. result.r = this.r * scale;
  3735. result.g = this.g * scale;
  3736. result.b = this.b * scale;
  3737. return this;
  3738. };
  3739. /**
  3740. * Scale the current Color3 values by a factor and add the result to a given Color3
  3741. * @param scale defines the scale factor
  3742. * @param result defines color to store the result into
  3743. * @returns the unmodified current Color3
  3744. */
  3745. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3746. result.r += this.r * scale;
  3747. result.g += this.g * scale;
  3748. result.b += this.b * scale;
  3749. return this;
  3750. };
  3751. /**
  3752. * Clamps the rgb values by the min and max values and stores the result into "result"
  3753. * @param min defines minimum clamping value (default is 0)
  3754. * @param max defines maximum clamping value (default is 1)
  3755. * @param result defines color to store the result into
  3756. * @returns the original Color3
  3757. */
  3758. Color3.prototype.clampToRef = function (min, max, result) {
  3759. if (min === void 0) { min = 0; }
  3760. if (max === void 0) { max = 1; }
  3761. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3762. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3763. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3764. return this;
  3765. };
  3766. /**
  3767. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3768. * @param otherColor defines the second operand
  3769. * @returns the new Color3
  3770. */
  3771. Color3.prototype.add = function (otherColor) {
  3772. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3773. };
  3774. /**
  3775. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3776. * @param otherColor defines the second operand
  3777. * @param result defines Color3 object to store the result into
  3778. * @returns the unmodified current Color3
  3779. */
  3780. Color3.prototype.addToRef = function (otherColor, result) {
  3781. result.r = this.r + otherColor.r;
  3782. result.g = this.g + otherColor.g;
  3783. result.b = this.b + otherColor.b;
  3784. return this;
  3785. };
  3786. /**
  3787. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3788. * @param otherColor defines the second operand
  3789. * @returns the new Color3
  3790. */
  3791. Color3.prototype.subtract = function (otherColor) {
  3792. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3793. };
  3794. /**
  3795. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3796. * @param otherColor defines the second operand
  3797. * @param result defines Color3 object to store the result into
  3798. * @returns the unmodified current Color3
  3799. */
  3800. Color3.prototype.subtractToRef = function (otherColor, result) {
  3801. result.r = this.r - otherColor.r;
  3802. result.g = this.g - otherColor.g;
  3803. result.b = this.b - otherColor.b;
  3804. return this;
  3805. };
  3806. /**
  3807. * Copy the current object
  3808. * @returns a new Color3 copied the current one
  3809. */
  3810. Color3.prototype.clone = function () {
  3811. return new Color3(this.r, this.g, this.b);
  3812. };
  3813. /**
  3814. * Copies the rgb values from the source in the current Color3
  3815. * @param source defines the source Color3 object
  3816. * @returns the updated Color3 object
  3817. */
  3818. Color3.prototype.copyFrom = function (source) {
  3819. this.r = source.r;
  3820. this.g = source.g;
  3821. this.b = source.b;
  3822. return this;
  3823. };
  3824. /**
  3825. * Updates the Color3 rgb values from the given floats
  3826. * @param r defines the red component to read from
  3827. * @param g defines the green component to read from
  3828. * @param b defines the blue component to read from
  3829. * @returns the current Color3 object
  3830. */
  3831. Color3.prototype.copyFromFloats = function (r, g, b) {
  3832. this.r = r;
  3833. this.g = g;
  3834. this.b = b;
  3835. return this;
  3836. };
  3837. /**
  3838. * Updates the Color3 rgb values from the given floats
  3839. * @param r defines the red component to read from
  3840. * @param g defines the green component to read from
  3841. * @param b defines the blue component to read from
  3842. * @returns the current Color3 object
  3843. */
  3844. Color3.prototype.set = function (r, g, b) {
  3845. return this.copyFromFloats(r, g, b);
  3846. };
  3847. /**
  3848. * Compute the Color3 hexadecimal code as a string
  3849. * @returns a string containing the hexadecimal representation of the Color3 object
  3850. */
  3851. Color3.prototype.toHexString = function () {
  3852. var intR = (this.r * 255) | 0;
  3853. var intG = (this.g * 255) | 0;
  3854. var intB = (this.b * 255) | 0;
  3855. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3856. };
  3857. /**
  3858. * Computes a new Color3 converted from the current one to linear space
  3859. * @returns a new Color3 object
  3860. */
  3861. Color3.prototype.toLinearSpace = function () {
  3862. var convertedColor = new Color3();
  3863. this.toLinearSpaceToRef(convertedColor);
  3864. return convertedColor;
  3865. };
  3866. /**
  3867. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3868. * @param convertedColor defines the Color3 object where to store the linear space version
  3869. * @returns the unmodified Color3
  3870. */
  3871. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3872. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3873. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3874. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3875. return this;
  3876. };
  3877. /**
  3878. * Computes a new Color3 converted from the current one to gamma space
  3879. * @returns a new Color3 object
  3880. */
  3881. Color3.prototype.toGammaSpace = function () {
  3882. var convertedColor = new Color3();
  3883. this.toGammaSpaceToRef(convertedColor);
  3884. return convertedColor;
  3885. };
  3886. /**
  3887. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3888. * @param convertedColor defines the Color3 object where to store the gamma space version
  3889. * @returns the unmodified Color3
  3890. */
  3891. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3892. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3893. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3894. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3895. return this;
  3896. };
  3897. // Statics
  3898. /**
  3899. * Creates a new Color3 from the string containing valid hexadecimal values
  3900. * @param hex defines a string containing valid hexadecimal values
  3901. * @returns a new Color3 object
  3902. */
  3903. Color3.FromHexString = function (hex) {
  3904. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3905. return new Color3(0, 0, 0);
  3906. }
  3907. var r = parseInt(hex.substring(1, 3), 16);
  3908. var g = parseInt(hex.substring(3, 5), 16);
  3909. var b = parseInt(hex.substring(5, 7), 16);
  3910. return Color3.FromInts(r, g, b);
  3911. };
  3912. /**
  3913. * Creates a new Vector3 from the starting index of the given array
  3914. * @param array defines the source array
  3915. * @param offset defines an offset in the source array
  3916. * @returns a new Color3 object
  3917. */
  3918. Color3.FromArray = function (array, offset) {
  3919. if (offset === void 0) { offset = 0; }
  3920. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3921. };
  3922. /**
  3923. * Creates a new Color3 from integer values (< 256)
  3924. * @param r defines the red component to read from (value between 0 and 255)
  3925. * @param g defines the green component to read from (value between 0 and 255)
  3926. * @param b defines the blue component to read from (value between 0 and 255)
  3927. * @returns a new Color3 object
  3928. */
  3929. Color3.FromInts = function (r, g, b) {
  3930. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3931. };
  3932. /**
  3933. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3934. * @param start defines the start Color3 value
  3935. * @param end defines the end Color3 value
  3936. * @param amount defines the gradient value between start and end
  3937. * @returns a new Color3 object
  3938. */
  3939. Color3.Lerp = function (start, end, amount) {
  3940. var result = new Color3(0.0, 0.0, 0.0);
  3941. Color3.LerpToRef(start, end, amount, result);
  3942. return result;
  3943. };
  3944. /**
  3945. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3946. * @param left defines the start value
  3947. * @param right defines the end value
  3948. * @param amount defines the gradient factor
  3949. * @param result defines the Color3 object where to store the result
  3950. */
  3951. Color3.LerpToRef = function (left, right, amount, result) {
  3952. result.r = left.r + ((right.r - left.r) * amount);
  3953. result.g = left.g + ((right.g - left.g) * amount);
  3954. result.b = left.b + ((right.b - left.b) * amount);
  3955. };
  3956. /**
  3957. * Returns a Color3 value containing a red color
  3958. * @returns a new Color3 object
  3959. */
  3960. Color3.Red = function () { return new Color3(1, 0, 0); };
  3961. /**
  3962. * Returns a Color3 value containing a green color
  3963. * @returns a new Color3 object
  3964. */
  3965. Color3.Green = function () { return new Color3(0, 1, 0); };
  3966. /**
  3967. * Returns a Color3 value containing a blue color
  3968. * @returns a new Color3 object
  3969. */
  3970. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3971. /**
  3972. * Returns a Color3 value containing a black color
  3973. * @returns a new Color3 object
  3974. */
  3975. Color3.Black = function () { return new Color3(0, 0, 0); };
  3976. /**
  3977. * Returns a Color3 value containing a white color
  3978. * @returns a new Color3 object
  3979. */
  3980. Color3.White = function () { return new Color3(1, 1, 1); };
  3981. /**
  3982. * Returns a Color3 value containing a purple color
  3983. * @returns a new Color3 object
  3984. */
  3985. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3986. /**
  3987. * Returns a Color3 value containing a magenta color
  3988. * @returns a new Color3 object
  3989. */
  3990. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3991. /**
  3992. * Returns a Color3 value containing a yellow color
  3993. * @returns a new Color3 object
  3994. */
  3995. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3996. /**
  3997. * Returns a Color3 value containing a gray color
  3998. * @returns a new Color3 object
  3999. */
  4000. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4001. /**
  4002. * Returns a Color3 value containing a teal color
  4003. * @returns a new Color3 object
  4004. */
  4005. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4006. /**
  4007. * Returns a Color3 value containing a random color
  4008. * @returns a new Color3 object
  4009. */
  4010. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4011. return Color3;
  4012. }());
  4013. BABYLON.Color3 = Color3;
  4014. /**
  4015. * Class used to hold a RBGA color
  4016. */
  4017. var Color4 = /** @class */ (function () {
  4018. /**
  4019. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4020. * @param r defines the red component (between 0 and 1, default is 0)
  4021. * @param g defines the green component (between 0 and 1, default is 0)
  4022. * @param b defines the blue component (between 0 and 1, default is 0)
  4023. * @param a defines the alpha component (between 0 and 1, default is 1)
  4024. */
  4025. function Color4(
  4026. /**
  4027. * Defines the red component (between 0 and 1, default is 0)
  4028. */
  4029. r,
  4030. /**
  4031. * Defines the green component (between 0 and 1, default is 0)
  4032. */
  4033. g,
  4034. /**
  4035. * Defines the blue component (between 0 and 1, default is 0)
  4036. */
  4037. b,
  4038. /**
  4039. * Defines the alpha component (between 0 and 1, default is 1)
  4040. */
  4041. a) {
  4042. if (r === void 0) { r = 0; }
  4043. if (g === void 0) { g = 0; }
  4044. if (b === void 0) { b = 0; }
  4045. if (a === void 0) { a = 1; }
  4046. this.r = r;
  4047. this.g = g;
  4048. this.b = b;
  4049. this.a = a;
  4050. }
  4051. // Operators
  4052. /**
  4053. * Adds in place the given Color4 values to the current Color4 object
  4054. * @param right defines the second operand
  4055. * @returns the current updated Color4 object
  4056. */
  4057. Color4.prototype.addInPlace = function (right) {
  4058. this.r += right.r;
  4059. this.g += right.g;
  4060. this.b += right.b;
  4061. this.a += right.a;
  4062. return this;
  4063. };
  4064. /**
  4065. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4066. * @returns the new array
  4067. */
  4068. Color4.prototype.asArray = function () {
  4069. var result = new Array();
  4070. this.toArray(result, 0);
  4071. return result;
  4072. };
  4073. /**
  4074. * Stores from the starting index in the given array the Color4 successive values
  4075. * @param array defines the array where to store the r,g,b components
  4076. * @param index defines an optional index in the target array to define where to start storing values
  4077. * @returns the current Color4 object
  4078. */
  4079. Color4.prototype.toArray = function (array, index) {
  4080. if (index === void 0) { index = 0; }
  4081. array[index] = this.r;
  4082. array[index + 1] = this.g;
  4083. array[index + 2] = this.b;
  4084. array[index + 3] = this.a;
  4085. return this;
  4086. };
  4087. /**
  4088. * Determines equality between Color4 objects
  4089. * @param otherColor defines the second operand
  4090. * @returns true if the rgba values are equal to the given ones
  4091. */
  4092. Color4.prototype.equals = function (otherColor) {
  4093. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;
  4094. };
  4095. /**
  4096. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4097. * @param right defines the second operand
  4098. * @returns a new Color4 object
  4099. */
  4100. Color4.prototype.add = function (right) {
  4101. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4102. };
  4103. /**
  4104. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4105. * @param right defines the second operand
  4106. * @returns a new Color4 object
  4107. */
  4108. Color4.prototype.subtract = function (right) {
  4109. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4110. };
  4111. /**
  4112. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4113. * @param right defines the second operand
  4114. * @param result defines the Color4 object where to store the result
  4115. * @returns the current Color4 object
  4116. */
  4117. Color4.prototype.subtractToRef = function (right, result) {
  4118. result.r = this.r - right.r;
  4119. result.g = this.g - right.g;
  4120. result.b = this.b - right.b;
  4121. result.a = this.a - right.a;
  4122. return this;
  4123. };
  4124. /**
  4125. * Creates a new Color4 with the current Color4 values multiplied by scale
  4126. * @param scale defines the scaling factor to apply
  4127. * @returns a new Color4 object
  4128. */
  4129. Color4.prototype.scale = function (scale) {
  4130. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4131. };
  4132. /**
  4133. * Multiplies the current Color4 values by scale and stores the result in "result"
  4134. * @param scale defines the scaling factor to apply
  4135. * @param result defines the Color4 object where to store the result
  4136. * @returns the current unmodified Color4
  4137. */
  4138. Color4.prototype.scaleToRef = function (scale, result) {
  4139. result.r = this.r * scale;
  4140. result.g = this.g * scale;
  4141. result.b = this.b * scale;
  4142. result.a = this.a * scale;
  4143. return this;
  4144. };
  4145. /**
  4146. * Scale the current Color4 values by a factor and add the result to a given Color4
  4147. * @param scale defines the scale factor
  4148. * @param result defines the Color4 object where to store the result
  4149. * @returns the unmodified current Color4
  4150. */
  4151. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4152. result.r += this.r * scale;
  4153. result.g += this.g * scale;
  4154. result.b += this.b * scale;
  4155. result.a += this.a * scale;
  4156. return this;
  4157. };
  4158. /**
  4159. * Clamps the rgb values by the min and max values and stores the result into "result"
  4160. * @param min defines minimum clamping value (default is 0)
  4161. * @param max defines maximum clamping value (default is 1)
  4162. * @param result defines color to store the result into.
  4163. * @returns the cuurent Color4
  4164. */
  4165. Color4.prototype.clampToRef = function (min, max, result) {
  4166. if (min === void 0) { min = 0; }
  4167. if (max === void 0) { max = 1; }
  4168. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4169. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4170. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4171. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4172. return this;
  4173. };
  4174. /**
  4175. * Multipy an Color4 value by another and return a new Color4 object
  4176. * @param color defines the Color4 value to multiply by
  4177. * @returns a new Color4 object
  4178. */
  4179. Color4.prototype.multiply = function (color) {
  4180. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4181. };
  4182. /**
  4183. * Multipy a Color4 value by another and push the result in a reference value
  4184. * @param color defines the Color4 value to multiply by
  4185. * @param result defines the Color4 to fill the result in
  4186. * @returns the result Color4
  4187. */
  4188. Color4.prototype.multiplyToRef = function (color, result) {
  4189. result.r = this.r * color.r;
  4190. result.g = this.g * color.g;
  4191. result.b = this.b * color.b;
  4192. result.a = this.a * color.a;
  4193. return result;
  4194. };
  4195. /**
  4196. * Creates a string with the Color4 current values
  4197. * @returns the string representation of the Color4 object
  4198. */
  4199. Color4.prototype.toString = function () {
  4200. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4201. };
  4202. /**
  4203. * Returns the string "Color4"
  4204. * @returns "Color4"
  4205. */
  4206. Color4.prototype.getClassName = function () {
  4207. return "Color4";
  4208. };
  4209. /**
  4210. * Compute the Color4 hash code
  4211. * @returns an unique number that can be used to hash Color4 objects
  4212. */
  4213. Color4.prototype.getHashCode = function () {
  4214. var hash = this.r || 0;
  4215. hash = (hash * 397) ^ (this.g || 0);
  4216. hash = (hash * 397) ^ (this.b || 0);
  4217. hash = (hash * 397) ^ (this.a || 0);
  4218. return hash;
  4219. };
  4220. /**
  4221. * Creates a new Color4 copied from the current one
  4222. * @returns a new Color4 object
  4223. */
  4224. Color4.prototype.clone = function () {
  4225. return new Color4(this.r, this.g, this.b, this.a);
  4226. };
  4227. /**
  4228. * Copies the given Color4 values into the current one
  4229. * @param source defines the source Color4 object
  4230. * @returns the current updated Color4 object
  4231. */
  4232. Color4.prototype.copyFrom = function (source) {
  4233. this.r = source.r;
  4234. this.g = source.g;
  4235. this.b = source.b;
  4236. this.a = source.a;
  4237. return this;
  4238. };
  4239. /**
  4240. * Copies the given float values into the current one
  4241. * @param r defines the red component to read from
  4242. * @param g defines the green component to read from
  4243. * @param b defines the blue component to read from
  4244. * @param a defines the alpha component to read from
  4245. * @returns the current updated Color4 object
  4246. */
  4247. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4248. this.r = r;
  4249. this.g = g;
  4250. this.b = b;
  4251. this.a = a;
  4252. return this;
  4253. };
  4254. /**
  4255. * Copies the given float values into the current one
  4256. * @param r defines the red component to read from
  4257. * @param g defines the green component to read from
  4258. * @param b defines the blue component to read from
  4259. * @param a defines the alpha component to read from
  4260. * @returns the current updated Color4 object
  4261. */
  4262. Color4.prototype.set = function (r, g, b, a) {
  4263. return this.copyFromFloats(r, g, b, a);
  4264. };
  4265. /**
  4266. * Compute the Color4 hexadecimal code as a string
  4267. * @returns a string containing the hexadecimal representation of the Color4 object
  4268. */
  4269. Color4.prototype.toHexString = function () {
  4270. var intR = (this.r * 255) | 0;
  4271. var intG = (this.g * 255) | 0;
  4272. var intB = (this.b * 255) | 0;
  4273. var intA = (this.a * 255) | 0;
  4274. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4275. };
  4276. /**
  4277. * Computes a new Color4 converted from the current one to linear space
  4278. * @returns a new Color4 object
  4279. */
  4280. Color4.prototype.toLinearSpace = function () {
  4281. var convertedColor = new Color4();
  4282. this.toLinearSpaceToRef(convertedColor);
  4283. return convertedColor;
  4284. };
  4285. /**
  4286. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4287. * @param convertedColor defines the Color4 object where to store the linear space version
  4288. * @returns the unmodified Color4
  4289. */
  4290. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4291. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4292. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4293. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4294. convertedColor.a = this.a;
  4295. return this;
  4296. };
  4297. /**
  4298. * Computes a new Color4 converted from the current one to gamma space
  4299. * @returns a new Color4 object
  4300. */
  4301. Color4.prototype.toGammaSpace = function () {
  4302. var convertedColor = new Color4();
  4303. this.toGammaSpaceToRef(convertedColor);
  4304. return convertedColor;
  4305. };
  4306. /**
  4307. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4308. * @param convertedColor defines the Color4 object where to store the gamma space version
  4309. * @returns the unmodified Color4
  4310. */
  4311. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4312. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4313. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4314. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4315. convertedColor.a = this.a;
  4316. return this;
  4317. };
  4318. // Statics
  4319. /**
  4320. * Creates a new Color4 from the string containing valid hexadecimal values
  4321. * @param hex defines a string containing valid hexadecimal values
  4322. * @returns a new Color4 object
  4323. */
  4324. Color4.FromHexString = function (hex) {
  4325. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4326. return new Color4(0.0, 0.0, 0.0, 0.0);
  4327. }
  4328. var r = parseInt(hex.substring(1, 3), 16);
  4329. var g = parseInt(hex.substring(3, 5), 16);
  4330. var b = parseInt(hex.substring(5, 7), 16);
  4331. var a = parseInt(hex.substring(7, 9), 16);
  4332. return Color4.FromInts(r, g, b, a);
  4333. };
  4334. /**
  4335. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4336. * @param left defines the start value
  4337. * @param right defines the end value
  4338. * @param amount defines the gradient factor
  4339. * @returns a new Color4 object
  4340. */
  4341. Color4.Lerp = function (left, right, amount) {
  4342. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4343. Color4.LerpToRef(left, right, amount, result);
  4344. return result;
  4345. };
  4346. /**
  4347. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4348. * @param left defines the start value
  4349. * @param right defines the end value
  4350. * @param amount defines the gradient factor
  4351. * @param result defines the Color4 object where to store data
  4352. */
  4353. Color4.LerpToRef = function (left, right, amount, result) {
  4354. result.r = left.r + (right.r - left.r) * amount;
  4355. result.g = left.g + (right.g - left.g) * amount;
  4356. result.b = left.b + (right.b - left.b) * amount;
  4357. result.a = left.a + (right.a - left.a) * amount;
  4358. };
  4359. /**
  4360. * Creates a new Color4 from a Color3 and an alpha value
  4361. * @param color3 defines the source Color3 to read from
  4362. * @param alpha defines the alpha component (1.0 by default)
  4363. * @returns a new Color4 object
  4364. */
  4365. Color4.FromColor3 = function (color3, alpha) {
  4366. if (alpha === void 0) { alpha = 1.0; }
  4367. return new Color4(color3.r, color3.g, color3.b, alpha);
  4368. };
  4369. /**
  4370. * Creates a new Color4 from the starting index element of the given array
  4371. * @param array defines the source array to read from
  4372. * @param offset defines the offset in the source array
  4373. * @returns a new Color4 object
  4374. */
  4375. Color4.FromArray = function (array, offset) {
  4376. if (offset === void 0) { offset = 0; }
  4377. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4378. };
  4379. /**
  4380. * Creates a new Color3 from integer values (< 256)
  4381. * @param r defines the red component to read from (value between 0 and 255)
  4382. * @param g defines the green component to read from (value between 0 and 255)
  4383. * @param b defines the blue component to read from (value between 0 and 255)
  4384. * @param a defines the alpha component to read from (value between 0 and 255)
  4385. * @returns a new Color3 object
  4386. */
  4387. Color4.FromInts = function (r, g, b, a) {
  4388. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4389. };
  4390. /**
  4391. * Check the content of a given array and convert it to an array containing RGBA data
  4392. * If the original array was already containing count * 4 values then it is returned directly
  4393. * @param colors defines the array to check
  4394. * @param count defines the number of RGBA data to expect
  4395. * @returns an array containing count * 4 values (RGBA)
  4396. */
  4397. Color4.CheckColors4 = function (colors, count) {
  4398. // Check if color3 was used
  4399. if (colors.length === count * 3) {
  4400. var colors4 = [];
  4401. for (var index = 0; index < colors.length; index += 3) {
  4402. var newIndex = (index / 3) * 4;
  4403. colors4[newIndex] = colors[index];
  4404. colors4[newIndex + 1] = colors[index + 1];
  4405. colors4[newIndex + 2] = colors[index + 2];
  4406. colors4[newIndex + 3] = 1.0;
  4407. }
  4408. return colors4;
  4409. }
  4410. return colors;
  4411. };
  4412. return Color4;
  4413. }());
  4414. BABYLON.Color4 = Color4;
  4415. /**
  4416. * Class representing a vector containing 2 coordinates
  4417. */
  4418. var Vector2 = /** @class */ (function () {
  4419. /**
  4420. * Creates a new Vector2 from the given x and y coordinates
  4421. * @param x defines the first coordinate
  4422. * @param y defines the second coordinate
  4423. */
  4424. function Vector2(
  4425. /** defines the first coordinate */
  4426. x,
  4427. /** defines the second coordinate */
  4428. y) {
  4429. if (x === void 0) { x = 0; }
  4430. if (y === void 0) { y = 0; }
  4431. this.x = x;
  4432. this.y = y;
  4433. }
  4434. /**
  4435. * Gets a string with the Vector2 coordinates
  4436. * @returns a string with the Vector2 coordinates
  4437. */
  4438. Vector2.prototype.toString = function () {
  4439. return "{X: " + this.x + " Y:" + this.y + "}";
  4440. };
  4441. /**
  4442. * Gets class name
  4443. * @returns the string "Vector2"
  4444. */
  4445. Vector2.prototype.getClassName = function () {
  4446. return "Vector2";
  4447. };
  4448. /**
  4449. * Gets current vector hash code
  4450. * @returns the Vector2 hash code as a number
  4451. */
  4452. Vector2.prototype.getHashCode = function () {
  4453. var hash = this.x || 0;
  4454. hash = (hash * 397) ^ (this.y || 0);
  4455. return hash;
  4456. };
  4457. // Operators
  4458. /**
  4459. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4460. * @param array defines the source array
  4461. * @param index defines the offset in source array
  4462. * @returns the current Vector2
  4463. */
  4464. Vector2.prototype.toArray = function (array, index) {
  4465. if (index === void 0) { index = 0; }
  4466. array[index] = this.x;
  4467. array[index + 1] = this.y;
  4468. return this;
  4469. };
  4470. /**
  4471. * Copy the current vector to an array
  4472. * @returns a new array with 2 elements: the Vector2 coordinates.
  4473. */
  4474. Vector2.prototype.asArray = function () {
  4475. var result = new Array();
  4476. this.toArray(result, 0);
  4477. return result;
  4478. };
  4479. /**
  4480. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4481. * @param source defines the source Vector2
  4482. * @returns the current updated Vector2
  4483. */
  4484. Vector2.prototype.copyFrom = function (source) {
  4485. this.x = source.x;
  4486. this.y = source.y;
  4487. return this;
  4488. };
  4489. /**
  4490. * Sets the Vector2 coordinates with the given floats
  4491. * @param x defines the first coordinate
  4492. * @param y defines the second coordinate
  4493. * @returns the current updated Vector2
  4494. */
  4495. Vector2.prototype.copyFromFloats = function (x, y) {
  4496. this.x = x;
  4497. this.y = y;
  4498. return this;
  4499. };
  4500. /**
  4501. * Sets the Vector2 coordinates with the given floats
  4502. * @param x defines the first coordinate
  4503. * @param y defines the second coordinate
  4504. * @returns the current updated Vector2
  4505. */
  4506. Vector2.prototype.set = function (x, y) {
  4507. return this.copyFromFloats(x, y);
  4508. };
  4509. /**
  4510. * Add another vector with the current one
  4511. * @param otherVector defines the other vector
  4512. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4513. */
  4514. Vector2.prototype.add = function (otherVector) {
  4515. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4516. };
  4517. /**
  4518. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4519. * @param otherVector defines the other vector
  4520. * @param result defines the target vector
  4521. * @returns the unmodified current Vector2
  4522. */
  4523. Vector2.prototype.addToRef = function (otherVector, result) {
  4524. result.x = this.x + otherVector.x;
  4525. result.y = this.y + otherVector.y;
  4526. return this;
  4527. };
  4528. /**
  4529. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4530. * @param otherVector defines the other vector
  4531. * @returns the current updated Vector2
  4532. */
  4533. Vector2.prototype.addInPlace = function (otherVector) {
  4534. this.x += otherVector.x;
  4535. this.y += otherVector.y;
  4536. return this;
  4537. };
  4538. /**
  4539. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4540. * @param otherVector defines the other vector
  4541. * @returns a new Vector2
  4542. */
  4543. Vector2.prototype.addVector3 = function (otherVector) {
  4544. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4545. };
  4546. /**
  4547. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4548. * @param otherVector defines the other vector
  4549. * @returns a new Vector2
  4550. */
  4551. Vector2.prototype.subtract = function (otherVector) {
  4552. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4553. };
  4554. /**
  4555. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4556. * @param otherVector defines the other vector
  4557. * @param result defines the target vector
  4558. * @returns the unmodified current Vector2
  4559. */
  4560. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4561. result.x = this.x - otherVector.x;
  4562. result.y = this.y - otherVector.y;
  4563. return this;
  4564. };
  4565. /**
  4566. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4567. * @param otherVector defines the other vector
  4568. * @returns the current updated Vector2
  4569. */
  4570. Vector2.prototype.subtractInPlace = function (otherVector) {
  4571. this.x -= otherVector.x;
  4572. this.y -= otherVector.y;
  4573. return this;
  4574. };
  4575. /**
  4576. * Multiplies in place the current Vector2 coordinates by the given ones
  4577. * @param otherVector defines the other vector
  4578. * @returns the current updated Vector2
  4579. */
  4580. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4581. this.x *= otherVector.x;
  4582. this.y *= otherVector.y;
  4583. return this;
  4584. };
  4585. /**
  4586. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4587. * @param otherVector defines the other vector
  4588. * @returns a new Vector2
  4589. */
  4590. Vector2.prototype.multiply = function (otherVector) {
  4591. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4592. };
  4593. /**
  4594. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4595. * @param otherVector defines the other vector
  4596. * @param result defines the target vector
  4597. * @returns the unmodified current Vector2
  4598. */
  4599. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4600. result.x = this.x * otherVector.x;
  4601. result.y = this.y * otherVector.y;
  4602. return this;
  4603. };
  4604. /**
  4605. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4606. * @param x defines the first coordinate
  4607. * @param y defines the second coordinate
  4608. * @returns a new Vector2
  4609. */
  4610. Vector2.prototype.multiplyByFloats = function (x, y) {
  4611. return new Vector2(this.x * x, this.y * y);
  4612. };
  4613. /**
  4614. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4615. * @param otherVector defines the other vector
  4616. * @returns a new Vector2
  4617. */
  4618. Vector2.prototype.divide = function (otherVector) {
  4619. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4620. };
  4621. /**
  4622. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4623. * @param otherVector defines the other vector
  4624. * @param result defines the target vector
  4625. * @returns the unmodified current Vector2
  4626. */
  4627. Vector2.prototype.divideToRef = function (otherVector, result) {
  4628. result.x = this.x / otherVector.x;
  4629. result.y = this.y / otherVector.y;
  4630. return this;
  4631. };
  4632. /**
  4633. * Divides the current Vector2 coordinates by the given ones
  4634. * @param otherVector defines the other vector
  4635. * @returns the current updated Vector2
  4636. */
  4637. Vector2.prototype.divideInPlace = function (otherVector) {
  4638. return this.divideToRef(otherVector, this);
  4639. };
  4640. /**
  4641. * Gets a new Vector2 with current Vector2 negated coordinates
  4642. * @returns a new Vector2
  4643. */
  4644. Vector2.prototype.negate = function () {
  4645. return new Vector2(-this.x, -this.y);
  4646. };
  4647. /**
  4648. * Multiply the Vector2 coordinates by scale
  4649. * @param scale defines the scaling factor
  4650. * @returns the current updated Vector2
  4651. */
  4652. Vector2.prototype.scaleInPlace = function (scale) {
  4653. this.x *= scale;
  4654. this.y *= scale;
  4655. return this;
  4656. };
  4657. /**
  4658. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4659. * @param scale defines the scaling factor
  4660. * @returns a new Vector2
  4661. */
  4662. Vector2.prototype.scale = function (scale) {
  4663. var result = new Vector2(0, 0);
  4664. this.scaleToRef(scale, result);
  4665. return result;
  4666. };
  4667. /**
  4668. * Scale the current Vector2 values by a factor to a given Vector2
  4669. * @param scale defines the scale factor
  4670. * @param result defines the Vector2 object where to store the result
  4671. * @returns the unmodified current Vector2
  4672. */
  4673. Vector2.prototype.scaleToRef = function (scale, result) {
  4674. result.x = this.x * scale;
  4675. result.y = this.y * scale;
  4676. return this;
  4677. };
  4678. /**
  4679. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4680. * @param scale defines the scale factor
  4681. * @param result defines the Vector2 object where to store the result
  4682. * @returns the unmodified current Vector2
  4683. */
  4684. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4685. result.x += this.x * scale;
  4686. result.y += this.y * scale;
  4687. return this;
  4688. };
  4689. /**
  4690. * Gets a boolean if two vectors are equals
  4691. * @param otherVector defines the other vector
  4692. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4693. */
  4694. Vector2.prototype.equals = function (otherVector) {
  4695. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4696. };
  4697. /**
  4698. * Gets a boolean if two vectors are equals (using an epsilon value)
  4699. * @param otherVector defines the other vector
  4700. * @param epsilon defines the minimal distance to consider equality
  4701. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4702. */
  4703. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4704. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4705. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4706. };
  4707. /**
  4708. * Gets a new Vector2 from current Vector2 floored values
  4709. * @returns a new Vector2
  4710. */
  4711. Vector2.prototype.floor = function () {
  4712. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4713. };
  4714. /**
  4715. * Gets a new Vector2 from current Vector2 floored values
  4716. * @returns a new Vector2
  4717. */
  4718. Vector2.prototype.fract = function () {
  4719. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4720. };
  4721. // Properties
  4722. /**
  4723. * Gets the length of the vector
  4724. * @returns the vector length (float)
  4725. */
  4726. Vector2.prototype.length = function () {
  4727. return Math.sqrt(this.x * this.x + this.y * this.y);
  4728. };
  4729. /**
  4730. * Gets the vector squared length
  4731. * @returns the vector squared length (float)
  4732. */
  4733. Vector2.prototype.lengthSquared = function () {
  4734. return (this.x * this.x + this.y * this.y);
  4735. };
  4736. // Methods
  4737. /**
  4738. * Normalize the vector
  4739. * @returns the current updated Vector2
  4740. */
  4741. Vector2.prototype.normalize = function () {
  4742. var len = this.length();
  4743. if (len === 0) {
  4744. return this;
  4745. }
  4746. var num = 1.0 / len;
  4747. this.x *= num;
  4748. this.y *= num;
  4749. return this;
  4750. };
  4751. /**
  4752. * Gets a new Vector2 copied from the Vector2
  4753. * @returns a new Vector2
  4754. */
  4755. Vector2.prototype.clone = function () {
  4756. return new Vector2(this.x, this.y);
  4757. };
  4758. // Statics
  4759. /**
  4760. * Gets a new Vector2(0, 0)
  4761. * @returns a new Vector2
  4762. */
  4763. Vector2.Zero = function () {
  4764. return new Vector2(0, 0);
  4765. };
  4766. /**
  4767. * Gets a new Vector2(1, 1)
  4768. * @returns a new Vector2
  4769. */
  4770. Vector2.One = function () {
  4771. return new Vector2(1, 1);
  4772. };
  4773. /**
  4774. * Gets a new Vector2 set from the given index element of the given array
  4775. * @param array defines the data source
  4776. * @param offset defines the offset in the data source
  4777. * @returns a new Vector2
  4778. */
  4779. Vector2.FromArray = function (array, offset) {
  4780. if (offset === void 0) { offset = 0; }
  4781. return new Vector2(array[offset], array[offset + 1]);
  4782. };
  4783. /**
  4784. * Sets "result" from the given index element of the given array
  4785. * @param array defines the data source
  4786. * @param offset defines the offset in the data source
  4787. * @param result defines the target vector
  4788. */
  4789. Vector2.FromArrayToRef = function (array, offset, result) {
  4790. result.x = array[offset];
  4791. result.y = array[offset + 1];
  4792. };
  4793. /**
  4794. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4795. * @param value1 defines 1st point of control
  4796. * @param value2 defines 2nd point of control
  4797. * @param value3 defines 3rd point of control
  4798. * @param value4 defines 4th point of control
  4799. * @param amount defines the interpolation factor
  4800. * @returns a new Vector2
  4801. */
  4802. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4803. var squared = amount * amount;
  4804. var cubed = amount * squared;
  4805. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4806. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4807. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4808. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4809. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4810. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4811. return new Vector2(x, y);
  4812. };
  4813. /**
  4814. * 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".
  4815. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4816. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4817. * @param value defines the value to clamp
  4818. * @param min defines the lower limit
  4819. * @param max defines the upper limit
  4820. * @returns a new Vector2
  4821. */
  4822. Vector2.Clamp = function (value, min, max) {
  4823. var x = value.x;
  4824. x = (x > max.x) ? max.x : x;
  4825. x = (x < min.x) ? min.x : x;
  4826. var y = value.y;
  4827. y = (y > max.y) ? max.y : y;
  4828. y = (y < min.y) ? min.y : y;
  4829. return new Vector2(x, y);
  4830. };
  4831. /**
  4832. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4833. * @param value1 defines the 1st control point
  4834. * @param tangent1 defines the outgoing tangent
  4835. * @param value2 defines the 2nd control point
  4836. * @param tangent2 defines the incoming tangent
  4837. * @param amount defines the interpolation factor
  4838. * @returns a new Vector2
  4839. */
  4840. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4841. var squared = amount * amount;
  4842. var cubed = amount * squared;
  4843. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4844. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4845. var part3 = (cubed - (2.0 * squared)) + amount;
  4846. var part4 = cubed - squared;
  4847. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4848. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4849. return new Vector2(x, y);
  4850. };
  4851. /**
  4852. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4853. * @param start defines the start vector
  4854. * @param end defines the end vector
  4855. * @param amount defines the interpolation factor
  4856. * @returns a new Vector2
  4857. */
  4858. Vector2.Lerp = function (start, end, amount) {
  4859. var x = start.x + ((end.x - start.x) * amount);
  4860. var y = start.y + ((end.y - start.y) * amount);
  4861. return new Vector2(x, y);
  4862. };
  4863. /**
  4864. * Gets the dot product of the vector "left" and the vector "right"
  4865. * @param left defines first vector
  4866. * @param right defines second vector
  4867. * @returns the dot product (float)
  4868. */
  4869. Vector2.Dot = function (left, right) {
  4870. return left.x * right.x + left.y * right.y;
  4871. };
  4872. /**
  4873. * Returns a new Vector2 equal to the normalized given vector
  4874. * @param vector defines the vector to normalize
  4875. * @returns a new Vector2
  4876. */
  4877. Vector2.Normalize = function (vector) {
  4878. var newVector = vector.clone();
  4879. newVector.normalize();
  4880. return newVector;
  4881. };
  4882. /**
  4883. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4884. * @param left defines 1st vector
  4885. * @param right defines 2nd vector
  4886. * @returns a new Vector2
  4887. */
  4888. Vector2.Minimize = function (left, right) {
  4889. var x = (left.x < right.x) ? left.x : right.x;
  4890. var y = (left.y < right.y) ? left.y : right.y;
  4891. return new Vector2(x, y);
  4892. };
  4893. /**
  4894. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4895. * @param left defines 1st vector
  4896. * @param right defines 2nd vector
  4897. * @returns a new Vector2
  4898. */
  4899. Vector2.Maximize = function (left, right) {
  4900. var x = (left.x > right.x) ? left.x : right.x;
  4901. var y = (left.y > right.y) ? left.y : right.y;
  4902. return new Vector2(x, y);
  4903. };
  4904. /**
  4905. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4906. * @param vector defines the vector to transform
  4907. * @param transformation defines the matrix to apply
  4908. * @returns a new Vector2
  4909. */
  4910. Vector2.Transform = function (vector, transformation) {
  4911. var r = Vector2.Zero();
  4912. Vector2.TransformToRef(vector, transformation, r);
  4913. return r;
  4914. };
  4915. /**
  4916. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4917. * @param vector defines the vector to transform
  4918. * @param transformation defines the matrix to apply
  4919. * @param result defines the target vector
  4920. */
  4921. Vector2.TransformToRef = function (vector, transformation, result) {
  4922. var m = transformation.m;
  4923. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4924. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4925. result.x = x;
  4926. result.y = y;
  4927. };
  4928. /**
  4929. * Determines if a given vector is included in a triangle
  4930. * @param p defines the vector to test
  4931. * @param p0 defines 1st triangle point
  4932. * @param p1 defines 2nd triangle point
  4933. * @param p2 defines 3rd triangle point
  4934. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4935. */
  4936. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4937. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4938. var sign = a < 0 ? -1 : 1;
  4939. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4940. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4941. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4942. };
  4943. /**
  4944. * Gets the distance between the vectors "value1" and "value2"
  4945. * @param value1 defines first vector
  4946. * @param value2 defines second vector
  4947. * @returns the distance between vectors
  4948. */
  4949. Vector2.Distance = function (value1, value2) {
  4950. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4951. };
  4952. /**
  4953. * Returns the squared distance between the vectors "value1" and "value2"
  4954. * @param value1 defines first vector
  4955. * @param value2 defines second vector
  4956. * @returns the squared distance between vectors
  4957. */
  4958. Vector2.DistanceSquared = function (value1, value2) {
  4959. var x = value1.x - value2.x;
  4960. var y = value1.y - value2.y;
  4961. return (x * x) + (y * y);
  4962. };
  4963. /**
  4964. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4965. * @param value1 defines first vector
  4966. * @param value2 defines second vector
  4967. * @returns a new Vector2
  4968. */
  4969. Vector2.Center = function (value1, value2) {
  4970. var center = value1.add(value2);
  4971. center.scaleInPlace(0.5);
  4972. return center;
  4973. };
  4974. /**
  4975. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4976. * @param p defines the middle point
  4977. * @param segA defines one point of the segment
  4978. * @param segB defines the other point of the segment
  4979. * @returns the shortest distance
  4980. */
  4981. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4982. var l2 = Vector2.DistanceSquared(segA, segB);
  4983. if (l2 === 0.0) {
  4984. return Vector2.Distance(p, segA);
  4985. }
  4986. var v = segB.subtract(segA);
  4987. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4988. var proj = segA.add(v.multiplyByFloats(t, t));
  4989. return Vector2.Distance(p, proj);
  4990. };
  4991. return Vector2;
  4992. }());
  4993. BABYLON.Vector2 = Vector2;
  4994. /**
  4995. * Classed used to store (x,y,z) vector representation
  4996. * A Vector3 is the main object used in 3D geometry
  4997. * It can represent etiher the coordinates of a point the space, either a direction
  4998. * Reminder: Babylon.js uses a left handed forward facing system
  4999. */
  5000. var Vector3 = /** @class */ (function () {
  5001. /**
  5002. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5003. * @param x defines the first coordinates (on X axis)
  5004. * @param y defines the second coordinates (on Y axis)
  5005. * @param z defines the third coordinates (on Z axis)
  5006. */
  5007. function Vector3(
  5008. /**
  5009. * Defines the first coordinates (on X axis)
  5010. */
  5011. x,
  5012. /**
  5013. * Defines the second coordinates (on Y axis)
  5014. */
  5015. y,
  5016. /**
  5017. * Defines the third coordinates (on Z axis)
  5018. */
  5019. z) {
  5020. if (x === void 0) { x = 0; }
  5021. if (y === void 0) { y = 0; }
  5022. if (z === void 0) { z = 0; }
  5023. this.x = x;
  5024. this.y = y;
  5025. this.z = z;
  5026. }
  5027. /**
  5028. * Creates a string representation of the Vector3
  5029. * @returns a string with the Vector3 coordinates.
  5030. */
  5031. Vector3.prototype.toString = function () {
  5032. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5033. };
  5034. /**
  5035. * Gets the class name
  5036. * @returns the string "Vector3"
  5037. */
  5038. Vector3.prototype.getClassName = function () {
  5039. return "Vector3";
  5040. };
  5041. /**
  5042. * Creates the Vector3 hash code
  5043. * @returns a number which tends to be unique between Vector3 instances
  5044. */
  5045. Vector3.prototype.getHashCode = function () {
  5046. var hash = this.x || 0;
  5047. hash = (hash * 397) ^ (this.y || 0);
  5048. hash = (hash * 397) ^ (this.z || 0);
  5049. return hash;
  5050. };
  5051. // Operators
  5052. /**
  5053. * Creates an array containing three elements : the coordinates of the Vector3
  5054. * @returns a new array of numbers
  5055. */
  5056. Vector3.prototype.asArray = function () {
  5057. var result = [];
  5058. this.toArray(result, 0);
  5059. return result;
  5060. };
  5061. /**
  5062. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5063. * @param array defines the destination array
  5064. * @param index defines the offset in the destination array
  5065. * @returns the current Vector3
  5066. */
  5067. Vector3.prototype.toArray = function (array, index) {
  5068. if (index === void 0) { index = 0; }
  5069. array[index] = this.x;
  5070. array[index + 1] = this.y;
  5071. array[index + 2] = this.z;
  5072. return this;
  5073. };
  5074. /**
  5075. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5076. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5077. */
  5078. Vector3.prototype.toQuaternion = function () {
  5079. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5080. };
  5081. /**
  5082. * Adds the given vector to the current Vector3
  5083. * @param otherVector defines the second operand
  5084. * @returns the current updated Vector3
  5085. */
  5086. Vector3.prototype.addInPlace = function (otherVector) {
  5087. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5088. };
  5089. /**
  5090. * Adds the given coordinates to the current Vector3
  5091. * @param x defines the x coordinate of the operand
  5092. * @param y defines the y coordinate of the operand
  5093. * @param z defines the z coordinate of the operand
  5094. * @returns the current updated Vector3
  5095. */
  5096. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5097. this.x += x;
  5098. this.y += y;
  5099. this.z += z;
  5100. return this;
  5101. };
  5102. /**
  5103. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5104. * @param otherVector defines the second operand
  5105. * @returns the resulting Vector3
  5106. */
  5107. Vector3.prototype.add = function (otherVector) {
  5108. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5109. };
  5110. /**
  5111. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5112. * @param otherVector defines the second operand
  5113. * @param result defines the Vector3 object where to store the result
  5114. * @returns the current Vector3
  5115. */
  5116. Vector3.prototype.addToRef = function (otherVector, result) {
  5117. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5118. };
  5119. /**
  5120. * Subtract the given vector from the current Vector3
  5121. * @param otherVector defines the second operand
  5122. * @returns the current updated Vector3
  5123. */
  5124. Vector3.prototype.subtractInPlace = function (otherVector) {
  5125. this.x -= otherVector.x;
  5126. this.y -= otherVector.y;
  5127. this.z -= otherVector.z;
  5128. return this;
  5129. };
  5130. /**
  5131. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5132. * @param otherVector defines the second operand
  5133. * @returns the resulting Vector3
  5134. */
  5135. Vector3.prototype.subtract = function (otherVector) {
  5136. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5137. };
  5138. /**
  5139. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5140. * @param otherVector defines the second operand
  5141. * @param result defines the Vector3 object where to store the result
  5142. * @returns the current Vector3
  5143. */
  5144. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5145. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5146. };
  5147. /**
  5148. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5149. * @param x defines the x coordinate of the operand
  5150. * @param y defines the y coordinate of the operand
  5151. * @param z defines the z coordinate of the operand
  5152. * @returns the resulting Vector3
  5153. */
  5154. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5155. return new Vector3(this.x - x, this.y - y, this.z - z);
  5156. };
  5157. /**
  5158. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5159. * @param x defines the x coordinate of the operand
  5160. * @param y defines the y coordinate of the operand
  5161. * @param z defines the z coordinate of the operand
  5162. * @param result defines the Vector3 object where to store the result
  5163. * @returns the current Vector3
  5164. */
  5165. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5166. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5167. };
  5168. /**
  5169. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5170. * @returns a new Vector3
  5171. */
  5172. Vector3.prototype.negate = function () {
  5173. return new Vector3(-this.x, -this.y, -this.z);
  5174. };
  5175. /**
  5176. * Multiplies the Vector3 coordinates by the float "scale"
  5177. * @param scale defines the multiplier factor
  5178. * @returns the current updated Vector3
  5179. */
  5180. Vector3.prototype.scaleInPlace = function (scale) {
  5181. this.x *= scale;
  5182. this.y *= scale;
  5183. this.z *= scale;
  5184. return this;
  5185. };
  5186. /**
  5187. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5188. * @param scale defines the multiplier factor
  5189. * @returns a new Vector3
  5190. */
  5191. Vector3.prototype.scale = function (scale) {
  5192. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5193. };
  5194. /**
  5195. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5196. * @param scale defines the multiplier factor
  5197. * @param result defines the Vector3 object where to store the result
  5198. * @returns the current Vector3
  5199. */
  5200. Vector3.prototype.scaleToRef = function (scale, result) {
  5201. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5202. };
  5203. /**
  5204. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5205. * @param scale defines the scale factor
  5206. * @param result defines the Vector3 object where to store the result
  5207. * @returns the unmodified current Vector3
  5208. */
  5209. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5210. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5211. };
  5212. /**
  5213. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5214. * @param otherVector defines the second operand
  5215. * @returns true if both vectors are equals
  5216. */
  5217. Vector3.prototype.equals = function (otherVector) {
  5218. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5219. };
  5220. /**
  5221. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5222. * @param otherVector defines the second operand
  5223. * @param epsilon defines the minimal distance to define values as equals
  5224. * @returns true if both vectors are distant less than epsilon
  5225. */
  5226. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5227. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5228. 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);
  5229. };
  5230. /**
  5231. * Returns true if the current Vector3 coordinates equals the given floats
  5232. * @param x defines the x coordinate of the operand
  5233. * @param y defines the y coordinate of the operand
  5234. * @param z defines the z coordinate of the operand
  5235. * @returns true if both vectors are equals
  5236. */
  5237. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5238. return this.x === x && this.y === y && this.z === z;
  5239. };
  5240. /**
  5241. * Multiplies the current Vector3 coordinates by the given ones
  5242. * @param otherVector defines the second operand
  5243. * @returns the current updated Vector3
  5244. */
  5245. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5246. this.x *= otherVector.x;
  5247. this.y *= otherVector.y;
  5248. this.z *= otherVector.z;
  5249. return this;
  5250. };
  5251. /**
  5252. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5253. * @param otherVector defines the second operand
  5254. * @returns the new Vector3
  5255. */
  5256. Vector3.prototype.multiply = function (otherVector) {
  5257. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5258. };
  5259. /**
  5260. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5261. * @param otherVector defines the second operand
  5262. * @param result defines the Vector3 object where to store the result
  5263. * @returns the current Vector3
  5264. */
  5265. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5266. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5267. };
  5268. /**
  5269. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5270. * @param x defines the x coordinate of the operand
  5271. * @param y defines the y coordinate of the operand
  5272. * @param z defines the z coordinate of the operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5276. return new Vector3(this.x * x, this.y * y, this.z * z);
  5277. };
  5278. /**
  5279. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5280. * @param otherVector defines the second operand
  5281. * @returns the new Vector3
  5282. */
  5283. Vector3.prototype.divide = function (otherVector) {
  5284. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5285. };
  5286. /**
  5287. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5288. * @param otherVector defines the second operand
  5289. * @param result defines the Vector3 object where to store the result
  5290. * @returns the current Vector3
  5291. */
  5292. Vector3.prototype.divideToRef = function (otherVector, result) {
  5293. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5294. };
  5295. /**
  5296. * Divides the current Vector3 coordinates by the given ones.
  5297. * @param otherVector defines the second operand
  5298. * @returns the current updated Vector3
  5299. */
  5300. Vector3.prototype.divideInPlace = function (otherVector) {
  5301. return this.divideToRef(otherVector, this);
  5302. };
  5303. /**
  5304. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5305. * @param other defines the second operand
  5306. * @returns the current updated Vector3
  5307. */
  5308. Vector3.prototype.minimizeInPlace = function (other) {
  5309. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5310. };
  5311. /**
  5312. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5313. * @param other defines the second operand
  5314. * @returns the current updated Vector3
  5315. */
  5316. Vector3.prototype.maximizeInPlace = function (other) {
  5317. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5318. };
  5319. /**
  5320. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5321. * @param x defines the x coordinate of the operand
  5322. * @param y defines the y coordinate of the operand
  5323. * @param z defines the z coordinate of the operand
  5324. * @returns the current updated Vector3
  5325. */
  5326. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5327. if (x < this.x) {
  5328. this.x = x;
  5329. }
  5330. if (y < this.y) {
  5331. this.y = y;
  5332. }
  5333. if (z < this.z) {
  5334. this.z = z;
  5335. }
  5336. return this;
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the maximal 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.maximizeInPlaceFromFloats = 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. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5358. /**
  5359. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5360. */
  5361. get: function () {
  5362. var absX = Math.abs(this.x);
  5363. var absY = Math.abs(this.y);
  5364. if (absX !== absY) {
  5365. return true;
  5366. }
  5367. var absZ = Math.abs(this.z);
  5368. if (absX !== absZ) {
  5369. return true;
  5370. }
  5371. if (absY !== absZ) {
  5372. return true;
  5373. }
  5374. return false;
  5375. },
  5376. enumerable: true,
  5377. configurable: true
  5378. });
  5379. /**
  5380. * Gets a new Vector3 from current Vector3 floored values
  5381. * @returns a new Vector3
  5382. */
  5383. Vector3.prototype.floor = function () {
  5384. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5385. };
  5386. /**
  5387. * Gets a new Vector3 from current Vector3 floored values
  5388. * @returns a new Vector3
  5389. */
  5390. Vector3.prototype.fract = function () {
  5391. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5392. };
  5393. // Properties
  5394. /**
  5395. * Gets the length of the Vector3
  5396. * @returns the length of the Vecto3
  5397. */
  5398. Vector3.prototype.length = function () {
  5399. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5400. };
  5401. /**
  5402. * Gets the squared length of the Vector3
  5403. * @returns squared length of the Vector3
  5404. */
  5405. Vector3.prototype.lengthSquared = function () {
  5406. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5407. };
  5408. /**
  5409. * Normalize the current Vector3.
  5410. * Please note that this is an in place operation.
  5411. * @returns the current updated Vector3
  5412. */
  5413. Vector3.prototype.normalize = function () {
  5414. return this.normalizeFromLength(this.length());
  5415. };
  5416. /**
  5417. * Reorders the x y z properties of the vector in place
  5418. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5419. * @returns the current updated vector
  5420. */
  5421. Vector3.prototype.reorderInPlace = function (order) {
  5422. var _this = this;
  5423. order = order.toLowerCase();
  5424. if (order === "xyz") {
  5425. return this;
  5426. }
  5427. MathTmp.Vector3[0].copyFrom(this);
  5428. ["x", "y", "z"].forEach(function (val, i) {
  5429. _this[val] = MathTmp.Vector3[0][order[i]];
  5430. });
  5431. return this;
  5432. };
  5433. /**
  5434. * Rotates the vector around 0,0,0 by a quaternion
  5435. * @param quaternion the rotation quaternion
  5436. * @param result vector to store the result
  5437. * @returns the resulting vector
  5438. */
  5439. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5440. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5441. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5442. return result;
  5443. };
  5444. /**
  5445. * Rotates a vector around a given point
  5446. * @param quaternion the rotation quaternion
  5447. * @param point the point to rotate around
  5448. * @param result vector to store the result
  5449. * @returns the resulting vector
  5450. */
  5451. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5452. this.subtractToRef(point, MathTmp.Vector3[0]);
  5453. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5454. point.addToRef(MathTmp.Vector3[0], result);
  5455. return result;
  5456. };
  5457. /**
  5458. * Normalize the current Vector3 with the given input length.
  5459. * Please note that this is an in place operation.
  5460. * @param len the length of the vector
  5461. * @returns the current updated Vector3
  5462. */
  5463. Vector3.prototype.normalizeFromLength = function (len) {
  5464. if (len === 0 || len === 1.0) {
  5465. return this;
  5466. }
  5467. return this.scaleInPlace(1.0 / len);
  5468. };
  5469. /**
  5470. * Normalize the current Vector3 to a new vector
  5471. * @returns the new Vector3
  5472. */
  5473. Vector3.prototype.normalizeToNew = function () {
  5474. var normalized = new Vector3(0, 0, 0);
  5475. this.normalizeToRef(normalized);
  5476. return normalized;
  5477. };
  5478. /**
  5479. * Normalize the current Vector3 to the reference
  5480. * @param reference define the Vector3 to update
  5481. * @returns the updated Vector3
  5482. */
  5483. Vector3.prototype.normalizeToRef = function (reference) {
  5484. var len = this.length();
  5485. if (len === 0 || len === 1.0) {
  5486. return reference.copyFromFloats(this.x, this.y, this.z);
  5487. }
  5488. return this.scaleToRef(1.0 / len, reference);
  5489. };
  5490. /**
  5491. * Creates a new Vector3 copied from the current Vector3
  5492. * @returns the new Vector3
  5493. */
  5494. Vector3.prototype.clone = function () {
  5495. return new Vector3(this.x, this.y, this.z);
  5496. };
  5497. /**
  5498. * Copies the given vector coordinates to the current Vector3 ones
  5499. * @param source defines the source Vector3
  5500. * @returns the current updated Vector3
  5501. */
  5502. Vector3.prototype.copyFrom = function (source) {
  5503. return this.copyFromFloats(source.x, source.y, source.z);
  5504. };
  5505. /**
  5506. * Copies the given floats to the current Vector3 coordinates
  5507. * @param x defines the x coordinate of the operand
  5508. * @param y defines the y coordinate of the operand
  5509. * @param z defines the z coordinate of the operand
  5510. * @returns the current updated Vector3
  5511. */
  5512. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5513. this.x = x;
  5514. this.y = y;
  5515. this.z = z;
  5516. return this;
  5517. };
  5518. /**
  5519. * Copies the given floats to the current Vector3 coordinates
  5520. * @param x defines the x coordinate of the operand
  5521. * @param y defines the y coordinate of the operand
  5522. * @param z defines the z coordinate of the operand
  5523. * @returns the current updated Vector3
  5524. */
  5525. Vector3.prototype.set = function (x, y, z) {
  5526. return this.copyFromFloats(x, y, z);
  5527. };
  5528. /**
  5529. * Copies the given float to the current Vector3 coordinates
  5530. * @param v defines the x, y and z coordinates of the operand
  5531. * @returns the current updated Vector3
  5532. */
  5533. Vector3.prototype.setAll = function (v) {
  5534. this.x = this.y = this.z = v;
  5535. return this;
  5536. };
  5537. // Statics
  5538. /**
  5539. * Get the clip factor between two vectors
  5540. * @param vector0 defines the first operand
  5541. * @param vector1 defines the second operand
  5542. * @param axis defines the axis to use
  5543. * @param size defines the size along the axis
  5544. * @returns the clip factor
  5545. */
  5546. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5547. var d0 = Vector3.Dot(vector0, axis) - size;
  5548. var d1 = Vector3.Dot(vector1, axis) - size;
  5549. var s = d0 / (d0 - d1);
  5550. return s;
  5551. };
  5552. /**
  5553. * Get angle between two vectors
  5554. * @param vector0 angle between vector0 and vector1
  5555. * @param vector1 angle between vector0 and vector1
  5556. * @param normal direction of the normal
  5557. * @return the angle between vector0 and vector1
  5558. */
  5559. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5560. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5561. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5562. var dot = Vector3.Dot(v0, v1);
  5563. var n = MathTmp.Vector3[3];
  5564. Vector3.CrossToRef(v0, v1, n);
  5565. if (Vector3.Dot(n, normal) > 0) {
  5566. return Math.acos(dot);
  5567. }
  5568. return -Math.acos(dot);
  5569. };
  5570. /**
  5571. * Returns a new Vector3 set from the index "offset" of the given array
  5572. * @param array defines the source array
  5573. * @param offset defines the offset in the source array
  5574. * @returns the new Vector3
  5575. */
  5576. Vector3.FromArray = function (array, offset) {
  5577. if (offset === void 0) { offset = 0; }
  5578. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5579. };
  5580. /**
  5581. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5582. * This function is deprecated. Use FromArray instead
  5583. * @param array defines the source array
  5584. * @param offset defines the offset in the source array
  5585. * @returns the new Vector3
  5586. */
  5587. Vector3.FromFloatArray = function (array, offset) {
  5588. return Vector3.FromArray(array, offset);
  5589. };
  5590. /**
  5591. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5592. * @param array defines the source array
  5593. * @param offset defines the offset in the source array
  5594. * @param result defines the Vector3 where to store the result
  5595. */
  5596. Vector3.FromArrayToRef = function (array, offset, result) {
  5597. result.x = array[offset];
  5598. result.y = array[offset + 1];
  5599. result.z = array[offset + 2];
  5600. };
  5601. /**
  5602. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5603. * This function is deprecated. Use FromArrayToRef instead.
  5604. * @param array defines the source array
  5605. * @param offset defines the offset in the source array
  5606. * @param result defines the Vector3 where to store the result
  5607. */
  5608. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5609. return Vector3.FromArrayToRef(array, offset, result);
  5610. };
  5611. /**
  5612. * Sets the given vector "result" with the given floats.
  5613. * @param x defines the x coordinate of the source
  5614. * @param y defines the y coordinate of the source
  5615. * @param z defines the z coordinate of the source
  5616. * @param result defines the Vector3 where to store the result
  5617. */
  5618. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5619. result.copyFromFloats(x, y, z);
  5620. };
  5621. /**
  5622. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5623. * @returns a new empty Vector3
  5624. */
  5625. Vector3.Zero = function () {
  5626. return new Vector3(0.0, 0.0, 0.0);
  5627. };
  5628. /**
  5629. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5630. * @returns a new unit Vector3
  5631. */
  5632. Vector3.One = function () {
  5633. return new Vector3(1.0, 1.0, 1.0);
  5634. };
  5635. /**
  5636. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5637. * @returns a new up Vector3
  5638. */
  5639. Vector3.Up = function () {
  5640. return new Vector3(0.0, 1.0, 0.0);
  5641. };
  5642. /**
  5643. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5644. * @returns a new down Vector3
  5645. */
  5646. Vector3.Down = function () {
  5647. return new Vector3(0.0, -1.0, 0.0);
  5648. };
  5649. /**
  5650. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5651. * @returns a new forward Vector3
  5652. */
  5653. Vector3.Forward = function () {
  5654. return new Vector3(0.0, 0.0, 1.0);
  5655. };
  5656. /**
  5657. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5658. * @returns a new forward Vector3
  5659. */
  5660. Vector3.Backward = function () {
  5661. return new Vector3(0.0, 0.0, -1.0);
  5662. };
  5663. /**
  5664. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5665. * @returns a new right Vector3
  5666. */
  5667. Vector3.Right = function () {
  5668. return new Vector3(1.0, 0.0, 0.0);
  5669. };
  5670. /**
  5671. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5672. * @returns a new left Vector3
  5673. */
  5674. Vector3.Left = function () {
  5675. return new Vector3(-1.0, 0.0, 0.0);
  5676. };
  5677. /**
  5678. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5679. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5680. * @param vector defines the Vector3 to transform
  5681. * @param transformation defines the transformation matrix
  5682. * @returns the transformed Vector3
  5683. */
  5684. Vector3.TransformCoordinates = function (vector, transformation) {
  5685. var result = Vector3.Zero();
  5686. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5687. return result;
  5688. };
  5689. /**
  5690. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5691. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5692. * @param vector defines the Vector3 to transform
  5693. * @param transformation defines the transformation matrix
  5694. * @param result defines the Vector3 where to store the result
  5695. */
  5696. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5697. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5698. };
  5699. /**
  5700. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5701. * This method computes tranformed coordinates only, not transformed direction vectors
  5702. * @param x define the x coordinate of the source vector
  5703. * @param y define the y coordinate of the source vector
  5704. * @param z define the z coordinate of the source vector
  5705. * @param transformation defines the transformation matrix
  5706. * @param result defines the Vector3 where to store the result
  5707. */
  5708. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5709. var m = transformation.m;
  5710. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5711. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5712. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5713. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5714. result.x = rx * rw;
  5715. result.y = ry * rw;
  5716. result.z = rz * rw;
  5717. };
  5718. /**
  5719. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5720. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5721. * @param vector defines the Vector3 to transform
  5722. * @param transformation defines the transformation matrix
  5723. * @returns the new Vector3
  5724. */
  5725. Vector3.TransformNormal = function (vector, transformation) {
  5726. var result = Vector3.Zero();
  5727. Vector3.TransformNormalToRef(vector, transformation, result);
  5728. return result;
  5729. };
  5730. /**
  5731. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5732. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5733. * @param vector defines the Vector3 to transform
  5734. * @param transformation defines the transformation matrix
  5735. * @param result defines the Vector3 where to store the result
  5736. */
  5737. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5738. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5739. };
  5740. /**
  5741. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5742. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5743. * @param x define the x coordinate of the source vector
  5744. * @param y define the y coordinate of the source vector
  5745. * @param z define the z coordinate of the source vector
  5746. * @param transformation defines the transformation matrix
  5747. * @param result defines the Vector3 where to store the result
  5748. */
  5749. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5750. var m = transformation.m;
  5751. result.x = x * m[0] + y * m[4] + z * m[8];
  5752. result.y = x * m[1] + y * m[5] + z * m[9];
  5753. result.z = x * m[2] + y * m[6] + z * m[10];
  5754. };
  5755. /**
  5756. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5757. * @param value1 defines the first control point
  5758. * @param value2 defines the second control point
  5759. * @param value3 defines the third control point
  5760. * @param value4 defines the fourth control point
  5761. * @param amount defines the amount on the spline to use
  5762. * @returns the new Vector3
  5763. */
  5764. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5765. var squared = amount * amount;
  5766. var cubed = amount * squared;
  5767. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5768. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5769. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5770. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5771. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5772. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5773. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5774. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5775. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5776. return new Vector3(x, y, z);
  5777. };
  5778. /**
  5779. * 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"
  5780. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5781. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5782. * @param value defines the current value
  5783. * @param min defines the lower range value
  5784. * @param max defines the upper range value
  5785. * @returns the new Vector3
  5786. */
  5787. Vector3.Clamp = function (value, min, max) {
  5788. var v = new Vector3();
  5789. Vector3.ClampToRef(value, min, max, v);
  5790. return v;
  5791. };
  5792. /**
  5793. * 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"
  5794. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5795. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5796. * @param value defines the current value
  5797. * @param min defines the lower range value
  5798. * @param max defines the upper range value
  5799. * @param result defines the Vector3 where to store the result
  5800. */
  5801. Vector3.ClampToRef = function (value, min, max, result) {
  5802. var x = value.x;
  5803. x = (x > max.x) ? max.x : x;
  5804. x = (x < min.x) ? min.x : x;
  5805. var y = value.y;
  5806. y = (y > max.y) ? max.y : y;
  5807. y = (y < min.y) ? min.y : y;
  5808. var z = value.z;
  5809. z = (z > max.z) ? max.z : z;
  5810. z = (z < min.z) ? min.z : z;
  5811. result.copyFromFloats(x, y, z);
  5812. };
  5813. /**
  5814. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5815. * @param value1 defines the first control point
  5816. * @param tangent1 defines the first tangent vector
  5817. * @param value2 defines the second control point
  5818. * @param tangent2 defines the second tangent vector
  5819. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5820. * @returns the new Vector3
  5821. */
  5822. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5823. var squared = amount * amount;
  5824. var cubed = amount * squared;
  5825. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5826. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5827. var part3 = (cubed - (2.0 * squared)) + amount;
  5828. var part4 = cubed - squared;
  5829. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5830. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5831. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5832. return new Vector3(x, y, z);
  5833. };
  5834. /**
  5835. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5836. * @param start defines the start value
  5837. * @param end defines the end value
  5838. * @param amount max defines amount between both (between 0 and 1)
  5839. * @returns the new Vector3
  5840. */
  5841. Vector3.Lerp = function (start, end, amount) {
  5842. var result = new Vector3(0, 0, 0);
  5843. Vector3.LerpToRef(start, end, amount, result);
  5844. return result;
  5845. };
  5846. /**
  5847. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5848. * @param start defines the start value
  5849. * @param end defines the end value
  5850. * @param amount max defines amount between both (between 0 and 1)
  5851. * @param result defines the Vector3 where to store the result
  5852. */
  5853. Vector3.LerpToRef = function (start, end, amount, result) {
  5854. result.x = start.x + ((end.x - start.x) * amount);
  5855. result.y = start.y + ((end.y - start.y) * amount);
  5856. result.z = start.z + ((end.z - start.z) * amount);
  5857. };
  5858. /**
  5859. * Returns the dot product (float) between the vectors "left" and "right"
  5860. * @param left defines the left operand
  5861. * @param right defines the right operand
  5862. * @returns the dot product
  5863. */
  5864. Vector3.Dot = function (left, right) {
  5865. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5866. };
  5867. /**
  5868. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5869. * The cross product is then orthogonal to both "left" and "right"
  5870. * @param left defines the left operand
  5871. * @param right defines the right operand
  5872. * @returns the cross product
  5873. */
  5874. Vector3.Cross = function (left, right) {
  5875. var result = Vector3.Zero();
  5876. Vector3.CrossToRef(left, right, result);
  5877. return result;
  5878. };
  5879. /**
  5880. * Sets the given vector "result" with the cross product of "left" and "right"
  5881. * The cross product is then orthogonal to both "left" and "right"
  5882. * @param left defines the left operand
  5883. * @param right defines the right operand
  5884. * @param result defines the Vector3 where to store the result
  5885. */
  5886. Vector3.CrossToRef = function (left, right, result) {
  5887. var x = left.y * right.z - left.z * right.y;
  5888. var y = left.z * right.x - left.x * right.z;
  5889. var z = left.x * right.y - left.y * right.x;
  5890. result.copyFromFloats(x, y, z);
  5891. };
  5892. /**
  5893. * Returns a new Vector3 as the normalization of the given vector
  5894. * @param vector defines the Vector3 to normalize
  5895. * @returns the new Vector3
  5896. */
  5897. Vector3.Normalize = function (vector) {
  5898. var result = Vector3.Zero();
  5899. Vector3.NormalizeToRef(vector, result);
  5900. return result;
  5901. };
  5902. /**
  5903. * Sets the given vector "result" with the normalization of the given first vector
  5904. * @param vector defines the Vector3 to normalize
  5905. * @param result defines the Vector3 where to store the result
  5906. */
  5907. Vector3.NormalizeToRef = function (vector, result) {
  5908. vector.normalizeToRef(result);
  5909. };
  5910. /**
  5911. * Project a Vector3 onto screen space
  5912. * @param vector defines the Vector3 to project
  5913. * @param world defines the world matrix to use
  5914. * @param transform defines the transform (view x projection) matrix to use
  5915. * @param viewport defines the screen viewport to use
  5916. * @returns the new Vector3
  5917. */
  5918. Vector3.Project = function (vector, world, transform, viewport) {
  5919. var cw = viewport.width;
  5920. var ch = viewport.height;
  5921. var cx = viewport.x;
  5922. var cy = viewport.y;
  5923. var viewportMatrix = MathTmp.Matrix[1];
  5924. 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);
  5925. var matrix = MathTmp.Matrix[0];
  5926. world.multiplyToRef(transform, matrix);
  5927. matrix.multiplyToRef(viewportMatrix, matrix);
  5928. return Vector3.TransformCoordinates(vector, matrix);
  5929. };
  5930. /** @hidden */
  5931. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5932. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5933. var m = matrix.m;
  5934. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5935. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5936. result.scaleInPlace(1.0 / num);
  5937. }
  5938. };
  5939. /**
  5940. * Unproject from screen space to object space
  5941. * @param source defines the screen space Vector3 to use
  5942. * @param viewportWidth defines the current width of the viewport
  5943. * @param viewportHeight defines the current height of the viewport
  5944. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5945. * @param transform defines the transform (view x projection) matrix to use
  5946. * @returns the new Vector3
  5947. */
  5948. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5949. var matrix = MathTmp.Matrix[0];
  5950. world.multiplyToRef(transform, matrix);
  5951. matrix.invert();
  5952. source.x = source.x / viewportWidth * 2 - 1;
  5953. source.y = -(source.y / viewportHeight * 2 - 1);
  5954. var vector = new Vector3();
  5955. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5956. return vector;
  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 view defines the view matrix to use
  5965. * @param projection defines the projection matrix to use
  5966. * @returns the new Vector3
  5967. */
  5968. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5969. var result = Vector3.Zero();
  5970. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5971. return result;
  5972. };
  5973. /**
  5974. * Unproject from screen space to object space
  5975. * @param source defines the screen space Vector3 to use
  5976. * @param viewportWidth defines the current width of the viewport
  5977. * @param viewportHeight defines the current height of the viewport
  5978. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5979. * @param view defines the view matrix to use
  5980. * @param projection defines the projection matrix to use
  5981. * @param result defines the Vector3 where to store the result
  5982. */
  5983. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5984. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5985. };
  5986. /**
  5987. * Unproject from screen space to object space
  5988. * @param sourceX defines the screen space x coordinate to use
  5989. * @param sourceY defines the screen space y coordinate to use
  5990. * @param sourceZ defines the screen space z coordinate to use
  5991. * @param viewportWidth defines the current width of the viewport
  5992. * @param viewportHeight defines the current height of the viewport
  5993. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5994. * @param view defines the view matrix to use
  5995. * @param projection defines the projection matrix to use
  5996. * @param result defines the Vector3 where to store the result
  5997. */
  5998. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5999. var matrix = MathTmp.Matrix[0];
  6000. world.multiplyToRef(view, matrix);
  6001. matrix.multiplyToRef(projection, matrix);
  6002. matrix.invert();
  6003. var screenSource = MathTmp.Vector3[0];
  6004. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6005. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6006. screenSource.z = 2 * sourceZ - 1.0;
  6007. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6008. };
  6009. /**
  6010. * Unproject a ray from screen space to object space
  6011. * @param sourceX defines the screen space x coordinate to use
  6012. * @param sourceY defines the screen space y coordinate to use
  6013. * @param viewportWidth defines the current width of the viewport
  6014. * @param viewportHeight defines the current height of the viewport
  6015. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6016. * @param view defines the view matrix to use
  6017. * @param projection defines the projection matrix to use
  6018. * @param ray defines the Ray where to store the result
  6019. */
  6020. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6021. var matrix = MathTmp.Matrix[0];
  6022. world.multiplyToRef(view, matrix);
  6023. matrix.multiplyToRef(projection, matrix);
  6024. matrix.invert();
  6025. var nearScreenSource = MathTmp.Vector3[0];
  6026. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6027. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6028. nearScreenSource.z = -1.0;
  6029. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6030. var nearVec3 = MathTmp.Vector3[2];
  6031. var farVec3 = MathTmp.Vector3[3];
  6032. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6033. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6034. ray.origin.copyFrom(nearVec3);
  6035. farVec3.subtractToRef(nearVec3, ray.direction);
  6036. ray.direction.normalize();
  6037. };
  6038. /**
  6039. * Gets the minimal coordinate values between two Vector3
  6040. * @param left defines the first operand
  6041. * @param right defines the second operand
  6042. * @returns the new Vector3
  6043. */
  6044. Vector3.Minimize = function (left, right) {
  6045. var min = left.clone();
  6046. min.minimizeInPlace(right);
  6047. return min;
  6048. };
  6049. /**
  6050. * Gets the maximal coordinate values between two Vector3
  6051. * @param left defines the first operand
  6052. * @param right defines the second operand
  6053. * @returns the new Vector3
  6054. */
  6055. Vector3.Maximize = function (left, right) {
  6056. var max = left.clone();
  6057. max.maximizeInPlace(right);
  6058. return max;
  6059. };
  6060. /**
  6061. * Returns the distance between the vectors "value1" and "value2"
  6062. * @param value1 defines the first operand
  6063. * @param value2 defines the second operand
  6064. * @returns the distance
  6065. */
  6066. Vector3.Distance = function (value1, value2) {
  6067. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6068. };
  6069. /**
  6070. * Returns the squared distance between the vectors "value1" and "value2"
  6071. * @param value1 defines the first operand
  6072. * @param value2 defines the second operand
  6073. * @returns the squared distance
  6074. */
  6075. Vector3.DistanceSquared = function (value1, value2) {
  6076. var x = value1.x - value2.x;
  6077. var y = value1.y - value2.y;
  6078. var z = value1.z - value2.z;
  6079. return (x * x) + (y * y) + (z * z);
  6080. };
  6081. /**
  6082. * Returns a new Vector3 located at the center between "value1" and "value2"
  6083. * @param value1 defines the first operand
  6084. * @param value2 defines the second operand
  6085. * @returns the new Vector3
  6086. */
  6087. Vector3.Center = function (value1, value2) {
  6088. var center = value1.add(value2);
  6089. center.scaleInPlace(0.5);
  6090. return center;
  6091. };
  6092. /**
  6093. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6094. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6095. * to something in order to rotate it from its local system to the given target system
  6096. * Note: axis1, axis2 and axis3 are normalized during this operation
  6097. * @param axis1 defines the first axis
  6098. * @param axis2 defines the second axis
  6099. * @param axis3 defines the third axis
  6100. * @returns a new Vector3
  6101. */
  6102. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6103. var rotation = Vector3.Zero();
  6104. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6105. return rotation;
  6106. };
  6107. /**
  6108. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6109. * @param axis1 defines the first axis
  6110. * @param axis2 defines the second axis
  6111. * @param axis3 defines the third axis
  6112. * @param ref defines the Vector3 where to store the result
  6113. */
  6114. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6115. var quat = MathTmp.Quaternion[0];
  6116. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6117. quat.toEulerAnglesToRef(ref);
  6118. };
  6119. return Vector3;
  6120. }());
  6121. BABYLON.Vector3 = Vector3;
  6122. /**
  6123. * Vector4 class created for EulerAngle class conversion to Quaternion
  6124. */
  6125. var Vector4 = /** @class */ (function () {
  6126. /**
  6127. * Creates a Vector4 object from the given floats.
  6128. * @param x x value of the vector
  6129. * @param y y value of the vector
  6130. * @param z z value of the vector
  6131. * @param w w value of the vector
  6132. */
  6133. function Vector4(
  6134. /** x value of the vector */
  6135. x,
  6136. /** y value of the vector */
  6137. y,
  6138. /** z value of the vector */
  6139. z,
  6140. /** w value of the vector */
  6141. w) {
  6142. this.x = x;
  6143. this.y = y;
  6144. this.z = z;
  6145. this.w = w;
  6146. }
  6147. /**
  6148. * Returns the string with the Vector4 coordinates.
  6149. * @returns a string containing all the vector values
  6150. */
  6151. Vector4.prototype.toString = function () {
  6152. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6153. };
  6154. /**
  6155. * Returns the string "Vector4".
  6156. * @returns "Vector4"
  6157. */
  6158. Vector4.prototype.getClassName = function () {
  6159. return "Vector4";
  6160. };
  6161. /**
  6162. * Returns the Vector4 hash code.
  6163. * @returns a unique hash code
  6164. */
  6165. Vector4.prototype.getHashCode = function () {
  6166. var hash = this.x || 0;
  6167. hash = (hash * 397) ^ (this.y || 0);
  6168. hash = (hash * 397) ^ (this.z || 0);
  6169. hash = (hash * 397) ^ (this.w || 0);
  6170. return hash;
  6171. };
  6172. // Operators
  6173. /**
  6174. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6175. * @returns the resulting array
  6176. */
  6177. Vector4.prototype.asArray = function () {
  6178. var result = new Array();
  6179. this.toArray(result, 0);
  6180. return result;
  6181. };
  6182. /**
  6183. * Populates the given array from the given index with the Vector4 coordinates.
  6184. * @param array array to populate
  6185. * @param index index of the array to start at (default: 0)
  6186. * @returns the Vector4.
  6187. */
  6188. Vector4.prototype.toArray = function (array, index) {
  6189. if (index === undefined) {
  6190. index = 0;
  6191. }
  6192. array[index] = this.x;
  6193. array[index + 1] = this.y;
  6194. array[index + 2] = this.z;
  6195. array[index + 3] = this.w;
  6196. return this;
  6197. };
  6198. /**
  6199. * Adds the given vector to the current Vector4.
  6200. * @param otherVector the vector to add
  6201. * @returns the updated Vector4.
  6202. */
  6203. Vector4.prototype.addInPlace = function (otherVector) {
  6204. this.x += otherVector.x;
  6205. this.y += otherVector.y;
  6206. this.z += otherVector.z;
  6207. this.w += otherVector.w;
  6208. return this;
  6209. };
  6210. /**
  6211. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6212. * @param otherVector the vector to add
  6213. * @returns the resulting vector
  6214. */
  6215. Vector4.prototype.add = function (otherVector) {
  6216. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6217. };
  6218. /**
  6219. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6220. * @param otherVector the vector to add
  6221. * @param result the vector to store the result
  6222. * @returns the current Vector4.
  6223. */
  6224. Vector4.prototype.addToRef = function (otherVector, result) {
  6225. result.x = this.x + otherVector.x;
  6226. result.y = this.y + otherVector.y;
  6227. result.z = this.z + otherVector.z;
  6228. result.w = this.w + otherVector.w;
  6229. return this;
  6230. };
  6231. /**
  6232. * Subtract in place the given vector from the current Vector4.
  6233. * @param otherVector the vector to subtract
  6234. * @returns the updated Vector4.
  6235. */
  6236. Vector4.prototype.subtractInPlace = function (otherVector) {
  6237. this.x -= otherVector.x;
  6238. this.y -= otherVector.y;
  6239. this.z -= otherVector.z;
  6240. this.w -= otherVector.w;
  6241. return this;
  6242. };
  6243. /**
  6244. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6245. * @param otherVector the vector to add
  6246. * @returns the new vector with the result
  6247. */
  6248. Vector4.prototype.subtract = function (otherVector) {
  6249. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6250. };
  6251. /**
  6252. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6253. * @param otherVector the vector to subtract
  6254. * @param result the vector to store the result
  6255. * @returns the current Vector4.
  6256. */
  6257. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6258. result.x = this.x - otherVector.x;
  6259. result.y = this.y - otherVector.y;
  6260. result.z = this.z - otherVector.z;
  6261. result.w = this.w - otherVector.w;
  6262. return this;
  6263. };
  6264. /**
  6265. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6266. */
  6267. /**
  6268. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6269. * @param x value to subtract
  6270. * @param y value to subtract
  6271. * @param z value to subtract
  6272. * @param w value to subtract
  6273. * @returns new vector containing the result
  6274. */
  6275. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6276. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6277. };
  6278. /**
  6279. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6280. * @param x value to subtract
  6281. * @param y value to subtract
  6282. * @param z value to subtract
  6283. * @param w value to subtract
  6284. * @param result the vector to store the result in
  6285. * @returns the current Vector4.
  6286. */
  6287. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6288. result.x = this.x - x;
  6289. result.y = this.y - y;
  6290. result.z = this.z - z;
  6291. result.w = this.w - w;
  6292. return this;
  6293. };
  6294. /**
  6295. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6296. * @returns a new vector with the negated values
  6297. */
  6298. Vector4.prototype.negate = function () {
  6299. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6300. };
  6301. /**
  6302. * Multiplies the current Vector4 coordinates by scale (float).
  6303. * @param scale the number to scale with
  6304. * @returns the updated Vector4.
  6305. */
  6306. Vector4.prototype.scaleInPlace = function (scale) {
  6307. this.x *= scale;
  6308. this.y *= scale;
  6309. this.z *= scale;
  6310. this.w *= scale;
  6311. return this;
  6312. };
  6313. /**
  6314. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6315. * @param scale the number to scale with
  6316. * @returns a new vector with the result
  6317. */
  6318. Vector4.prototype.scale = function (scale) {
  6319. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6320. };
  6321. /**
  6322. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6323. * @param scale the number to scale with
  6324. * @param result a vector to store the result in
  6325. * @returns the current Vector4.
  6326. */
  6327. Vector4.prototype.scaleToRef = function (scale, result) {
  6328. result.x = this.x * scale;
  6329. result.y = this.y * scale;
  6330. result.z = this.z * scale;
  6331. result.w = this.w * scale;
  6332. return this;
  6333. };
  6334. /**
  6335. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6336. * @param scale defines the scale factor
  6337. * @param result defines the Vector4 object where to store the result
  6338. * @returns the unmodified current Vector4
  6339. */
  6340. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6341. result.x += this.x * scale;
  6342. result.y += this.y * scale;
  6343. result.z += this.z * scale;
  6344. result.w += this.w * scale;
  6345. return this;
  6346. };
  6347. /**
  6348. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6349. * @param otherVector the vector to compare against
  6350. * @returns true if they are equal
  6351. */
  6352. Vector4.prototype.equals = function (otherVector) {
  6353. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6354. };
  6355. /**
  6356. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6357. * @param otherVector vector to compare against
  6358. * @param epsilon (Default: very small number)
  6359. * @returns true if they are equal
  6360. */
  6361. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6362. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6363. return otherVector
  6364. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6365. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6366. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6367. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6368. };
  6369. /**
  6370. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6371. * @param x x value to compare against
  6372. * @param y y value to compare against
  6373. * @param z z value to compare against
  6374. * @param w w value to compare against
  6375. * @returns true if equal
  6376. */
  6377. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6378. return this.x === x && this.y === y && this.z === z && this.w === w;
  6379. };
  6380. /**
  6381. * Multiplies in place the current Vector4 by the given one.
  6382. * @param otherVector vector to multiple with
  6383. * @returns the updated Vector4.
  6384. */
  6385. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6386. this.x *= otherVector.x;
  6387. this.y *= otherVector.y;
  6388. this.z *= otherVector.z;
  6389. this.w *= otherVector.w;
  6390. return this;
  6391. };
  6392. /**
  6393. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6394. * @param otherVector vector to multiple with
  6395. * @returns resulting new vector
  6396. */
  6397. Vector4.prototype.multiply = function (otherVector) {
  6398. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6399. };
  6400. /**
  6401. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6402. * @param otherVector vector to multiple with
  6403. * @param result vector to store the result
  6404. * @returns the current Vector4.
  6405. */
  6406. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6407. result.x = this.x * otherVector.x;
  6408. result.y = this.y * otherVector.y;
  6409. result.z = this.z * otherVector.z;
  6410. result.w = this.w * otherVector.w;
  6411. return this;
  6412. };
  6413. /**
  6414. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6415. * @param x x value multiply with
  6416. * @param y y value multiply with
  6417. * @param z z value multiply with
  6418. * @param w w value multiply with
  6419. * @returns resulting new vector
  6420. */
  6421. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6422. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6423. };
  6424. /**
  6425. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6426. * @param otherVector vector to devide with
  6427. * @returns resulting new vector
  6428. */
  6429. Vector4.prototype.divide = function (otherVector) {
  6430. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6431. };
  6432. /**
  6433. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6434. * @param otherVector vector to devide with
  6435. * @param result vector to store the result
  6436. * @returns the current Vector4.
  6437. */
  6438. Vector4.prototype.divideToRef = function (otherVector, result) {
  6439. result.x = this.x / otherVector.x;
  6440. result.y = this.y / otherVector.y;
  6441. result.z = this.z / otherVector.z;
  6442. result.w = this.w / otherVector.w;
  6443. return this;
  6444. };
  6445. /**
  6446. * Divides the current Vector3 coordinates by the given ones.
  6447. * @param otherVector vector to devide with
  6448. * @returns the updated Vector3.
  6449. */
  6450. Vector4.prototype.divideInPlace = function (otherVector) {
  6451. return this.divideToRef(otherVector, this);
  6452. };
  6453. /**
  6454. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6455. * @param other defines the second operand
  6456. * @returns the current updated Vector4
  6457. */
  6458. Vector4.prototype.minimizeInPlace = function (other) {
  6459. if (other.x < this.x) {
  6460. this.x = other.x;
  6461. }
  6462. if (other.y < this.y) {
  6463. this.y = other.y;
  6464. }
  6465. if (other.z < this.z) {
  6466. this.z = other.z;
  6467. }
  6468. if (other.w < this.w) {
  6469. this.w = other.w;
  6470. }
  6471. return this;
  6472. };
  6473. /**
  6474. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6475. * @param other defines the second operand
  6476. * @returns the current updated Vector4
  6477. */
  6478. Vector4.prototype.maximizeInPlace = function (other) {
  6479. if (other.x > this.x) {
  6480. this.x = other.x;
  6481. }
  6482. if (other.y > this.y) {
  6483. this.y = other.y;
  6484. }
  6485. if (other.z > this.z) {
  6486. this.z = other.z;
  6487. }
  6488. if (other.w > this.w) {
  6489. this.w = other.w;
  6490. }
  6491. return this;
  6492. };
  6493. /**
  6494. * Gets a new Vector4 from current Vector4 floored values
  6495. * @returns a new Vector4
  6496. */
  6497. Vector4.prototype.floor = function () {
  6498. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6499. };
  6500. /**
  6501. * Gets a new Vector4 from current Vector3 floored values
  6502. * @returns a new Vector4
  6503. */
  6504. Vector4.prototype.fract = function () {
  6505. 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));
  6506. };
  6507. // Properties
  6508. /**
  6509. * Returns the Vector4 length (float).
  6510. * @returns the length
  6511. */
  6512. Vector4.prototype.length = function () {
  6513. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6514. };
  6515. /**
  6516. * Returns the Vector4 squared length (float).
  6517. * @returns the length squared
  6518. */
  6519. Vector4.prototype.lengthSquared = function () {
  6520. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6521. };
  6522. // Methods
  6523. /**
  6524. * Normalizes in place the Vector4.
  6525. * @returns the updated Vector4.
  6526. */
  6527. Vector4.prototype.normalize = function () {
  6528. var len = this.length();
  6529. if (len === 0) {
  6530. return this;
  6531. }
  6532. return this.scaleInPlace(1.0 / len);
  6533. };
  6534. /**
  6535. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6536. * @returns this converted to a new vector3
  6537. */
  6538. Vector4.prototype.toVector3 = function () {
  6539. return new Vector3(this.x, this.y, this.z);
  6540. };
  6541. /**
  6542. * Returns a new Vector4 copied from the current one.
  6543. * @returns the new cloned vector
  6544. */
  6545. Vector4.prototype.clone = function () {
  6546. return new Vector4(this.x, this.y, this.z, this.w);
  6547. };
  6548. /**
  6549. * Updates the current Vector4 with the given one coordinates.
  6550. * @param source the source vector to copy from
  6551. * @returns the updated Vector4.
  6552. */
  6553. Vector4.prototype.copyFrom = function (source) {
  6554. this.x = source.x;
  6555. this.y = source.y;
  6556. this.z = source.z;
  6557. this.w = source.w;
  6558. return this;
  6559. };
  6560. /**
  6561. * Updates the current Vector4 coordinates with the given floats.
  6562. * @param x float to copy from
  6563. * @param y float to copy from
  6564. * @param z float to copy from
  6565. * @param w float to copy from
  6566. * @returns the updated Vector4.
  6567. */
  6568. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6569. this.x = x;
  6570. this.y = y;
  6571. this.z = z;
  6572. this.w = w;
  6573. return this;
  6574. };
  6575. /**
  6576. * Updates the current Vector4 coordinates with the given floats.
  6577. * @param x float to set from
  6578. * @param y float to set from
  6579. * @param z float to set from
  6580. * @param w float to set from
  6581. * @returns the updated Vector4.
  6582. */
  6583. Vector4.prototype.set = function (x, y, z, w) {
  6584. return this.copyFromFloats(x, y, z, w);
  6585. };
  6586. /**
  6587. * Copies the given float to the current Vector3 coordinates
  6588. * @param v defines the x, y, z and w coordinates of the operand
  6589. * @returns the current updated Vector3
  6590. */
  6591. Vector4.prototype.setAll = function (v) {
  6592. this.x = this.y = this.z = this.w = v;
  6593. return this;
  6594. };
  6595. // Statics
  6596. /**
  6597. * Returns a new Vector4 set from the starting index of the given array.
  6598. * @param array the array to pull values from
  6599. * @param offset the offset into the array to start at
  6600. * @returns the new vector
  6601. */
  6602. Vector4.FromArray = function (array, offset) {
  6603. if (!offset) {
  6604. offset = 0;
  6605. }
  6606. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6607. };
  6608. /**
  6609. * Updates the given vector "result" from the starting index of the given array.
  6610. * @param array the array to pull values from
  6611. * @param offset the offset into the array to start at
  6612. * @param result the vector to store the result in
  6613. */
  6614. Vector4.FromArrayToRef = function (array, offset, result) {
  6615. result.x = array[offset];
  6616. result.y = array[offset + 1];
  6617. result.z = array[offset + 2];
  6618. result.w = array[offset + 3];
  6619. };
  6620. /**
  6621. * Updates the given vector "result" from the starting index of the given Float32Array.
  6622. * @param array the array to pull values from
  6623. * @param offset the offset into the array to start at
  6624. * @param result the vector to store the result in
  6625. */
  6626. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6627. Vector4.FromArrayToRef(array, offset, result);
  6628. };
  6629. /**
  6630. * Updates the given vector "result" coordinates from the given floats.
  6631. * @param x float to set from
  6632. * @param y float to set from
  6633. * @param z float to set from
  6634. * @param w float to set from
  6635. * @param result the vector to the floats in
  6636. */
  6637. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6638. result.x = x;
  6639. result.y = y;
  6640. result.z = z;
  6641. result.w = w;
  6642. };
  6643. /**
  6644. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6645. * @returns the new vector
  6646. */
  6647. Vector4.Zero = function () {
  6648. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6649. };
  6650. /**
  6651. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6652. * @returns the new vector
  6653. */
  6654. Vector4.One = function () {
  6655. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6656. };
  6657. /**
  6658. * Returns a new normalized Vector4 from the given one.
  6659. * @param vector the vector to normalize
  6660. * @returns the vector
  6661. */
  6662. Vector4.Normalize = function (vector) {
  6663. var result = Vector4.Zero();
  6664. Vector4.NormalizeToRef(vector, result);
  6665. return result;
  6666. };
  6667. /**
  6668. * Updates the given vector "result" from the normalization of the given one.
  6669. * @param vector the vector to normalize
  6670. * @param result the vector to store the result in
  6671. */
  6672. Vector4.NormalizeToRef = function (vector, result) {
  6673. result.copyFrom(vector);
  6674. result.normalize();
  6675. };
  6676. /**
  6677. * Returns a vector with the minimum values from the left and right vectors
  6678. * @param left left vector to minimize
  6679. * @param right right vector to minimize
  6680. * @returns a new vector with the minimum of the left and right vector values
  6681. */
  6682. Vector4.Minimize = function (left, right) {
  6683. var min = left.clone();
  6684. min.minimizeInPlace(right);
  6685. return min;
  6686. };
  6687. /**
  6688. * Returns a vector with the maximum values from the left and right vectors
  6689. * @param left left vector to maximize
  6690. * @param right right vector to maximize
  6691. * @returns a new vector with the maximum of the left and right vector values
  6692. */
  6693. Vector4.Maximize = function (left, right) {
  6694. var max = left.clone();
  6695. max.maximizeInPlace(right);
  6696. return max;
  6697. };
  6698. /**
  6699. * Returns the distance (float) between the vectors "value1" and "value2".
  6700. * @param value1 value to calulate the distance between
  6701. * @param value2 value to calulate the distance between
  6702. * @return the distance between the two vectors
  6703. */
  6704. Vector4.Distance = function (value1, value2) {
  6705. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6706. };
  6707. /**
  6708. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6709. * @param value1 value to calulate the distance between
  6710. * @param value2 value to calulate the distance between
  6711. * @return the distance between the two vectors squared
  6712. */
  6713. Vector4.DistanceSquared = function (value1, value2) {
  6714. var x = value1.x - value2.x;
  6715. var y = value1.y - value2.y;
  6716. var z = value1.z - value2.z;
  6717. var w = value1.w - value2.w;
  6718. return (x * x) + (y * y) + (z * z) + (w * w);
  6719. };
  6720. /**
  6721. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6722. * @param value1 value to calulate the center between
  6723. * @param value2 value to calulate the center between
  6724. * @return the center between the two vectors
  6725. */
  6726. Vector4.Center = function (value1, value2) {
  6727. var center = value1.add(value2);
  6728. center.scaleInPlace(0.5);
  6729. return center;
  6730. };
  6731. /**
  6732. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6733. * This methods computes transformed normalized direction vectors only.
  6734. * @param vector the vector to transform
  6735. * @param transformation the transformation matrix to apply
  6736. * @returns the new vector
  6737. */
  6738. Vector4.TransformNormal = function (vector, transformation) {
  6739. var result = Vector4.Zero();
  6740. Vector4.TransformNormalToRef(vector, transformation, result);
  6741. return result;
  6742. };
  6743. /**
  6744. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6745. * This methods computes transformed normalized direction vectors only.
  6746. * @param vector the vector to transform
  6747. * @param transformation the transformation matrix to apply
  6748. * @param result the vector to store the result in
  6749. */
  6750. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6751. var m = transformation.m;
  6752. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6753. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6754. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6755. result.x = x;
  6756. result.y = y;
  6757. result.z = z;
  6758. result.w = vector.w;
  6759. };
  6760. /**
  6761. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6762. * This methods computes transformed normalized direction vectors only.
  6763. * @param x value to transform
  6764. * @param y value to transform
  6765. * @param z value to transform
  6766. * @param w value to transform
  6767. * @param transformation the transformation matrix to apply
  6768. * @param result the vector to store the results in
  6769. */
  6770. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6771. var m = transformation.m;
  6772. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6773. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6774. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6775. result.w = w;
  6776. };
  6777. return Vector4;
  6778. }());
  6779. BABYLON.Vector4 = Vector4;
  6780. /**
  6781. * Size containing widht and height
  6782. */
  6783. var Size = /** @class */ (function () {
  6784. /**
  6785. * Creates a Size object from the given width and height (floats).
  6786. * @param width width of the new size
  6787. * @param height height of the new size
  6788. */
  6789. function Size(width, height) {
  6790. this.width = width;
  6791. this.height = height;
  6792. }
  6793. /**
  6794. * Returns a string with the Size width and height
  6795. * @returns a string with the Size width and height
  6796. */
  6797. Size.prototype.toString = function () {
  6798. return "{W: " + this.width + ", H: " + this.height + "}";
  6799. };
  6800. /**
  6801. * "Size"
  6802. * @returns the string "Size"
  6803. */
  6804. Size.prototype.getClassName = function () {
  6805. return "Size";
  6806. };
  6807. /**
  6808. * Returns the Size hash code.
  6809. * @returns a hash code for a unique width and height
  6810. */
  6811. Size.prototype.getHashCode = function () {
  6812. var hash = this.width || 0;
  6813. hash = (hash * 397) ^ (this.height || 0);
  6814. return hash;
  6815. };
  6816. /**
  6817. * Updates the current size from the given one.
  6818. * @param src the given size
  6819. */
  6820. Size.prototype.copyFrom = function (src) {
  6821. this.width = src.width;
  6822. this.height = src.height;
  6823. };
  6824. /**
  6825. * Updates in place the current Size from the given floats.
  6826. * @param width width of the new size
  6827. * @param height height of the new size
  6828. * @returns the updated Size.
  6829. */
  6830. Size.prototype.copyFromFloats = function (width, height) {
  6831. this.width = width;
  6832. this.height = height;
  6833. return this;
  6834. };
  6835. /**
  6836. * Updates in place the current Size from the given floats.
  6837. * @param width width to set
  6838. * @param height height to set
  6839. * @returns the updated Size.
  6840. */
  6841. Size.prototype.set = function (width, height) {
  6842. return this.copyFromFloats(width, height);
  6843. };
  6844. /**
  6845. * Multiplies the width and height by numbers
  6846. * @param w factor to multiple the width by
  6847. * @param h factor to multiple the height by
  6848. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6849. */
  6850. Size.prototype.multiplyByFloats = function (w, h) {
  6851. return new Size(this.width * w, this.height * h);
  6852. };
  6853. /**
  6854. * Clones the size
  6855. * @returns a new Size copied from the given one.
  6856. */
  6857. Size.prototype.clone = function () {
  6858. return new Size(this.width, this.height);
  6859. };
  6860. /**
  6861. * True if the current Size and the given one width and height are strictly equal.
  6862. * @param other the other size to compare against
  6863. * @returns True if the current Size and the given one width and height are strictly equal.
  6864. */
  6865. Size.prototype.equals = function (other) {
  6866. if (!other) {
  6867. return false;
  6868. }
  6869. return (this.width === other.width) && (this.height === other.height);
  6870. };
  6871. Object.defineProperty(Size.prototype, "surface", {
  6872. /**
  6873. * The surface of the Size : width * height (float).
  6874. */
  6875. get: function () {
  6876. return this.width * this.height;
  6877. },
  6878. enumerable: true,
  6879. configurable: true
  6880. });
  6881. /**
  6882. * Create a new size of zero
  6883. * @returns a new Size set to (0.0, 0.0)
  6884. */
  6885. Size.Zero = function () {
  6886. return new Size(0.0, 0.0);
  6887. };
  6888. /**
  6889. * Sums the width and height of two sizes
  6890. * @param otherSize size to add to this size
  6891. * @returns a new Size set as the addition result of the current Size and the given one.
  6892. */
  6893. Size.prototype.add = function (otherSize) {
  6894. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6895. return r;
  6896. };
  6897. /**
  6898. * Subtracts the width and height of two
  6899. * @param otherSize size to subtract to this size
  6900. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6901. */
  6902. Size.prototype.subtract = function (otherSize) {
  6903. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6904. return r;
  6905. };
  6906. /**
  6907. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6908. * @param start starting size to lerp between
  6909. * @param end end size to lerp between
  6910. * @param amount amount to lerp between the start and end values
  6911. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6912. */
  6913. Size.Lerp = function (start, end, amount) {
  6914. var w = start.width + ((end.width - start.width) * amount);
  6915. var h = start.height + ((end.height - start.height) * amount);
  6916. return new Size(w, h);
  6917. };
  6918. return Size;
  6919. }());
  6920. BABYLON.Size = Size;
  6921. /**
  6922. * Class used to store quaternion data
  6923. * @see https://en.wikipedia.org/wiki/Quaternion
  6924. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6925. */
  6926. var Quaternion = /** @class */ (function () {
  6927. /**
  6928. * Creates a new Quaternion from the given floats
  6929. * @param x defines the first component (0 by default)
  6930. * @param y defines the second component (0 by default)
  6931. * @param z defines the third component (0 by default)
  6932. * @param w defines the fourth component (1.0 by default)
  6933. */
  6934. function Quaternion(
  6935. /** defines the first component (0 by default) */
  6936. x,
  6937. /** defines the second component (0 by default) */
  6938. y,
  6939. /** defines the third component (0 by default) */
  6940. z,
  6941. /** defines the fourth component (1.0 by default) */
  6942. w) {
  6943. if (x === void 0) { x = 0.0; }
  6944. if (y === void 0) { y = 0.0; }
  6945. if (z === void 0) { z = 0.0; }
  6946. if (w === void 0) { w = 1.0; }
  6947. this.x = x;
  6948. this.y = y;
  6949. this.z = z;
  6950. this.w = w;
  6951. }
  6952. /**
  6953. * Gets a string representation for the current quaternion
  6954. * @returns a string with the Quaternion coordinates
  6955. */
  6956. Quaternion.prototype.toString = function () {
  6957. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6958. };
  6959. /**
  6960. * Gets the class name of the quaternion
  6961. * @returns the string "Quaternion"
  6962. */
  6963. Quaternion.prototype.getClassName = function () {
  6964. return "Quaternion";
  6965. };
  6966. /**
  6967. * Gets a hash code for this quaternion
  6968. * @returns the quaternion hash code
  6969. */
  6970. Quaternion.prototype.getHashCode = function () {
  6971. var hash = this.x || 0;
  6972. hash = (hash * 397) ^ (this.y || 0);
  6973. hash = (hash * 397) ^ (this.z || 0);
  6974. hash = (hash * 397) ^ (this.w || 0);
  6975. return hash;
  6976. };
  6977. /**
  6978. * Copy the quaternion to an array
  6979. * @returns a new array populated with 4 elements from the quaternion coordinates
  6980. */
  6981. Quaternion.prototype.asArray = function () {
  6982. return [this.x, this.y, this.z, this.w];
  6983. };
  6984. /**
  6985. * Check if two quaternions are equals
  6986. * @param otherQuaternion defines the second operand
  6987. * @return true if the current quaternion and the given one coordinates are strictly equals
  6988. */
  6989. Quaternion.prototype.equals = function (otherQuaternion) {
  6990. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6991. };
  6992. /**
  6993. * Clone the current quaternion
  6994. * @returns a new quaternion copied from the current one
  6995. */
  6996. Quaternion.prototype.clone = function () {
  6997. return new Quaternion(this.x, this.y, this.z, this.w);
  6998. };
  6999. /**
  7000. * Copy a quaternion to the current one
  7001. * @param other defines the other quaternion
  7002. * @returns the updated current quaternion
  7003. */
  7004. Quaternion.prototype.copyFrom = function (other) {
  7005. this.x = other.x;
  7006. this.y = other.y;
  7007. this.z = other.z;
  7008. this.w = other.w;
  7009. return this;
  7010. };
  7011. /**
  7012. * Updates the current quaternion with the given float coordinates
  7013. * @param x defines the x coordinate
  7014. * @param y defines the y coordinate
  7015. * @param z defines the z coordinate
  7016. * @param w defines the w coordinate
  7017. * @returns the updated current quaternion
  7018. */
  7019. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7020. this.x = x;
  7021. this.y = y;
  7022. this.z = z;
  7023. this.w = w;
  7024. return this;
  7025. };
  7026. /**
  7027. * Updates the current quaternion from the given float coordinates
  7028. * @param x defines the x coordinate
  7029. * @param y defines the y coordinate
  7030. * @param z defines the z coordinate
  7031. * @param w defines the w coordinate
  7032. * @returns the updated current quaternion
  7033. */
  7034. Quaternion.prototype.set = function (x, y, z, w) {
  7035. return this.copyFromFloats(x, y, z, w);
  7036. };
  7037. /**
  7038. * Adds two quaternions
  7039. * @param other defines the second operand
  7040. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7041. */
  7042. Quaternion.prototype.add = function (other) {
  7043. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7044. };
  7045. /**
  7046. * Add a quaternion to the current one
  7047. * @param other defines the quaternion to add
  7048. * @returns the current quaternion
  7049. */
  7050. Quaternion.prototype.addInPlace = function (other) {
  7051. this.x += other.x;
  7052. this.y += other.y;
  7053. this.z += other.z;
  7054. this.w += other.w;
  7055. return this;
  7056. };
  7057. /**
  7058. * Subtract two quaternions
  7059. * @param other defines the second operand
  7060. * @returns a new quaternion as the subtraction result of the given one from the current one
  7061. */
  7062. Quaternion.prototype.subtract = function (other) {
  7063. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7064. };
  7065. /**
  7066. * Multiplies the current quaternion by a scale factor
  7067. * @param value defines the scale factor
  7068. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7069. */
  7070. Quaternion.prototype.scale = function (value) {
  7071. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7072. };
  7073. /**
  7074. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7075. * @param scale defines the scale factor
  7076. * @param result defines the Quaternion object where to store the result
  7077. * @returns the unmodified current quaternion
  7078. */
  7079. Quaternion.prototype.scaleToRef = function (scale, result) {
  7080. result.x = this.x * scale;
  7081. result.y = this.y * scale;
  7082. result.z = this.z * scale;
  7083. result.w = this.w * scale;
  7084. return this;
  7085. };
  7086. /**
  7087. * Multiplies in place the current quaternion by a scale factor
  7088. * @param value defines the scale factor
  7089. * @returns the current modified quaternion
  7090. */
  7091. Quaternion.prototype.scaleInPlace = function (value) {
  7092. this.x *= value;
  7093. this.y *= value;
  7094. this.z *= value;
  7095. this.w *= value;
  7096. return this;
  7097. };
  7098. /**
  7099. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7100. * @param scale defines the scale factor
  7101. * @param result defines the Quaternion object where to store the result
  7102. * @returns the unmodified current quaternion
  7103. */
  7104. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7105. result.x += this.x * scale;
  7106. result.y += this.y * scale;
  7107. result.z += this.z * scale;
  7108. result.w += this.w * scale;
  7109. return this;
  7110. };
  7111. /**
  7112. * Multiplies two quaternions
  7113. * @param q1 defines the second operand
  7114. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7115. */
  7116. Quaternion.prototype.multiply = function (q1) {
  7117. var result = new Quaternion(0, 0, 0, 1.0);
  7118. this.multiplyToRef(q1, result);
  7119. return result;
  7120. };
  7121. /**
  7122. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7123. * @param q1 defines the second operand
  7124. * @param result defines the target quaternion
  7125. * @returns the current quaternion
  7126. */
  7127. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7128. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7129. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7130. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7131. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7132. result.copyFromFloats(x, y, z, w);
  7133. return this;
  7134. };
  7135. /**
  7136. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7137. * @param q1 defines the second operand
  7138. * @returns the currentupdated quaternion
  7139. */
  7140. Quaternion.prototype.multiplyInPlace = function (q1) {
  7141. this.multiplyToRef(q1, this);
  7142. return this;
  7143. };
  7144. /**
  7145. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7146. * @param ref defines the target quaternion
  7147. * @returns the current quaternion
  7148. */
  7149. Quaternion.prototype.conjugateToRef = function (ref) {
  7150. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7151. return this;
  7152. };
  7153. /**
  7154. * Conjugates in place (1-q) the current quaternion
  7155. * @returns the current updated quaternion
  7156. */
  7157. Quaternion.prototype.conjugateInPlace = function () {
  7158. this.x *= -1;
  7159. this.y *= -1;
  7160. this.z *= -1;
  7161. return this;
  7162. };
  7163. /**
  7164. * Conjugates in place (1-q) the current quaternion
  7165. * @returns a new quaternion
  7166. */
  7167. Quaternion.prototype.conjugate = function () {
  7168. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7169. return result;
  7170. };
  7171. /**
  7172. * Gets length of current quaternion
  7173. * @returns the quaternion length (float)
  7174. */
  7175. Quaternion.prototype.length = function () {
  7176. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7177. };
  7178. /**
  7179. * Normalize in place the current quaternion
  7180. * @returns the current updated quaternion
  7181. */
  7182. Quaternion.prototype.normalize = function () {
  7183. var length = 1.0 / this.length();
  7184. this.x *= length;
  7185. this.y *= length;
  7186. this.z *= length;
  7187. this.w *= length;
  7188. return this;
  7189. };
  7190. /**
  7191. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7192. * @param order is a reserved parameter and is ignore for now
  7193. * @returns a new Vector3 containing the Euler angles
  7194. */
  7195. Quaternion.prototype.toEulerAngles = function (order) {
  7196. if (order === void 0) { order = "YZX"; }
  7197. var result = Vector3.Zero();
  7198. this.toEulerAnglesToRef(result, order);
  7199. return result;
  7200. };
  7201. /**
  7202. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7203. * @param result defines the vector which will be filled with the Euler angles
  7204. * @param order is a reserved parameter and is ignore for now
  7205. * @returns the current unchanged quaternion
  7206. */
  7207. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7208. if (order === void 0) { order = "YZX"; }
  7209. var qz = this.z;
  7210. var qx = this.x;
  7211. var qy = this.y;
  7212. var qw = this.w;
  7213. var sqw = qw * qw;
  7214. var sqz = qz * qz;
  7215. var sqx = qx * qx;
  7216. var sqy = qy * qy;
  7217. var zAxisY = qy * qz - qx * qw;
  7218. var limit = .4999999;
  7219. if (zAxisY < -limit) {
  7220. result.y = 2 * Math.atan2(qy, qw);
  7221. result.x = Math.PI / 2;
  7222. result.z = 0;
  7223. }
  7224. else if (zAxisY > limit) {
  7225. result.y = 2 * Math.atan2(qy, qw);
  7226. result.x = -Math.PI / 2;
  7227. result.z = 0;
  7228. }
  7229. else {
  7230. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7231. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7232. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7233. }
  7234. return this;
  7235. };
  7236. /**
  7237. * Updates the given rotation matrix with the current quaternion values
  7238. * @param result defines the target matrix
  7239. * @returns the current unchanged quaternion
  7240. */
  7241. Quaternion.prototype.toRotationMatrix = function (result) {
  7242. Matrix.FromQuaternionToRef(this, result);
  7243. return this;
  7244. };
  7245. /**
  7246. * Updates the current quaternion from the given rotation matrix values
  7247. * @param matrix defines the source matrix
  7248. * @returns the current updated quaternion
  7249. */
  7250. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7251. Quaternion.FromRotationMatrixToRef(matrix, this);
  7252. return this;
  7253. };
  7254. // Statics
  7255. /**
  7256. * Creates a new quaternion from a rotation matrix
  7257. * @param matrix defines the source matrix
  7258. * @returns a new quaternion created from the given rotation matrix values
  7259. */
  7260. Quaternion.FromRotationMatrix = function (matrix) {
  7261. var result = new Quaternion();
  7262. Quaternion.FromRotationMatrixToRef(matrix, result);
  7263. return result;
  7264. };
  7265. /**
  7266. * Updates the given quaternion with the given rotation matrix values
  7267. * @param matrix defines the source matrix
  7268. * @param result defines the target quaternion
  7269. */
  7270. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7271. var data = matrix.m;
  7272. var m11 = data[0], m12 = data[4], m13 = data[8];
  7273. var m21 = data[1], m22 = data[5], m23 = data[9];
  7274. var m31 = data[2], m32 = data[6], m33 = data[10];
  7275. var trace = m11 + m22 + m33;
  7276. var s;
  7277. if (trace > 0) {
  7278. s = 0.5 / Math.sqrt(trace + 1.0);
  7279. result.w = 0.25 / s;
  7280. result.x = (m32 - m23) * s;
  7281. result.y = (m13 - m31) * s;
  7282. result.z = (m21 - m12) * s;
  7283. }
  7284. else if (m11 > m22 && m11 > m33) {
  7285. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7286. result.w = (m32 - m23) / s;
  7287. result.x = 0.25 * s;
  7288. result.y = (m12 + m21) / s;
  7289. result.z = (m13 + m31) / s;
  7290. }
  7291. else if (m22 > m33) {
  7292. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7293. result.w = (m13 - m31) / s;
  7294. result.x = (m12 + m21) / s;
  7295. result.y = 0.25 * s;
  7296. result.z = (m23 + m32) / s;
  7297. }
  7298. else {
  7299. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7300. result.w = (m21 - m12) / s;
  7301. result.x = (m13 + m31) / s;
  7302. result.y = (m23 + m32) / s;
  7303. result.z = 0.25 * s;
  7304. }
  7305. };
  7306. /**
  7307. * Returns the dot product (float) between the quaternions "left" and "right"
  7308. * @param left defines the left operand
  7309. * @param right defines the right operand
  7310. * @returns the dot product
  7311. */
  7312. Quaternion.Dot = function (left, right) {
  7313. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7314. };
  7315. /**
  7316. * Checks if the two quaternions are close to each other
  7317. * @param quat0 defines the first quaternion to check
  7318. * @param quat1 defines the second quaternion to check
  7319. * @returns true if the two quaternions are close to each other
  7320. */
  7321. Quaternion.AreClose = function (quat0, quat1) {
  7322. var dot = Quaternion.Dot(quat0, quat1);
  7323. return dot >= 0;
  7324. };
  7325. /**
  7326. * Creates an empty quaternion
  7327. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7328. */
  7329. Quaternion.Zero = function () {
  7330. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7331. };
  7332. /**
  7333. * Inverse a given quaternion
  7334. * @param q defines the source quaternion
  7335. * @returns a new quaternion as the inverted current quaternion
  7336. */
  7337. Quaternion.Inverse = function (q) {
  7338. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7339. };
  7340. /**
  7341. * Inverse a given quaternion
  7342. * @param q defines the source quaternion
  7343. * @param result the quaternion the result will be stored in
  7344. * @returns the result quaternion
  7345. */
  7346. Quaternion.InverseToRef = function (q, result) {
  7347. result.set(-q.x, -q.y, -q.z, q.w);
  7348. return result;
  7349. };
  7350. /**
  7351. * Creates an identity quaternion
  7352. * @returns the identity quaternion
  7353. */
  7354. Quaternion.Identity = function () {
  7355. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7356. };
  7357. /**
  7358. * Gets a boolean indicating if the given quaternion is identity
  7359. * @param quaternion defines the quaternion to check
  7360. * @returns true if the quaternion is identity
  7361. */
  7362. Quaternion.IsIdentity = function (quaternion) {
  7363. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7364. };
  7365. /**
  7366. * Creates a quaternion from a rotation around an axis
  7367. * @param axis defines the axis to use
  7368. * @param angle defines the angle to use
  7369. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7370. */
  7371. Quaternion.RotationAxis = function (axis, angle) {
  7372. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7373. };
  7374. /**
  7375. * Creates a rotation around an axis and stores it into the given quaternion
  7376. * @param axis defines the axis to use
  7377. * @param angle defines the angle to use
  7378. * @param result defines the target quaternion
  7379. * @returns the target quaternion
  7380. */
  7381. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7382. var sin = Math.sin(angle / 2);
  7383. axis.normalize();
  7384. result.w = Math.cos(angle / 2);
  7385. result.x = axis.x * sin;
  7386. result.y = axis.y * sin;
  7387. result.z = axis.z * sin;
  7388. return result;
  7389. };
  7390. /**
  7391. * Creates a new quaternion from data stored into an array
  7392. * @param array defines the data source
  7393. * @param offset defines the offset in the source array where the data starts
  7394. * @returns a new quaternion
  7395. */
  7396. Quaternion.FromArray = function (array, offset) {
  7397. if (!offset) {
  7398. offset = 0;
  7399. }
  7400. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7401. };
  7402. /**
  7403. * Create a quaternion from Euler rotation angles
  7404. * @param x Pitch
  7405. * @param y Yaw
  7406. * @param z Roll
  7407. * @returns the new Quaternion
  7408. */
  7409. Quaternion.FromEulerAngles = function (x, y, z) {
  7410. var q = new Quaternion();
  7411. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7412. return q;
  7413. };
  7414. /**
  7415. * Updates a quaternion from Euler rotation angles
  7416. * @param x Pitch
  7417. * @param y Yaw
  7418. * @param z Roll
  7419. * @param result the quaternion to store the result
  7420. * @returns the updated quaternion
  7421. */
  7422. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7423. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7424. return result;
  7425. };
  7426. /**
  7427. * Create a quaternion from Euler rotation vector
  7428. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7429. * @returns the new Quaternion
  7430. */
  7431. Quaternion.FromEulerVector = function (vec) {
  7432. var q = new Quaternion();
  7433. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7434. return q;
  7435. };
  7436. /**
  7437. * Updates a quaternion from Euler rotation vector
  7438. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7439. * @param result the quaternion to store the result
  7440. * @returns the updated quaternion
  7441. */
  7442. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7443. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7444. return result;
  7445. };
  7446. /**
  7447. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7448. * @param yaw defines the rotation around Y axis
  7449. * @param pitch defines the rotation around X axis
  7450. * @param roll defines the rotation around Z axis
  7451. * @returns the new quaternion
  7452. */
  7453. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7454. var q = new Quaternion();
  7455. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7456. return q;
  7457. };
  7458. /**
  7459. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7460. * @param yaw defines the rotation around Y axis
  7461. * @param pitch defines the rotation around X axis
  7462. * @param roll defines the rotation around Z axis
  7463. * @param result defines the target quaternion
  7464. */
  7465. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7466. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7467. var halfRoll = roll * 0.5;
  7468. var halfPitch = pitch * 0.5;
  7469. var halfYaw = yaw * 0.5;
  7470. var sinRoll = Math.sin(halfRoll);
  7471. var cosRoll = Math.cos(halfRoll);
  7472. var sinPitch = Math.sin(halfPitch);
  7473. var cosPitch = Math.cos(halfPitch);
  7474. var sinYaw = Math.sin(halfYaw);
  7475. var cosYaw = Math.cos(halfYaw);
  7476. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7477. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7478. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7479. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7480. };
  7481. /**
  7482. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7483. * @param alpha defines the rotation around first axis
  7484. * @param beta defines the rotation around second axis
  7485. * @param gamma defines the rotation around third axis
  7486. * @returns the new quaternion
  7487. */
  7488. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7489. var result = new Quaternion();
  7490. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7491. return result;
  7492. };
  7493. /**
  7494. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7495. * @param alpha defines the rotation around first axis
  7496. * @param beta defines the rotation around second axis
  7497. * @param gamma defines the rotation around third axis
  7498. * @param result defines the target quaternion
  7499. */
  7500. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7501. // Produces a quaternion from Euler angles in the z-x-z orientation
  7502. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7503. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7504. var halfBeta = beta * 0.5;
  7505. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7506. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7507. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7508. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7509. };
  7510. /**
  7511. * 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)
  7512. * @param axis1 defines the first axis
  7513. * @param axis2 defines the second axis
  7514. * @param axis3 defines the third axis
  7515. * @returns the new quaternion
  7516. */
  7517. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7518. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7519. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7520. return quat;
  7521. };
  7522. /**
  7523. * 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
  7524. * @param axis1 defines the first axis
  7525. * @param axis2 defines the second axis
  7526. * @param axis3 defines the third axis
  7527. * @param ref defines the target quaternion
  7528. */
  7529. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7530. var rotMat = MathTmp.Matrix[0];
  7531. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7532. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7533. };
  7534. /**
  7535. * Interpolates between two quaternions
  7536. * @param left defines first quaternion
  7537. * @param right defines second quaternion
  7538. * @param amount defines the gradient to use
  7539. * @returns the new interpolated quaternion
  7540. */
  7541. Quaternion.Slerp = function (left, right, amount) {
  7542. var result = Quaternion.Identity();
  7543. Quaternion.SlerpToRef(left, right, amount, result);
  7544. return result;
  7545. };
  7546. /**
  7547. * Interpolates between two quaternions and stores it into a target quaternion
  7548. * @param left defines first quaternion
  7549. * @param right defines second quaternion
  7550. * @param amount defines the gradient to use
  7551. * @param result defines the target quaternion
  7552. */
  7553. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7554. var num2;
  7555. var num3;
  7556. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7557. var flag = false;
  7558. if (num4 < 0) {
  7559. flag = true;
  7560. num4 = -num4;
  7561. }
  7562. if (num4 > 0.999999) {
  7563. num3 = 1 - amount;
  7564. num2 = flag ? -amount : amount;
  7565. }
  7566. else {
  7567. var num5 = Math.acos(num4);
  7568. var num6 = (1.0 / Math.sin(num5));
  7569. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7570. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7571. }
  7572. result.x = (num3 * left.x) + (num2 * right.x);
  7573. result.y = (num3 * left.y) + (num2 * right.y);
  7574. result.z = (num3 * left.z) + (num2 * right.z);
  7575. result.w = (num3 * left.w) + (num2 * right.w);
  7576. };
  7577. /**
  7578. * Interpolate between two quaternions using Hermite interpolation
  7579. * @param value1 defines first quaternion
  7580. * @param tangent1 defines the incoming tangent
  7581. * @param value2 defines second quaternion
  7582. * @param tangent2 defines the outgoing tangent
  7583. * @param amount defines the target quaternion
  7584. * @returns the new interpolated quaternion
  7585. */
  7586. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7587. var squared = amount * amount;
  7588. var cubed = amount * squared;
  7589. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7590. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7591. var part3 = (cubed - (2.0 * squared)) + amount;
  7592. var part4 = cubed - squared;
  7593. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7594. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7595. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7596. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7597. return new Quaternion(x, y, z, w);
  7598. };
  7599. return Quaternion;
  7600. }());
  7601. BABYLON.Quaternion = Quaternion;
  7602. /**
  7603. * Class used to store matrix data (4x4)
  7604. */
  7605. var Matrix = /** @class */ (function () {
  7606. /**
  7607. * Creates an empty matrix (filled with zeros)
  7608. */
  7609. function Matrix() {
  7610. this._isIdentity = false;
  7611. this._isIdentityDirty = true;
  7612. this._isIdentity3x2 = true;
  7613. this._isIdentity3x2Dirty = true;
  7614. this._m = new Float32Array(16);
  7615. this._updateIdentityStatus(false);
  7616. }
  7617. Object.defineProperty(Matrix.prototype, "m", {
  7618. /**
  7619. * Gets the internal data of the matrix
  7620. */
  7621. get: function () { return this._m; },
  7622. enumerable: true,
  7623. configurable: true
  7624. });
  7625. /** @hidden */
  7626. Matrix.prototype._markAsUpdated = function () {
  7627. this.updateFlag = Matrix._updateFlagSeed++;
  7628. this._isIdentity = false;
  7629. this._isIdentity3x2 = false;
  7630. this._isIdentityDirty = true;
  7631. this._isIdentity3x2Dirty = true;
  7632. };
  7633. /** @hidden */
  7634. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7635. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7636. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7637. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7638. this.updateFlag = Matrix._updateFlagSeed++;
  7639. this._isIdentity = isIdentity;
  7640. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7641. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7642. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7643. };
  7644. // Properties
  7645. /**
  7646. * Check if the current matrix is identity
  7647. * @returns true is the matrix is the identity matrix
  7648. */
  7649. Matrix.prototype.isIdentity = function () {
  7650. if (this._isIdentityDirty) {
  7651. this._isIdentityDirty = false;
  7652. var m = this._m;
  7653. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7654. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7655. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7656. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7657. }
  7658. return this._isIdentity;
  7659. };
  7660. /**
  7661. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7662. * @returns true is the matrix is the identity matrix
  7663. */
  7664. Matrix.prototype.isIdentityAs3x2 = function () {
  7665. if (this._isIdentity3x2Dirty) {
  7666. this._isIdentity3x2Dirty = false;
  7667. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7668. this._isIdentity3x2 = false;
  7669. }
  7670. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7671. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7672. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7673. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7674. this._isIdentity3x2 = false;
  7675. }
  7676. else {
  7677. this._isIdentity3x2 = true;
  7678. }
  7679. }
  7680. return this._isIdentity3x2;
  7681. };
  7682. /**
  7683. * Gets the determinant of the matrix
  7684. * @returns the matrix determinant
  7685. */
  7686. Matrix.prototype.determinant = function () {
  7687. if (this._isIdentity === true) {
  7688. return 1;
  7689. }
  7690. var m = this._m;
  7691. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7692. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7693. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7694. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7695. // https://en.wikipedia.org/wiki/Laplace_expansion
  7696. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7697. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7698. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7699. // where
  7700. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7701. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7702. //
  7703. // Here we do that for the 1st row.
  7704. var det_22_33 = m22 * m33 - m32 * m23;
  7705. var det_21_33 = m21 * m33 - m31 * m23;
  7706. var det_21_32 = m21 * m32 - m31 * m22;
  7707. var det_20_33 = m20 * m33 - m30 * m23;
  7708. var det_20_32 = m20 * m32 - m22 * m30;
  7709. var det_20_31 = m20 * m31 - m30 * m21;
  7710. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7711. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7712. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7713. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7714. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7715. };
  7716. // Methods
  7717. /**
  7718. * Returns the matrix as a Float32Array
  7719. * @returns the matrix underlying array
  7720. */
  7721. Matrix.prototype.toArray = function () {
  7722. return this._m;
  7723. };
  7724. /**
  7725. * Returns the matrix as a Float32Array
  7726. * @returns the matrix underlying array.
  7727. */
  7728. Matrix.prototype.asArray = function () {
  7729. return this._m;
  7730. };
  7731. /**
  7732. * Inverts the current matrix in place
  7733. * @returns the current inverted matrix
  7734. */
  7735. Matrix.prototype.invert = function () {
  7736. this.invertToRef(this);
  7737. return this;
  7738. };
  7739. /**
  7740. * Sets all the matrix elements to zero
  7741. * @returns the current matrix
  7742. */
  7743. Matrix.prototype.reset = function () {
  7744. 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);
  7745. this._updateIdentityStatus(false);
  7746. return this;
  7747. };
  7748. /**
  7749. * Adds the current matrix with a second one
  7750. * @param other defines the matrix to add
  7751. * @returns a new matrix as the addition of the current matrix and the given one
  7752. */
  7753. Matrix.prototype.add = function (other) {
  7754. var result = new Matrix();
  7755. this.addToRef(other, result);
  7756. return result;
  7757. };
  7758. /**
  7759. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7760. * @param other defines the matrix to add
  7761. * @param result defines the target matrix
  7762. * @returns the current matrix
  7763. */
  7764. Matrix.prototype.addToRef = function (other, result) {
  7765. var m = this._m;
  7766. var resultM = result._m;
  7767. var otherM = other.m;
  7768. for (var index = 0; index < 16; index++) {
  7769. resultM[index] = m[index] + otherM[index];
  7770. }
  7771. result._markAsUpdated();
  7772. return this;
  7773. };
  7774. /**
  7775. * Adds in place the given matrix to the current matrix
  7776. * @param other defines the second operand
  7777. * @returns the current updated matrix
  7778. */
  7779. Matrix.prototype.addToSelf = function (other) {
  7780. var m = this._m;
  7781. var otherM = other.m;
  7782. for (var index = 0; index < 16; index++) {
  7783. m[index] += otherM[index];
  7784. }
  7785. this._markAsUpdated();
  7786. return this;
  7787. };
  7788. /**
  7789. * Sets the given matrix to the current inverted Matrix
  7790. * @param other defines the target matrix
  7791. * @returns the unmodified current matrix
  7792. */
  7793. Matrix.prototype.invertToRef = function (other) {
  7794. if (this._isIdentity === true) {
  7795. Matrix.IdentityToRef(other);
  7796. return this;
  7797. }
  7798. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7799. var m = this._m;
  7800. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7801. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7802. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7803. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7804. var det_22_33 = m22 * m33 - m32 * m23;
  7805. var det_21_33 = m21 * m33 - m31 * m23;
  7806. var det_21_32 = m21 * m32 - m31 * m22;
  7807. var det_20_33 = m20 * m33 - m30 * m23;
  7808. var det_20_32 = m20 * m32 - m22 * m30;
  7809. var det_20_31 = m20 * m31 - m30 * m21;
  7810. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7811. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7812. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7813. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7814. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7815. if (det === 0) {
  7816. // not invertible
  7817. other.copyFrom(this);
  7818. return this;
  7819. }
  7820. var detInv = 1 / det;
  7821. var det_12_33 = m12 * m33 - m32 * m13;
  7822. var det_11_33 = m11 * m33 - m31 * m13;
  7823. var det_11_32 = m11 * m32 - m31 * m12;
  7824. var det_10_33 = m10 * m33 - m30 * m13;
  7825. var det_10_32 = m10 * m32 - m30 * m12;
  7826. var det_10_31 = m10 * m31 - m30 * m11;
  7827. var det_12_23 = m12 * m23 - m22 * m13;
  7828. var det_11_23 = m11 * m23 - m21 * m13;
  7829. var det_11_22 = m11 * m22 - m21 * m12;
  7830. var det_10_23 = m10 * m23 - m20 * m13;
  7831. var det_10_22 = m10 * m22 - m20 * m12;
  7832. var det_10_21 = m10 * m21 - m20 * m11;
  7833. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7834. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7835. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7836. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7837. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7838. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7839. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7840. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7841. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7842. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7843. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7844. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7845. 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);
  7846. return this;
  7847. };
  7848. /**
  7849. * add a value at the specified position in the current Matrix
  7850. * @param index the index of the value within the matrix. between 0 and 15.
  7851. * @param value the value to be added
  7852. * @returns the current updated matrix
  7853. */
  7854. Matrix.prototype.addAtIndex = function (index, value) {
  7855. this._m[index] += value;
  7856. this._markAsUpdated();
  7857. return this;
  7858. };
  7859. /**
  7860. * mutiply the specified position in the current Matrix by a value
  7861. * @param index the index of the value within the matrix. between 0 and 15.
  7862. * @param value the value to be added
  7863. * @returns the current updated matrix
  7864. */
  7865. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7866. this._m[index] *= value;
  7867. this._markAsUpdated();
  7868. return this;
  7869. };
  7870. /**
  7871. * Inserts the translation vector (using 3 floats) in the current matrix
  7872. * @param x defines the 1st component of the translation
  7873. * @param y defines the 2nd component of the translation
  7874. * @param z defines the 3rd component of the translation
  7875. * @returns the current updated matrix
  7876. */
  7877. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7878. this._m[12] = x;
  7879. this._m[13] = y;
  7880. this._m[14] = z;
  7881. this._markAsUpdated();
  7882. return this;
  7883. };
  7884. /**
  7885. * Inserts the translation vector in the current matrix
  7886. * @param vector3 defines the translation to insert
  7887. * @returns the current updated matrix
  7888. */
  7889. Matrix.prototype.setTranslation = function (vector3) {
  7890. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7891. };
  7892. /**
  7893. * Gets the translation value of the current matrix
  7894. * @returns a new Vector3 as the extracted translation from the matrix
  7895. */
  7896. Matrix.prototype.getTranslation = function () {
  7897. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7898. };
  7899. /**
  7900. * Fill a Vector3 with the extracted translation from the matrix
  7901. * @param result defines the Vector3 where to store the translation
  7902. * @returns the current matrix
  7903. */
  7904. Matrix.prototype.getTranslationToRef = function (result) {
  7905. result.x = this._m[12];
  7906. result.y = this._m[13];
  7907. result.z = this._m[14];
  7908. return this;
  7909. };
  7910. /**
  7911. * Remove rotation and scaling part from the matrix
  7912. * @returns the updated matrix
  7913. */
  7914. Matrix.prototype.removeRotationAndScaling = function () {
  7915. var m = this.m;
  7916. 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);
  7917. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7918. return this;
  7919. };
  7920. /**
  7921. * Multiply two matrices
  7922. * @param other defines the second operand
  7923. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7924. */
  7925. Matrix.prototype.multiply = function (other) {
  7926. var result = new Matrix();
  7927. this.multiplyToRef(other, result);
  7928. return result;
  7929. };
  7930. /**
  7931. * Copy the current matrix from the given one
  7932. * @param other defines the source matrix
  7933. * @returns the current updated matrix
  7934. */
  7935. Matrix.prototype.copyFrom = function (other) {
  7936. other.copyToArray(this._m);
  7937. var o = other;
  7938. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7939. return this;
  7940. };
  7941. /**
  7942. * Populates the given array from the starting index with the current matrix values
  7943. * @param array defines the target array
  7944. * @param offset defines the offset in the target array where to start storing values
  7945. * @returns the current matrix
  7946. */
  7947. Matrix.prototype.copyToArray = function (array, offset) {
  7948. if (offset === void 0) { offset = 0; }
  7949. for (var index = 0; index < 16; index++) {
  7950. array[offset + index] = this._m[index];
  7951. }
  7952. return this;
  7953. };
  7954. /**
  7955. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7956. * @param other defines the second operand
  7957. * @param result defines the matrix where to store the multiplication
  7958. * @returns the current matrix
  7959. */
  7960. Matrix.prototype.multiplyToRef = function (other, result) {
  7961. if (this._isIdentity) {
  7962. result.copyFrom(other);
  7963. return this;
  7964. }
  7965. if (other._isIdentity) {
  7966. result.copyFrom(this);
  7967. return this;
  7968. }
  7969. this.multiplyToArray(other, result._m, 0);
  7970. result._markAsUpdated();
  7971. return this;
  7972. };
  7973. /**
  7974. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7975. * @param other defines the second operand
  7976. * @param result defines the array where to store the multiplication
  7977. * @param offset defines the offset in the target array where to start storing values
  7978. * @returns the current matrix
  7979. */
  7980. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7981. var m = this._m;
  7982. var otherM = other.m;
  7983. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  7984. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  7985. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  7986. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  7987. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  7988. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  7989. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  7990. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  7991. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7992. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7993. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7994. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7995. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7996. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7997. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7998. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7999. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8000. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8001. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8002. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8003. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8004. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8005. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8006. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8007. return this;
  8008. };
  8009. /**
  8010. * Check equality between this matrix and a second one
  8011. * @param value defines the second matrix to compare
  8012. * @returns true is the current matrix and the given one values are strictly equal
  8013. */
  8014. Matrix.prototype.equals = function (value) {
  8015. var other = value;
  8016. if (!other) {
  8017. return false;
  8018. }
  8019. if (this._isIdentity || other._isIdentity) {
  8020. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8021. return this._isIdentity && other._isIdentity;
  8022. }
  8023. }
  8024. var m = this.m;
  8025. var om = other.m;
  8026. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8027. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8028. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8029. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8030. };
  8031. /**
  8032. * Clone the current matrix
  8033. * @returns a new matrix from the current matrix
  8034. */
  8035. Matrix.prototype.clone = function () {
  8036. var matrix = new Matrix();
  8037. matrix.copyFrom(this);
  8038. return matrix;
  8039. };
  8040. /**
  8041. * Returns the name of the current matrix class
  8042. * @returns the string "Matrix"
  8043. */
  8044. Matrix.prototype.getClassName = function () {
  8045. return "Matrix";
  8046. };
  8047. /**
  8048. * Gets the hash code of the current matrix
  8049. * @returns the hash code
  8050. */
  8051. Matrix.prototype.getHashCode = function () {
  8052. var hash = this._m[0] || 0;
  8053. for (var i = 1; i < 16; i++) {
  8054. hash = (hash * 397) ^ (this._m[i] || 0);
  8055. }
  8056. return hash;
  8057. };
  8058. /**
  8059. * Decomposes the current Matrix into a translation, rotation and scaling components
  8060. * @param scale defines the scale vector3 given as a reference to update
  8061. * @param rotation defines the rotation quaternion given as a reference to update
  8062. * @param translation defines the translation vector3 given as a reference to update
  8063. * @returns true if operation was successful
  8064. */
  8065. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8066. if (this._isIdentity) {
  8067. if (translation) {
  8068. translation.setAll(0);
  8069. }
  8070. if (scale) {
  8071. scale.setAll(1);
  8072. }
  8073. if (rotation) {
  8074. rotation.copyFromFloats(0, 0, 0, 1);
  8075. }
  8076. return true;
  8077. }
  8078. var m = this._m;
  8079. if (translation) {
  8080. translation.copyFromFloats(m[12], m[13], m[14]);
  8081. }
  8082. scale = scale || MathTmp.Vector3[0];
  8083. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8084. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8085. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8086. if (this.determinant() <= 0) {
  8087. scale.y *= -1;
  8088. }
  8089. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8090. if (rotation) {
  8091. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8092. }
  8093. return false;
  8094. }
  8095. if (rotation) {
  8096. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8097. 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]);
  8098. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8099. }
  8100. return true;
  8101. };
  8102. /**
  8103. * Gets specific row of the matrix
  8104. * @param index defines the number of the row to get
  8105. * @returns the index-th row of the current matrix as a new Vector4
  8106. */
  8107. Matrix.prototype.getRow = function (index) {
  8108. if (index < 0 || index > 3) {
  8109. return null;
  8110. }
  8111. var i = index * 4;
  8112. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8113. };
  8114. /**
  8115. * Sets the index-th row of the current matrix to the vector4 values
  8116. * @param index defines the number of the row to set
  8117. * @param row defines the target vector4
  8118. * @returns the updated current matrix
  8119. */
  8120. Matrix.prototype.setRow = function (index, row) {
  8121. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8122. };
  8123. /**
  8124. * Compute the transpose of the matrix
  8125. * @returns the new transposed matrix
  8126. */
  8127. Matrix.prototype.transpose = function () {
  8128. return Matrix.Transpose(this);
  8129. };
  8130. /**
  8131. * Compute the transpose of the matrix and store it in a given matrix
  8132. * @param result defines the target matrix
  8133. * @returns the current matrix
  8134. */
  8135. Matrix.prototype.transposeToRef = function (result) {
  8136. Matrix.TransposeToRef(this, result);
  8137. return this;
  8138. };
  8139. /**
  8140. * Sets the index-th row of the current matrix with the given 4 x float values
  8141. * @param index defines the row index
  8142. * @param x defines the x component to set
  8143. * @param y defines the y component to set
  8144. * @param z defines the z component to set
  8145. * @param w defines the w component to set
  8146. * @returns the updated current matrix
  8147. */
  8148. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8149. if (index < 0 || index > 3) {
  8150. return this;
  8151. }
  8152. var i = index * 4;
  8153. this._m[i + 0] = x;
  8154. this._m[i + 1] = y;
  8155. this._m[i + 2] = z;
  8156. this._m[i + 3] = w;
  8157. this._markAsUpdated();
  8158. return this;
  8159. };
  8160. /**
  8161. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8162. * @param scale defines the scale factor
  8163. * @returns a new matrix
  8164. */
  8165. Matrix.prototype.scale = function (scale) {
  8166. var result = new Matrix();
  8167. this.scaleToRef(scale, result);
  8168. return result;
  8169. };
  8170. /**
  8171. * Scale the current matrix values by a factor to a given result matrix
  8172. * @param scale defines the scale factor
  8173. * @param result defines the matrix to store the result
  8174. * @returns the current matrix
  8175. */
  8176. Matrix.prototype.scaleToRef = function (scale, result) {
  8177. for (var index = 0; index < 16; index++) {
  8178. result._m[index] = this._m[index] * scale;
  8179. }
  8180. result._markAsUpdated();
  8181. return this;
  8182. };
  8183. /**
  8184. * Scale the current matrix values by a factor and add the result to a given matrix
  8185. * @param scale defines the scale factor
  8186. * @param result defines the Matrix to store the result
  8187. * @returns the current matrix
  8188. */
  8189. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8190. for (var index = 0; index < 16; index++) {
  8191. result._m[index] += this._m[index] * scale;
  8192. }
  8193. result._markAsUpdated();
  8194. return this;
  8195. };
  8196. /**
  8197. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8198. * @param ref matrix to store the result
  8199. */
  8200. Matrix.prototype.toNormalMatrix = function (ref) {
  8201. var tmp = MathTmp.Matrix[0];
  8202. this.invertToRef(tmp);
  8203. tmp.transposeToRef(ref);
  8204. var m = ref._m;
  8205. 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);
  8206. };
  8207. /**
  8208. * Gets only rotation part of the current matrix
  8209. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8210. */
  8211. Matrix.prototype.getRotationMatrix = function () {
  8212. var result = new Matrix();
  8213. this.getRotationMatrixToRef(result);
  8214. return result;
  8215. };
  8216. /**
  8217. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8218. * @param result defines the target matrix to store data to
  8219. * @returns the current matrix
  8220. */
  8221. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8222. var scale = MathTmp.Vector3[0];
  8223. if (!this.decompose(scale)) {
  8224. Matrix.IdentityToRef(result);
  8225. return this;
  8226. }
  8227. var m = this._m;
  8228. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8229. 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);
  8230. return this;
  8231. };
  8232. /**
  8233. * Toggles model matrix from being right handed to left handed in place and vice versa
  8234. */
  8235. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8236. var m = this._m;
  8237. m[2] *= -1;
  8238. m[6] *= -1;
  8239. m[8] *= -1;
  8240. m[9] *= -1;
  8241. m[14] *= -1;
  8242. this._markAsUpdated();
  8243. };
  8244. /**
  8245. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8246. */
  8247. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8248. var m = this._m;
  8249. m[8] *= -1;
  8250. m[9] *= -1;
  8251. m[10] *= -1;
  8252. m[11] *= -1;
  8253. this._markAsUpdated();
  8254. };
  8255. // Statics
  8256. /**
  8257. * Creates a matrix from an array
  8258. * @param array defines the source array
  8259. * @param offset defines an offset in the source array
  8260. * @returns a new Matrix set from the starting index of the given array
  8261. */
  8262. Matrix.FromArray = function (array, offset) {
  8263. if (offset === void 0) { offset = 0; }
  8264. var result = new Matrix();
  8265. Matrix.FromArrayToRef(array, offset, result);
  8266. return result;
  8267. };
  8268. /**
  8269. * Copy the content of an array into a given matrix
  8270. * @param array defines the source array
  8271. * @param offset defines an offset in the source array
  8272. * @param result defines the target matrix
  8273. */
  8274. Matrix.FromArrayToRef = function (array, offset, result) {
  8275. for (var index = 0; index < 16; index++) {
  8276. result._m[index] = array[index + offset];
  8277. }
  8278. result._markAsUpdated();
  8279. };
  8280. /**
  8281. * Stores an array into a matrix after having multiplied each component by a given factor
  8282. * @param array defines the source array
  8283. * @param offset defines the offset in the source array
  8284. * @param scale defines the scaling factor
  8285. * @param result defines the target matrix
  8286. */
  8287. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8288. for (var index = 0; index < 16; index++) {
  8289. result._m[index] = array[index + offset] * scale;
  8290. }
  8291. result._markAsUpdated();
  8292. };
  8293. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8294. /**
  8295. * Gets an identity matrix that must not be updated
  8296. */
  8297. get: function () {
  8298. return Matrix._identityReadOnly;
  8299. },
  8300. enumerable: true,
  8301. configurable: true
  8302. });
  8303. /**
  8304. * Stores a list of values (16) inside a given matrix
  8305. * @param initialM11 defines 1st value of 1st row
  8306. * @param initialM12 defines 2nd value of 1st row
  8307. * @param initialM13 defines 3rd value of 1st row
  8308. * @param initialM14 defines 4th value of 1st row
  8309. * @param initialM21 defines 1st value of 2nd row
  8310. * @param initialM22 defines 2nd value of 2nd row
  8311. * @param initialM23 defines 3rd value of 2nd row
  8312. * @param initialM24 defines 4th value of 2nd row
  8313. * @param initialM31 defines 1st value of 3rd row
  8314. * @param initialM32 defines 2nd value of 3rd row
  8315. * @param initialM33 defines 3rd value of 3rd row
  8316. * @param initialM34 defines 4th value of 3rd row
  8317. * @param initialM41 defines 1st value of 4th row
  8318. * @param initialM42 defines 2nd value of 4th row
  8319. * @param initialM43 defines 3rd value of 4th row
  8320. * @param initialM44 defines 4th value of 4th row
  8321. * @param result defines the target matrix
  8322. */
  8323. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8324. var m = result._m;
  8325. m[0] = initialM11;
  8326. m[1] = initialM12;
  8327. m[2] = initialM13;
  8328. m[3] = initialM14;
  8329. m[4] = initialM21;
  8330. m[5] = initialM22;
  8331. m[6] = initialM23;
  8332. m[7] = initialM24;
  8333. m[8] = initialM31;
  8334. m[9] = initialM32;
  8335. m[10] = initialM33;
  8336. m[11] = initialM34;
  8337. m[12] = initialM41;
  8338. m[13] = initialM42;
  8339. m[14] = initialM43;
  8340. m[15] = initialM44;
  8341. result._markAsUpdated();
  8342. };
  8343. /**
  8344. * Creates new matrix from a list of values (16)
  8345. * @param initialM11 defines 1st value of 1st row
  8346. * @param initialM12 defines 2nd value of 1st row
  8347. * @param initialM13 defines 3rd value of 1st row
  8348. * @param initialM14 defines 4th value of 1st row
  8349. * @param initialM21 defines 1st value of 2nd row
  8350. * @param initialM22 defines 2nd value of 2nd row
  8351. * @param initialM23 defines 3rd value of 2nd row
  8352. * @param initialM24 defines 4th value of 2nd row
  8353. * @param initialM31 defines 1st value of 3rd row
  8354. * @param initialM32 defines 2nd value of 3rd row
  8355. * @param initialM33 defines 3rd value of 3rd row
  8356. * @param initialM34 defines 4th value of 3rd row
  8357. * @param initialM41 defines 1st value of 4th row
  8358. * @param initialM42 defines 2nd value of 4th row
  8359. * @param initialM43 defines 3rd value of 4th row
  8360. * @param initialM44 defines 4th value of 4th row
  8361. * @returns the new matrix
  8362. */
  8363. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8364. var result = new Matrix();
  8365. var m = result._m;
  8366. m[0] = initialM11;
  8367. m[1] = initialM12;
  8368. m[2] = initialM13;
  8369. m[3] = initialM14;
  8370. m[4] = initialM21;
  8371. m[5] = initialM22;
  8372. m[6] = initialM23;
  8373. m[7] = initialM24;
  8374. m[8] = initialM31;
  8375. m[9] = initialM32;
  8376. m[10] = initialM33;
  8377. m[11] = initialM34;
  8378. m[12] = initialM41;
  8379. m[13] = initialM42;
  8380. m[14] = initialM43;
  8381. m[15] = initialM44;
  8382. result._markAsUpdated();
  8383. return result;
  8384. };
  8385. /**
  8386. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8387. * @param scale defines the scale vector3
  8388. * @param rotation defines the rotation quaternion
  8389. * @param translation defines the translation vector3
  8390. * @returns a new matrix
  8391. */
  8392. Matrix.Compose = function (scale, rotation, translation) {
  8393. var result = new Matrix();
  8394. Matrix.ComposeToRef(scale, rotation, translation, result);
  8395. return result;
  8396. };
  8397. /**
  8398. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8399. * @param scale defines the scale vector3
  8400. * @param rotation defines the rotation quaternion
  8401. * @param translation defines the translation vector3
  8402. * @param result defines the target matrix
  8403. */
  8404. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8405. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8406. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8407. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8408. result.setTranslation(translation);
  8409. };
  8410. /**
  8411. * Creates a new identity matrix
  8412. * @returns a new identity matrix
  8413. */
  8414. Matrix.Identity = function () {
  8415. 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);
  8416. identity._updateIdentityStatus(true);
  8417. return identity;
  8418. };
  8419. /**
  8420. * Creates a new identity matrix and stores the result in a given matrix
  8421. * @param result defines the target matrix
  8422. */
  8423. Matrix.IdentityToRef = function (result) {
  8424. 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);
  8425. result._updateIdentityStatus(true);
  8426. };
  8427. /**
  8428. * Creates a new zero matrix
  8429. * @returns a new zero matrix
  8430. */
  8431. Matrix.Zero = function () {
  8432. 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);
  8433. zero._updateIdentityStatus(false);
  8434. return zero;
  8435. };
  8436. /**
  8437. * Creates a new rotation matrix for "angle" radians around the X axis
  8438. * @param angle defines the angle (in radians) to use
  8439. * @return the new matrix
  8440. */
  8441. Matrix.RotationX = function (angle) {
  8442. var result = new Matrix();
  8443. Matrix.RotationXToRef(angle, result);
  8444. return result;
  8445. };
  8446. /**
  8447. * Creates a new matrix as the invert of a given matrix
  8448. * @param source defines the source matrix
  8449. * @returns the new matrix
  8450. */
  8451. Matrix.Invert = function (source) {
  8452. var result = new Matrix();
  8453. source.invertToRef(result);
  8454. return result;
  8455. };
  8456. /**
  8457. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8458. * @param angle defines the angle (in radians) to use
  8459. * @param result defines the target matrix
  8460. */
  8461. Matrix.RotationXToRef = function (angle, result) {
  8462. var s = Math.sin(angle);
  8463. var c = Math.cos(angle);
  8464. 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);
  8465. result._updateIdentityStatus(c === 1 && s === 0);
  8466. };
  8467. /**
  8468. * Creates a new rotation matrix for "angle" radians around the Y axis
  8469. * @param angle defines the angle (in radians) to use
  8470. * @return the new matrix
  8471. */
  8472. Matrix.RotationY = function (angle) {
  8473. var result = new Matrix();
  8474. Matrix.RotationYToRef(angle, result);
  8475. return result;
  8476. };
  8477. /**
  8478. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8479. * @param angle defines the angle (in radians) to use
  8480. * @param result defines the target matrix
  8481. */
  8482. Matrix.RotationYToRef = function (angle, result) {
  8483. var s = Math.sin(angle);
  8484. var c = Math.cos(angle);
  8485. 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);
  8486. result._updateIdentityStatus(c === 1 && s === 0);
  8487. };
  8488. /**
  8489. * Creates a new rotation matrix for "angle" radians around the Z axis
  8490. * @param angle defines the angle (in radians) to use
  8491. * @return the new matrix
  8492. */
  8493. Matrix.RotationZ = function (angle) {
  8494. var result = new Matrix();
  8495. Matrix.RotationZToRef(angle, result);
  8496. return result;
  8497. };
  8498. /**
  8499. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8500. * @param angle defines the angle (in radians) to use
  8501. * @param result defines the target matrix
  8502. */
  8503. Matrix.RotationZToRef = function (angle, result) {
  8504. var s = Math.sin(angle);
  8505. var c = Math.cos(angle);
  8506. 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);
  8507. result._updateIdentityStatus(c === 1 && s === 0);
  8508. };
  8509. /**
  8510. * Creates a new rotation matrix for "angle" radians around the given axis
  8511. * @param axis defines the axis to use
  8512. * @param angle defines the angle (in radians) to use
  8513. * @return the new matrix
  8514. */
  8515. Matrix.RotationAxis = function (axis, angle) {
  8516. var result = new Matrix();
  8517. Matrix.RotationAxisToRef(axis, angle, result);
  8518. return result;
  8519. };
  8520. /**
  8521. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8522. * @param axis defines the axis to use
  8523. * @param angle defines the angle (in radians) to use
  8524. * @param result defines the target matrix
  8525. */
  8526. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8527. var s = Math.sin(-angle);
  8528. var c = Math.cos(-angle);
  8529. var c1 = 1 - c;
  8530. axis.normalize();
  8531. var m = result._m;
  8532. m[0] = (axis.x * axis.x) * c1 + c;
  8533. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8534. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8535. m[3] = 0.0;
  8536. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8537. m[5] = (axis.y * axis.y) * c1 + c;
  8538. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8539. m[7] = 0.0;
  8540. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8541. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8542. m[10] = (axis.z * axis.z) * c1 + c;
  8543. m[11] = 0.0;
  8544. m[12] = 0.0;
  8545. m[13] = 0.0;
  8546. m[14] = 0.0;
  8547. m[15] = 1.0;
  8548. result._markAsUpdated();
  8549. };
  8550. /**
  8551. * Creates a rotation matrix
  8552. * @param yaw defines the yaw angle in radians (Y axis)
  8553. * @param pitch defines the pitch angle in radians (X axis)
  8554. * @param roll defines the roll angle in radians (X axis)
  8555. * @returns the new rotation matrix
  8556. */
  8557. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8558. var result = new Matrix();
  8559. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8560. return result;
  8561. };
  8562. /**
  8563. * Creates a rotation matrix and stores it in a given matrix
  8564. * @param yaw defines the yaw angle in radians (Y axis)
  8565. * @param pitch defines the pitch angle in radians (X axis)
  8566. * @param roll defines the roll angle in radians (X axis)
  8567. * @param result defines the target matrix
  8568. */
  8569. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8570. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8571. MathTmp.Quaternion[0].toRotationMatrix(result);
  8572. };
  8573. /**
  8574. * Creates a scaling matrix
  8575. * @param x defines the scale factor on X axis
  8576. * @param y defines the scale factor on Y axis
  8577. * @param z defines the scale factor on Z axis
  8578. * @returns the new matrix
  8579. */
  8580. Matrix.Scaling = function (x, y, z) {
  8581. var result = new Matrix();
  8582. Matrix.ScalingToRef(x, y, z, result);
  8583. return result;
  8584. };
  8585. /**
  8586. * Creates a scaling matrix and stores it in a given matrix
  8587. * @param x defines the scale factor on X axis
  8588. * @param y defines the scale factor on Y axis
  8589. * @param z defines the scale factor on Z axis
  8590. * @param result defines the target matrix
  8591. */
  8592. Matrix.ScalingToRef = function (x, y, z, result) {
  8593. 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);
  8594. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8595. };
  8596. /**
  8597. * Creates a translation matrix
  8598. * @param x defines the translation on X axis
  8599. * @param y defines the translation on Y axis
  8600. * @param z defines the translationon Z axis
  8601. * @returns the new matrix
  8602. */
  8603. Matrix.Translation = function (x, y, z) {
  8604. var result = new Matrix();
  8605. Matrix.TranslationToRef(x, y, z, result);
  8606. return result;
  8607. };
  8608. /**
  8609. * Creates a translation matrix and stores it in a given matrix
  8610. * @param x defines the translation on X axis
  8611. * @param y defines the translation on Y axis
  8612. * @param z defines the translationon Z axis
  8613. * @param result defines the target matrix
  8614. */
  8615. Matrix.TranslationToRef = function (x, y, z, result) {
  8616. 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);
  8617. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8618. };
  8619. /**
  8620. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8621. * @param startValue defines the start value
  8622. * @param endValue defines the end value
  8623. * @param gradient defines the gradient factor
  8624. * @returns the new matrix
  8625. */
  8626. Matrix.Lerp = function (startValue, endValue, gradient) {
  8627. var result = new Matrix();
  8628. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8629. return result;
  8630. };
  8631. /**
  8632. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8633. * @param startValue defines the start value
  8634. * @param endValue defines the end value
  8635. * @param gradient defines the gradient factor
  8636. * @param result defines the Matrix object where to store data
  8637. */
  8638. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8639. var resultM = result._m;
  8640. var startM = startValue.m;
  8641. var endM = endValue.m;
  8642. for (var index = 0; index < 16; index++) {
  8643. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8644. }
  8645. result._markAsUpdated();
  8646. };
  8647. /**
  8648. * Builds a new matrix whose values are computed by:
  8649. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8650. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8651. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8652. * @param startValue defines the first matrix
  8653. * @param endValue defines the second matrix
  8654. * @param gradient defines the gradient between the two matrices
  8655. * @returns the new matrix
  8656. */
  8657. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8658. var result = new Matrix();
  8659. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8660. return result;
  8661. };
  8662. /**
  8663. * Update a matrix to values which are computed by:
  8664. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8665. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8666. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8667. * @param startValue defines the first matrix
  8668. * @param endValue defines the second matrix
  8669. * @param gradient defines the gradient between the two matrices
  8670. * @param result defines the target matrix
  8671. */
  8672. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8673. var startScale = MathTmp.Vector3[0];
  8674. var startRotation = MathTmp.Quaternion[0];
  8675. var startTranslation = MathTmp.Vector3[1];
  8676. startValue.decompose(startScale, startRotation, startTranslation);
  8677. var endScale = MathTmp.Vector3[2];
  8678. var endRotation = MathTmp.Quaternion[1];
  8679. var endTranslation = MathTmp.Vector3[3];
  8680. endValue.decompose(endScale, endRotation, endTranslation);
  8681. var resultScale = MathTmp.Vector3[4];
  8682. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8683. var resultRotation = MathTmp.Quaternion[2];
  8684. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8685. var resultTranslation = MathTmp.Vector3[5];
  8686. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8687. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8688. };
  8689. /**
  8690. * 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"
  8691. * This function works in left handed mode
  8692. * @param eye defines the final position of the entity
  8693. * @param target defines where the entity should look at
  8694. * @param up defines the up vector for the entity
  8695. * @returns the new matrix
  8696. */
  8697. Matrix.LookAtLH = function (eye, target, up) {
  8698. var result = new Matrix();
  8699. Matrix.LookAtLHToRef(eye, target, up, result);
  8700. return result;
  8701. };
  8702. /**
  8703. * 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".
  8704. * This function works in left handed mode
  8705. * @param eye defines the final position of the entity
  8706. * @param target defines where the entity should look at
  8707. * @param up defines the up vector for the entity
  8708. * @param result defines the target matrix
  8709. */
  8710. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8711. var xAxis = MathTmp.Vector3[0];
  8712. var yAxis = MathTmp.Vector3[1];
  8713. var zAxis = MathTmp.Vector3[2];
  8714. // Z axis
  8715. target.subtractToRef(eye, zAxis);
  8716. zAxis.normalize();
  8717. // X axis
  8718. Vector3.CrossToRef(up, zAxis, xAxis);
  8719. var xSquareLength = xAxis.lengthSquared();
  8720. if (xSquareLength === 0) {
  8721. xAxis.x = 1.0;
  8722. }
  8723. else {
  8724. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8725. }
  8726. // Y axis
  8727. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8728. yAxis.normalize();
  8729. // Eye angles
  8730. var ex = -Vector3.Dot(xAxis, eye);
  8731. var ey = -Vector3.Dot(yAxis, eye);
  8732. var ez = -Vector3.Dot(zAxis, eye);
  8733. 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);
  8734. };
  8735. /**
  8736. * 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"
  8737. * This function works in right handed mode
  8738. * @param eye defines the final position of the entity
  8739. * @param target defines where the entity should look at
  8740. * @param up defines the up vector for the entity
  8741. * @returns the new matrix
  8742. */
  8743. Matrix.LookAtRH = function (eye, target, up) {
  8744. var result = new Matrix();
  8745. Matrix.LookAtRHToRef(eye, target, up, result);
  8746. return result;
  8747. };
  8748. /**
  8749. * 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".
  8750. * This function works in right handed mode
  8751. * @param eye defines the final position of the entity
  8752. * @param target defines where the entity should look at
  8753. * @param up defines the up vector for the entity
  8754. * @param result defines the target matrix
  8755. */
  8756. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8757. var xAxis = MathTmp.Vector3[0];
  8758. var yAxis = MathTmp.Vector3[1];
  8759. var zAxis = MathTmp.Vector3[2];
  8760. // Z axis
  8761. eye.subtractToRef(target, zAxis);
  8762. zAxis.normalize();
  8763. // X axis
  8764. Vector3.CrossToRef(up, zAxis, xAxis);
  8765. var xSquareLength = xAxis.lengthSquared();
  8766. if (xSquareLength === 0) {
  8767. xAxis.x = 1.0;
  8768. }
  8769. else {
  8770. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8771. }
  8772. // Y axis
  8773. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8774. yAxis.normalize();
  8775. // Eye angles
  8776. var ex = -Vector3.Dot(xAxis, eye);
  8777. var ey = -Vector3.Dot(yAxis, eye);
  8778. var ez = -Vector3.Dot(zAxis, eye);
  8779. 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);
  8780. };
  8781. /**
  8782. * Create a left-handed orthographic projection matrix
  8783. * @param width defines the viewport width
  8784. * @param height defines the viewport height
  8785. * @param znear defines the near clip plane
  8786. * @param zfar defines the far clip plane
  8787. * @returns a new matrix as a left-handed orthographic projection matrix
  8788. */
  8789. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8790. var matrix = new Matrix();
  8791. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8792. return matrix;
  8793. };
  8794. /**
  8795. * Store a left-handed orthographic projection to a given matrix
  8796. * @param width defines the viewport width
  8797. * @param height defines the viewport height
  8798. * @param znear defines the near clip plane
  8799. * @param zfar defines the far clip plane
  8800. * @param result defines the target matrix
  8801. */
  8802. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8803. var n = znear;
  8804. var f = zfar;
  8805. var a = 2.0 / width;
  8806. var b = 2.0 / height;
  8807. var c = 2.0 / (f - n);
  8808. var d = -(f + n) / (f - n);
  8809. 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);
  8810. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8811. };
  8812. /**
  8813. * Create a left-handed orthographic projection matrix
  8814. * @param left defines the viewport left coordinate
  8815. * @param right defines the viewport right coordinate
  8816. * @param bottom defines the viewport bottom coordinate
  8817. * @param top defines the viewport top coordinate
  8818. * @param znear defines the near clip plane
  8819. * @param zfar defines the far clip plane
  8820. * @returns a new matrix as a left-handed orthographic projection matrix
  8821. */
  8822. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8823. var matrix = new Matrix();
  8824. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8825. return matrix;
  8826. };
  8827. /**
  8828. * Stores a left-handed orthographic projection into a given matrix
  8829. * @param left defines the viewport left coordinate
  8830. * @param right defines the viewport right coordinate
  8831. * @param bottom defines the viewport bottom coordinate
  8832. * @param top defines the viewport top coordinate
  8833. * @param znear defines the near clip plane
  8834. * @param zfar defines the far clip plane
  8835. * @param result defines the target matrix
  8836. */
  8837. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8838. var n = znear;
  8839. var f = zfar;
  8840. var a = 2.0 / (right - left);
  8841. var b = 2.0 / (top - bottom);
  8842. var c = 2.0 / (f - n);
  8843. var d = -(f + n) / (f - n);
  8844. var i0 = (left + right) / (left - right);
  8845. var i1 = (top + bottom) / (bottom - top);
  8846. 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);
  8847. result._markAsUpdated();
  8848. };
  8849. /**
  8850. * Creates a right-handed orthographic projection matrix
  8851. * @param left defines the viewport left coordinate
  8852. * @param right defines the viewport right coordinate
  8853. * @param bottom defines the viewport bottom coordinate
  8854. * @param top defines the viewport top coordinate
  8855. * @param znear defines the near clip plane
  8856. * @param zfar defines the far clip plane
  8857. * @returns a new matrix as a right-handed orthographic projection matrix
  8858. */
  8859. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8860. var matrix = new Matrix();
  8861. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8862. return matrix;
  8863. };
  8864. /**
  8865. * Stores a right-handed orthographic projection into a given matrix
  8866. * @param left defines the viewport left coordinate
  8867. * @param right defines the viewport right coordinate
  8868. * @param bottom defines the viewport bottom coordinate
  8869. * @param top defines the viewport top coordinate
  8870. * @param znear defines the near clip plane
  8871. * @param zfar defines the far clip plane
  8872. * @param result defines the target matrix
  8873. */
  8874. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8875. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8876. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8877. };
  8878. /**
  8879. * Creates a left-handed perspective projection matrix
  8880. * @param width defines the viewport width
  8881. * @param height defines the viewport height
  8882. * @param znear defines the near clip plane
  8883. * @param zfar defines the far clip plane
  8884. * @returns a new matrix as a left-handed perspective projection matrix
  8885. */
  8886. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8887. var matrix = new Matrix();
  8888. var n = znear;
  8889. var f = zfar;
  8890. var a = 2.0 * n / width;
  8891. var b = 2.0 * n / height;
  8892. var c = (f + n) / (f - n);
  8893. var d = -2.0 * f * n / (f - n);
  8894. 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);
  8895. matrix._updateIdentityStatus(false);
  8896. return matrix;
  8897. };
  8898. /**
  8899. * Creates a left-handed perspective projection matrix
  8900. * @param fov defines the horizontal field of view
  8901. * @param aspect defines the aspect ratio
  8902. * @param znear defines the near clip plane
  8903. * @param zfar defines the far clip plane
  8904. * @returns a new matrix as a left-handed perspective projection matrix
  8905. */
  8906. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8907. var matrix = new Matrix();
  8908. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8909. return matrix;
  8910. };
  8911. /**
  8912. * Stores a left-handed perspective projection into a given matrix
  8913. * @param fov defines the horizontal field of view
  8914. * @param aspect defines the aspect ratio
  8915. * @param znear defines the near clip plane
  8916. * @param zfar defines the far clip plane
  8917. * @param result defines the target matrix
  8918. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8919. */
  8920. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8921. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8922. var n = znear;
  8923. var f = zfar;
  8924. var t = 1.0 / (Math.tan(fov * 0.5));
  8925. var a = isVerticalFovFixed ? (t / aspect) : t;
  8926. var b = isVerticalFovFixed ? t : (t * aspect);
  8927. var c = (f + n) / (f - n);
  8928. var d = -2.0 * f * n / (f - n);
  8929. 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);
  8930. result._updateIdentityStatus(false);
  8931. };
  8932. /**
  8933. * Creates a right-handed perspective projection matrix
  8934. * @param fov defines the horizontal field of view
  8935. * @param aspect defines the aspect ratio
  8936. * @param znear defines the near clip plane
  8937. * @param zfar defines the far clip plane
  8938. * @returns a new matrix as a right-handed perspective projection matrix
  8939. */
  8940. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8941. var matrix = new Matrix();
  8942. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8943. return matrix;
  8944. };
  8945. /**
  8946. * Stores a right-handed perspective projection into a given matrix
  8947. * @param fov defines the horizontal field of view
  8948. * @param aspect defines the aspect ratio
  8949. * @param znear defines the near clip plane
  8950. * @param zfar defines the far clip plane
  8951. * @param result defines the target matrix
  8952. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8953. */
  8954. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8955. //alternatively this could be expressed as:
  8956. // m = PerspectiveFovLHToRef
  8957. // m[10] *= -1.0;
  8958. // m[11] *= -1.0;
  8959. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8960. var n = znear;
  8961. var f = zfar;
  8962. var t = 1.0 / (Math.tan(fov * 0.5));
  8963. var a = isVerticalFovFixed ? (t / aspect) : t;
  8964. var b = isVerticalFovFixed ? t : (t * aspect);
  8965. var c = -(f + n) / (f - n);
  8966. var d = -2 * f * n / (f - n);
  8967. 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);
  8968. result._updateIdentityStatus(false);
  8969. };
  8970. /**
  8971. * Stores a perspective projection for WebVR info a given matrix
  8972. * @param fov defines the field of view
  8973. * @param znear defines the near clip plane
  8974. * @param zfar defines the far clip plane
  8975. * @param result defines the target matrix
  8976. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8977. */
  8978. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8979. if (rightHanded === void 0) { rightHanded = false; }
  8980. var rightHandedFactor = rightHanded ? -1 : 1;
  8981. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8982. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8983. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8984. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8985. var xScale = 2.0 / (leftTan + rightTan);
  8986. var yScale = 2.0 / (upTan + downTan);
  8987. var m = result._m;
  8988. m[0] = xScale;
  8989. m[1] = m[2] = m[3] = m[4] = 0.0;
  8990. m[5] = yScale;
  8991. m[6] = m[7] = 0.0;
  8992. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8993. m[9] = -((upTan - downTan) * yScale * 0.5);
  8994. m[10] = -zfar / (znear - zfar);
  8995. m[11] = 1.0 * rightHandedFactor;
  8996. m[12] = m[13] = m[15] = 0.0;
  8997. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8998. result._markAsUpdated();
  8999. };
  9000. /**
  9001. * Computes a complete transformation matrix
  9002. * @param viewport defines the viewport to use
  9003. * @param world defines the world matrix
  9004. * @param view defines the view matrix
  9005. * @param projection defines the projection matrix
  9006. * @param zmin defines the near clip plane
  9007. * @param zmax defines the far clip plane
  9008. * @returns the transformation matrix
  9009. */
  9010. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9011. var cw = viewport.width;
  9012. var ch = viewport.height;
  9013. var cx = viewport.x;
  9014. var cy = viewport.y;
  9015. 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);
  9016. var matrix = MathTmp.Matrix[0];
  9017. world.multiplyToRef(view, matrix);
  9018. matrix.multiplyToRef(projection, matrix);
  9019. return matrix.multiply(viewportMatrix);
  9020. };
  9021. /**
  9022. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9023. * @param matrix defines the matrix to use
  9024. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9025. */
  9026. Matrix.GetAsMatrix2x2 = function (matrix) {
  9027. var m = matrix.m;
  9028. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9029. };
  9030. /**
  9031. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9032. * @param matrix defines the matrix to use
  9033. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9034. */
  9035. Matrix.GetAsMatrix3x3 = function (matrix) {
  9036. var m = matrix.m;
  9037. return new Float32Array([
  9038. m[0], m[1], m[2],
  9039. m[4], m[5], m[6],
  9040. m[8], m[9], m[10]
  9041. ]);
  9042. };
  9043. /**
  9044. * Compute the transpose of a given matrix
  9045. * @param matrix defines the matrix to transpose
  9046. * @returns the new matrix
  9047. */
  9048. Matrix.Transpose = function (matrix) {
  9049. var result = new Matrix();
  9050. Matrix.TransposeToRef(matrix, result);
  9051. return result;
  9052. };
  9053. /**
  9054. * Compute the transpose of a matrix and store it in a target matrix
  9055. * @param matrix defines the matrix to transpose
  9056. * @param result defines the target matrix
  9057. */
  9058. Matrix.TransposeToRef = function (matrix, result) {
  9059. var rm = result._m;
  9060. var mm = matrix.m;
  9061. rm[0] = mm[0];
  9062. rm[1] = mm[4];
  9063. rm[2] = mm[8];
  9064. rm[3] = mm[12];
  9065. rm[4] = mm[1];
  9066. rm[5] = mm[5];
  9067. rm[6] = mm[9];
  9068. rm[7] = mm[13];
  9069. rm[8] = mm[2];
  9070. rm[9] = mm[6];
  9071. rm[10] = mm[10];
  9072. rm[11] = mm[14];
  9073. rm[12] = mm[3];
  9074. rm[13] = mm[7];
  9075. rm[14] = mm[11];
  9076. rm[15] = mm[15];
  9077. // identity-ness does not change when transposing
  9078. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9079. };
  9080. /**
  9081. * Computes a reflection matrix from a plane
  9082. * @param plane defines the reflection plane
  9083. * @returns a new matrix
  9084. */
  9085. Matrix.Reflection = function (plane) {
  9086. var matrix = new Matrix();
  9087. Matrix.ReflectionToRef(plane, matrix);
  9088. return matrix;
  9089. };
  9090. /**
  9091. * Computes a reflection matrix from a plane
  9092. * @param plane defines the reflection plane
  9093. * @param result defines the target matrix
  9094. */
  9095. Matrix.ReflectionToRef = function (plane, result) {
  9096. plane.normalize();
  9097. var x = plane.normal.x;
  9098. var y = plane.normal.y;
  9099. var z = plane.normal.z;
  9100. var temp = -2 * x;
  9101. var temp2 = -2 * y;
  9102. var temp3 = -2 * z;
  9103. 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);
  9104. };
  9105. /**
  9106. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9107. * @param xaxis defines the value of the 1st axis
  9108. * @param yaxis defines the value of the 2nd axis
  9109. * @param zaxis defines the value of the 3rd axis
  9110. * @param result defines the target matrix
  9111. */
  9112. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9113. 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);
  9114. };
  9115. /**
  9116. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9117. * @param quat defines the quaternion to use
  9118. * @param result defines the target matrix
  9119. */
  9120. Matrix.FromQuaternionToRef = function (quat, result) {
  9121. var xx = quat.x * quat.x;
  9122. var yy = quat.y * quat.y;
  9123. var zz = quat.z * quat.z;
  9124. var xy = quat.x * quat.y;
  9125. var zw = quat.z * quat.w;
  9126. var zx = quat.z * quat.x;
  9127. var yw = quat.y * quat.w;
  9128. var yz = quat.y * quat.z;
  9129. var xw = quat.x * quat.w;
  9130. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9131. result._m[1] = 2.0 * (xy + zw);
  9132. result._m[2] = 2.0 * (zx - yw);
  9133. result._m[3] = 0.0;
  9134. result._m[4] = 2.0 * (xy - zw);
  9135. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9136. result._m[6] = 2.0 * (yz + xw);
  9137. result._m[7] = 0.0;
  9138. result._m[8] = 2.0 * (zx + yw);
  9139. result._m[9] = 2.0 * (yz - xw);
  9140. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9141. result._m[11] = 0.0;
  9142. result._m[12] = 0.0;
  9143. result._m[13] = 0.0;
  9144. result._m[14] = 0.0;
  9145. result._m[15] = 1.0;
  9146. result._markAsUpdated();
  9147. };
  9148. Matrix._updateFlagSeed = 0;
  9149. Matrix._identityReadOnly = Matrix.Identity();
  9150. return Matrix;
  9151. }());
  9152. BABYLON.Matrix = Matrix;
  9153. /**
  9154. * Represens a plane by the equation ax + by + cz + d = 0
  9155. */
  9156. var Plane = /** @class */ (function () {
  9157. /**
  9158. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9159. * @param a a component of the plane
  9160. * @param b b component of the plane
  9161. * @param c c component of the plane
  9162. * @param d d component of the plane
  9163. */
  9164. function Plane(a, b, c, d) {
  9165. this.normal = new Vector3(a, b, c);
  9166. this.d = d;
  9167. }
  9168. /**
  9169. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9170. */
  9171. Plane.prototype.asArray = function () {
  9172. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9173. };
  9174. // Methods
  9175. /**
  9176. * @returns a new plane copied from the current Plane.
  9177. */
  9178. Plane.prototype.clone = function () {
  9179. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9180. };
  9181. /**
  9182. * @returns the string "Plane".
  9183. */
  9184. Plane.prototype.getClassName = function () {
  9185. return "Plane";
  9186. };
  9187. /**
  9188. * @returns the Plane hash code.
  9189. */
  9190. Plane.prototype.getHashCode = function () {
  9191. var hash = this.normal.getHashCode();
  9192. hash = (hash * 397) ^ (this.d || 0);
  9193. return hash;
  9194. };
  9195. /**
  9196. * Normalize the current Plane in place.
  9197. * @returns the updated Plane.
  9198. */
  9199. Plane.prototype.normalize = function () {
  9200. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9201. var magnitude = 0.0;
  9202. if (norm !== 0) {
  9203. magnitude = 1.0 / norm;
  9204. }
  9205. this.normal.x *= magnitude;
  9206. this.normal.y *= magnitude;
  9207. this.normal.z *= magnitude;
  9208. this.d *= magnitude;
  9209. return this;
  9210. };
  9211. /**
  9212. * Applies a transformation the plane and returns the result
  9213. * @param transformation the transformation matrix to be applied to the plane
  9214. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9215. */
  9216. Plane.prototype.transform = function (transformation) {
  9217. var transposedMatrix = MathTmp.Matrix[0];
  9218. Matrix.TransposeToRef(transformation, transposedMatrix);
  9219. var m = transposedMatrix.m;
  9220. var x = this.normal.x;
  9221. var y = this.normal.y;
  9222. var z = this.normal.z;
  9223. var d = this.d;
  9224. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9225. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9226. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9227. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9228. return new Plane(normalX, normalY, normalZ, finalD);
  9229. };
  9230. /**
  9231. * Calcualtte the dot product between the point and the plane normal
  9232. * @param point point to calculate the dot product with
  9233. * @returns the dot product (float) of the point coordinates and the plane normal.
  9234. */
  9235. Plane.prototype.dotCoordinate = function (point) {
  9236. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9237. };
  9238. /**
  9239. * Updates the current Plane from the plane defined by the three given points.
  9240. * @param point1 one of the points used to contruct the plane
  9241. * @param point2 one of the points used to contruct the plane
  9242. * @param point3 one of the points used to contruct the plane
  9243. * @returns the updated Plane.
  9244. */
  9245. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9246. var x1 = point2.x - point1.x;
  9247. var y1 = point2.y - point1.y;
  9248. var z1 = point2.z - point1.z;
  9249. var x2 = point3.x - point1.x;
  9250. var y2 = point3.y - point1.y;
  9251. var z2 = point3.z - point1.z;
  9252. var yz = (y1 * z2) - (z1 * y2);
  9253. var xz = (z1 * x2) - (x1 * z2);
  9254. var xy = (x1 * y2) - (y1 * x2);
  9255. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9256. var invPyth;
  9257. if (pyth !== 0) {
  9258. invPyth = 1.0 / pyth;
  9259. }
  9260. else {
  9261. invPyth = 0.0;
  9262. }
  9263. this.normal.x = yz * invPyth;
  9264. this.normal.y = xz * invPyth;
  9265. this.normal.z = xy * invPyth;
  9266. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9267. return this;
  9268. };
  9269. /**
  9270. * Checks if the plane is facing a given direction
  9271. * @param direction the direction to check if the plane is facing
  9272. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9273. * @returns True is the vector "direction" is the same side than the plane normal.
  9274. */
  9275. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9276. var dot = Vector3.Dot(this.normal, direction);
  9277. return (dot <= epsilon);
  9278. };
  9279. /**
  9280. * Calculates the distance to a point
  9281. * @param point point to calculate distance to
  9282. * @returns the signed distance (float) from the given point to the Plane.
  9283. */
  9284. Plane.prototype.signedDistanceTo = function (point) {
  9285. return Vector3.Dot(point, this.normal) + this.d;
  9286. };
  9287. // Statics
  9288. /**
  9289. * Creates a plane from an array
  9290. * @param array the array to create a plane from
  9291. * @returns a new Plane from the given array.
  9292. */
  9293. Plane.FromArray = function (array) {
  9294. return new Plane(array[0], array[1], array[2], array[3]);
  9295. };
  9296. /**
  9297. * Creates a plane from three points
  9298. * @param point1 point used to create the plane
  9299. * @param point2 point used to create the plane
  9300. * @param point3 point used to create the plane
  9301. * @returns a new Plane defined by the three given points.
  9302. */
  9303. Plane.FromPoints = function (point1, point2, point3) {
  9304. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9305. result.copyFromPoints(point1, point2, point3);
  9306. return result;
  9307. };
  9308. /**
  9309. * Creates a plane from an origin point and a normal
  9310. * @param origin origin of the plane to be constructed
  9311. * @param normal normal of the plane to be constructed
  9312. * @returns a new Plane the normal vector to this plane at the given origin point.
  9313. * Note : the vector "normal" is updated because normalized.
  9314. */
  9315. Plane.FromPositionAndNormal = function (origin, normal) {
  9316. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9317. normal.normalize();
  9318. result.normal = normal;
  9319. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9320. return result;
  9321. };
  9322. /**
  9323. * Calculates the distance from a plane and a point
  9324. * @param origin origin of the plane to be constructed
  9325. * @param normal normal of the plane to be constructed
  9326. * @param point point to calculate distance to
  9327. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9328. */
  9329. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9330. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9331. return Vector3.Dot(point, normal) + d;
  9332. };
  9333. return Plane;
  9334. }());
  9335. BABYLON.Plane = Plane;
  9336. /**
  9337. * Class used to represent a viewport on screen
  9338. */
  9339. var Viewport = /** @class */ (function () {
  9340. /**
  9341. * Creates a Viewport object located at (x, y) and sized (width, height)
  9342. * @param x defines viewport left coordinate
  9343. * @param y defines viewport top coordinate
  9344. * @param width defines the viewport width
  9345. * @param height defines the viewport height
  9346. */
  9347. function Viewport(
  9348. /** viewport left coordinate */
  9349. x,
  9350. /** viewport top coordinate */
  9351. y,
  9352. /**viewport width */
  9353. width,
  9354. /** viewport height */
  9355. height) {
  9356. this.x = x;
  9357. this.y = y;
  9358. this.width = width;
  9359. this.height = height;
  9360. }
  9361. /**
  9362. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9363. * @param renderWidthOrEngine defines either an engine or the rendering width
  9364. * @param renderHeight defines the rendering height
  9365. * @returns a new Viewport
  9366. */
  9367. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9368. if (renderWidthOrEngine.getRenderWidth) {
  9369. var engine = renderWidthOrEngine;
  9370. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9371. }
  9372. var renderWidth = renderWidthOrEngine;
  9373. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9374. };
  9375. /**
  9376. * Returns a new Viewport copied from the current one
  9377. * @returns a new Viewport
  9378. */
  9379. Viewport.prototype.clone = function () {
  9380. return new Viewport(this.x, this.y, this.width, this.height);
  9381. };
  9382. return Viewport;
  9383. }());
  9384. BABYLON.Viewport = Viewport;
  9385. /**
  9386. * Reprasents a camera frustum
  9387. */
  9388. var Frustum = /** @class */ (function () {
  9389. function Frustum() {
  9390. }
  9391. /**
  9392. * Gets the planes representing the frustum
  9393. * @param transform matrix to be applied to the returned planes
  9394. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9395. */
  9396. Frustum.GetPlanes = function (transform) {
  9397. var frustumPlanes = [];
  9398. for (var index = 0; index < 6; index++) {
  9399. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9400. }
  9401. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9402. return frustumPlanes;
  9403. };
  9404. /**
  9405. * Gets the near frustum plane transformed by the transform matrix
  9406. * @param transform transformation matrix to be applied to the resulting frustum plane
  9407. * @param frustumPlane the resuling frustum plane
  9408. */
  9409. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9410. var m = transform.m;
  9411. frustumPlane.normal.x = m[3] + m[2];
  9412. frustumPlane.normal.y = m[7] + m[6];
  9413. frustumPlane.normal.z = m[11] + m[10];
  9414. frustumPlane.d = m[15] + m[14];
  9415. frustumPlane.normalize();
  9416. };
  9417. /**
  9418. * Gets the far frustum plane transformed by the transform matrix
  9419. * @param transform transformation matrix to be applied to the resulting frustum plane
  9420. * @param frustumPlane the resuling frustum plane
  9421. */
  9422. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9423. var m = transform.m;
  9424. frustumPlane.normal.x = m[3] - m[2];
  9425. frustumPlane.normal.y = m[7] - m[6];
  9426. frustumPlane.normal.z = m[11] - m[10];
  9427. frustumPlane.d = m[15] - m[14];
  9428. frustumPlane.normalize();
  9429. };
  9430. /**
  9431. * Gets the left frustum plane transformed by the transform matrix
  9432. * @param transform transformation matrix to be applied to the resulting frustum plane
  9433. * @param frustumPlane the resuling frustum plane
  9434. */
  9435. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9436. var m = transform.m;
  9437. frustumPlane.normal.x = m[3] + m[0];
  9438. frustumPlane.normal.y = m[7] + m[4];
  9439. frustumPlane.normal.z = m[11] + m[8];
  9440. frustumPlane.d = m[15] + m[12];
  9441. frustumPlane.normalize();
  9442. };
  9443. /**
  9444. * Gets the right frustum plane transformed by the transform matrix
  9445. * @param transform transformation matrix to be applied to the resulting frustum plane
  9446. * @param frustumPlane the resuling frustum plane
  9447. */
  9448. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9449. var m = transform.m;
  9450. frustumPlane.normal.x = m[3] - m[0];
  9451. frustumPlane.normal.y = m[7] - m[4];
  9452. frustumPlane.normal.z = m[11] - m[8];
  9453. frustumPlane.d = m[15] - m[12];
  9454. frustumPlane.normalize();
  9455. };
  9456. /**
  9457. * Gets the top frustum plane transformed by the transform matrix
  9458. * @param transform transformation matrix to be applied to the resulting frustum plane
  9459. * @param frustumPlane the resuling frustum plane
  9460. */
  9461. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9462. var m = transform.m;
  9463. frustumPlane.normal.x = m[3] - m[1];
  9464. frustumPlane.normal.y = m[7] - m[5];
  9465. frustumPlane.normal.z = m[11] - m[9];
  9466. frustumPlane.d = m[15] - m[13];
  9467. frustumPlane.normalize();
  9468. };
  9469. /**
  9470. * Gets the bottom frustum plane transformed by the transform matrix
  9471. * @param transform transformation matrix to be applied to the resulting frustum plane
  9472. * @param frustumPlane the resuling frustum plane
  9473. */
  9474. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9475. var m = transform.m;
  9476. frustumPlane.normal.x = m[3] + m[1];
  9477. frustumPlane.normal.y = m[7] + m[5];
  9478. frustumPlane.normal.z = m[11] + m[9];
  9479. frustumPlane.d = m[15] + m[13];
  9480. frustumPlane.normalize();
  9481. };
  9482. /**
  9483. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9484. * @param transform transformation matrix to be applied to the resulting frustum planes
  9485. * @param frustumPlanes the resuling frustum planes
  9486. */
  9487. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9488. // Near
  9489. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9490. // Far
  9491. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9492. // Left
  9493. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9494. // Right
  9495. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9496. // Top
  9497. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9498. // Bottom
  9499. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9500. };
  9501. return Frustum;
  9502. }());
  9503. BABYLON.Frustum = Frustum;
  9504. /** Defines supported spaces */
  9505. var Space;
  9506. (function (Space) {
  9507. /** Local (object) space */
  9508. Space[Space["LOCAL"] = 0] = "LOCAL";
  9509. /** World space */
  9510. Space[Space["WORLD"] = 1] = "WORLD";
  9511. /** Bone space */
  9512. Space[Space["BONE"] = 2] = "BONE";
  9513. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9514. /** Defines the 3 main axes */
  9515. var Axis = /** @class */ (function () {
  9516. function Axis() {
  9517. }
  9518. /** X axis */
  9519. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9520. /** Y axis */
  9521. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9522. /** Z axis */
  9523. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9524. return Axis;
  9525. }());
  9526. BABYLON.Axis = Axis;
  9527. /** Class used to represent a Bezier curve */
  9528. var BezierCurve = /** @class */ (function () {
  9529. function BezierCurve() {
  9530. }
  9531. /**
  9532. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9533. * @param t defines the time
  9534. * @param x1 defines the left coordinate on X axis
  9535. * @param y1 defines the left coordinate on Y axis
  9536. * @param x2 defines the right coordinate on X axis
  9537. * @param y2 defines the right coordinate on Y axis
  9538. * @returns the interpolated value
  9539. */
  9540. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9541. // Extract X (which is equal to time here)
  9542. var f0 = 1 - 3 * x2 + 3 * x1;
  9543. var f1 = 3 * x2 - 6 * x1;
  9544. var f2 = 3 * x1;
  9545. var refinedT = t;
  9546. for (var i = 0; i < 5; i++) {
  9547. var refinedT2 = refinedT * refinedT;
  9548. var refinedT3 = refinedT2 * refinedT;
  9549. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9550. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9551. refinedT -= (x - t) * slope;
  9552. refinedT = Math.min(1, Math.max(0, refinedT));
  9553. }
  9554. // Resolve cubic bezier for the given x
  9555. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9556. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9557. Math.pow(refinedT, 3);
  9558. };
  9559. return BezierCurve;
  9560. }());
  9561. BABYLON.BezierCurve = BezierCurve;
  9562. /**
  9563. * Defines potential orientation for back face culling
  9564. */
  9565. var Orientation;
  9566. (function (Orientation) {
  9567. /**
  9568. * Clockwise
  9569. */
  9570. Orientation[Orientation["CW"] = 0] = "CW";
  9571. /** Counter clockwise */
  9572. Orientation[Orientation["CCW"] = 1] = "CCW";
  9573. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9574. /**
  9575. * Defines angle representation
  9576. */
  9577. var Angle = /** @class */ (function () {
  9578. /**
  9579. * Creates an Angle object of "radians" radians (float).
  9580. */
  9581. function Angle(radians) {
  9582. this._radians = radians;
  9583. if (this._radians < 0.0) {
  9584. this._radians += (2.0 * Math.PI);
  9585. }
  9586. }
  9587. /**
  9588. * Get value in degrees
  9589. * @returns the Angle value in degrees (float)
  9590. */
  9591. Angle.prototype.degrees = function () {
  9592. return this._radians * 180.0 / Math.PI;
  9593. };
  9594. /**
  9595. * Get value in radians
  9596. * @returns the Angle value in radians (float)
  9597. */
  9598. Angle.prototype.radians = function () {
  9599. return this._radians;
  9600. };
  9601. /**
  9602. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9603. * @param a defines first vector
  9604. * @param b defines second vector
  9605. * @returns a new Angle
  9606. */
  9607. Angle.BetweenTwoPoints = function (a, b) {
  9608. var delta = b.subtract(a);
  9609. var theta = Math.atan2(delta.y, delta.x);
  9610. return new Angle(theta);
  9611. };
  9612. /**
  9613. * Gets a new Angle object from the given float in radians
  9614. * @param radians defines the angle value in radians
  9615. * @returns a new Angle
  9616. */
  9617. Angle.FromRadians = function (radians) {
  9618. return new Angle(radians);
  9619. };
  9620. /**
  9621. * Gets a new Angle object from the given float in degrees
  9622. * @param degrees defines the angle value in degrees
  9623. * @returns a new Angle
  9624. */
  9625. Angle.FromDegrees = function (degrees) {
  9626. return new Angle(degrees * Math.PI / 180.0);
  9627. };
  9628. return Angle;
  9629. }());
  9630. BABYLON.Angle = Angle;
  9631. /**
  9632. * This represents an arc in a 2d space.
  9633. */
  9634. var Arc2 = /** @class */ (function () {
  9635. /**
  9636. * Creates an Arc object from the three given points : start, middle and end.
  9637. * @param startPoint Defines the start point of the arc
  9638. * @param midPoint Defines the midlle point of the arc
  9639. * @param endPoint Defines the end point of the arc
  9640. */
  9641. function Arc2(
  9642. /** Defines the start point of the arc */
  9643. startPoint,
  9644. /** Defines the mid point of the arc */
  9645. midPoint,
  9646. /** Defines the end point of the arc */
  9647. endPoint) {
  9648. this.startPoint = startPoint;
  9649. this.midPoint = midPoint;
  9650. this.endPoint = endPoint;
  9651. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9652. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9653. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9654. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9655. 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);
  9656. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9657. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9658. var a1 = this.startAngle.degrees();
  9659. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9660. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9661. // angles correction
  9662. if (a2 - a1 > +180.0) {
  9663. a2 -= 360.0;
  9664. }
  9665. if (a2 - a1 < -180.0) {
  9666. a2 += 360.0;
  9667. }
  9668. if (a3 - a2 > +180.0) {
  9669. a3 -= 360.0;
  9670. }
  9671. if (a3 - a2 < -180.0) {
  9672. a3 += 360.0;
  9673. }
  9674. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9675. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9676. }
  9677. return Arc2;
  9678. }());
  9679. BABYLON.Arc2 = Arc2;
  9680. /**
  9681. * Represents a 2D path made up of multiple 2D points
  9682. */
  9683. var Path2 = /** @class */ (function () {
  9684. /**
  9685. * Creates a Path2 object from the starting 2D coordinates x and y.
  9686. * @param x the starting points x value
  9687. * @param y the starting points y value
  9688. */
  9689. function Path2(x, y) {
  9690. this._points = new Array();
  9691. this._length = 0.0;
  9692. /**
  9693. * If the path start and end point are the same
  9694. */
  9695. this.closed = false;
  9696. this._points.push(new Vector2(x, y));
  9697. }
  9698. /**
  9699. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9700. * @param x the added points x value
  9701. * @param y the added points y value
  9702. * @returns the updated Path2.
  9703. */
  9704. Path2.prototype.addLineTo = function (x, y) {
  9705. if (this.closed) {
  9706. return this;
  9707. }
  9708. var newPoint = new Vector2(x, y);
  9709. var previousPoint = this._points[this._points.length - 1];
  9710. this._points.push(newPoint);
  9711. this._length += newPoint.subtract(previousPoint).length();
  9712. return this;
  9713. };
  9714. /**
  9715. * 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.
  9716. * @param midX middle point x value
  9717. * @param midY middle point y value
  9718. * @param endX end point x value
  9719. * @param endY end point y value
  9720. * @param numberOfSegments (default: 36)
  9721. * @returns the updated Path2.
  9722. */
  9723. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9724. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9725. if (this.closed) {
  9726. return this;
  9727. }
  9728. var startPoint = this._points[this._points.length - 1];
  9729. var midPoint = new Vector2(midX, midY);
  9730. var endPoint = new Vector2(endX, endY);
  9731. var arc = new Arc2(startPoint, midPoint, endPoint);
  9732. var increment = arc.angle.radians() / numberOfSegments;
  9733. if (arc.orientation === Orientation.CW) {
  9734. increment *= -1;
  9735. }
  9736. var currentAngle = arc.startAngle.radians() + increment;
  9737. for (var i = 0; i < numberOfSegments; i++) {
  9738. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9739. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9740. this.addLineTo(x, y);
  9741. currentAngle += increment;
  9742. }
  9743. return this;
  9744. };
  9745. /**
  9746. * Closes the Path2.
  9747. * @returns the Path2.
  9748. */
  9749. Path2.prototype.close = function () {
  9750. this.closed = true;
  9751. return this;
  9752. };
  9753. /**
  9754. * Gets the sum of the distance between each sequential point in the path
  9755. * @returns the Path2 total length (float).
  9756. */
  9757. Path2.prototype.length = function () {
  9758. var result = this._length;
  9759. if (!this.closed) {
  9760. var lastPoint = this._points[this._points.length - 1];
  9761. var firstPoint = this._points[0];
  9762. result += (firstPoint.subtract(lastPoint).length());
  9763. }
  9764. return result;
  9765. };
  9766. /**
  9767. * Gets the points which construct the path
  9768. * @returns the Path2 internal array of points.
  9769. */
  9770. Path2.prototype.getPoints = function () {
  9771. return this._points;
  9772. };
  9773. /**
  9774. * Retreives the point at the distance aways from the starting point
  9775. * @param normalizedLengthPosition the length along the path to retreive the point from
  9776. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9777. */
  9778. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9779. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9780. return Vector2.Zero();
  9781. }
  9782. var lengthPosition = normalizedLengthPosition * this.length();
  9783. var previousOffset = 0;
  9784. for (var i = 0; i < this._points.length; i++) {
  9785. var j = (i + 1) % this._points.length;
  9786. var a = this._points[i];
  9787. var b = this._points[j];
  9788. var bToA = b.subtract(a);
  9789. var nextOffset = (bToA.length() + previousOffset);
  9790. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9791. var dir = bToA.normalize();
  9792. var localOffset = lengthPosition - previousOffset;
  9793. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9794. }
  9795. previousOffset = nextOffset;
  9796. }
  9797. return Vector2.Zero();
  9798. };
  9799. /**
  9800. * Creates a new path starting from an x and y position
  9801. * @param x starting x value
  9802. * @param y starting y value
  9803. * @returns a new Path2 starting at the coordinates (x, y).
  9804. */
  9805. Path2.StartingAt = function (x, y) {
  9806. return new Path2(x, y);
  9807. };
  9808. return Path2;
  9809. }());
  9810. BABYLON.Path2 = Path2;
  9811. /**
  9812. * Represents a 3D path made up of multiple 3D points
  9813. */
  9814. var Path3D = /** @class */ (function () {
  9815. /**
  9816. * new Path3D(path, normal, raw)
  9817. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9818. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9819. * @param path an array of Vector3, the curve axis of the Path3D
  9820. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9821. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9822. */
  9823. function Path3D(
  9824. /**
  9825. * an array of Vector3, the curve axis of the Path3D
  9826. */
  9827. path, firstNormal, raw) {
  9828. if (firstNormal === void 0) { firstNormal = null; }
  9829. this.path = path;
  9830. this._curve = new Array();
  9831. this._distances = new Array();
  9832. this._tangents = new Array();
  9833. this._normals = new Array();
  9834. this._binormals = new Array();
  9835. for (var p = 0; p < path.length; p++) {
  9836. this._curve[p] = path[p].clone(); // hard copy
  9837. }
  9838. this._raw = raw || false;
  9839. this._compute(firstNormal);
  9840. }
  9841. /**
  9842. * Returns the Path3D array of successive Vector3 designing its curve.
  9843. * @returns the Path3D array of successive Vector3 designing its curve.
  9844. */
  9845. Path3D.prototype.getCurve = function () {
  9846. return this._curve;
  9847. };
  9848. /**
  9849. * Returns an array populated with tangent vectors on each Path3D curve point.
  9850. * @returns an array populated with tangent vectors on each Path3D curve point.
  9851. */
  9852. Path3D.prototype.getTangents = function () {
  9853. return this._tangents;
  9854. };
  9855. /**
  9856. * Returns an array populated with normal vectors on each Path3D curve point.
  9857. * @returns an array populated with normal vectors on each Path3D curve point.
  9858. */
  9859. Path3D.prototype.getNormals = function () {
  9860. return this._normals;
  9861. };
  9862. /**
  9863. * Returns an array populated with binormal vectors on each Path3D curve point.
  9864. * @returns an array populated with binormal vectors on each Path3D curve point.
  9865. */
  9866. Path3D.prototype.getBinormals = function () {
  9867. return this._binormals;
  9868. };
  9869. /**
  9870. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9871. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9872. */
  9873. Path3D.prototype.getDistances = function () {
  9874. return this._distances;
  9875. };
  9876. /**
  9877. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9878. * @param path path which all values are copied into the curves points
  9879. * @param firstNormal which should be projected onto the curve
  9880. * @returns the same object updated.
  9881. */
  9882. Path3D.prototype.update = function (path, firstNormal) {
  9883. if (firstNormal === void 0) { firstNormal = null; }
  9884. for (var p = 0; p < path.length; p++) {
  9885. this._curve[p].x = path[p].x;
  9886. this._curve[p].y = path[p].y;
  9887. this._curve[p].z = path[p].z;
  9888. }
  9889. this._compute(firstNormal);
  9890. return this;
  9891. };
  9892. // private function compute() : computes tangents, normals and binormals
  9893. Path3D.prototype._compute = function (firstNormal) {
  9894. var l = this._curve.length;
  9895. // first and last tangents
  9896. this._tangents[0] = this._getFirstNonNullVector(0);
  9897. if (!this._raw) {
  9898. this._tangents[0].normalize();
  9899. }
  9900. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9901. if (!this._raw) {
  9902. this._tangents[l - 1].normalize();
  9903. }
  9904. // normals and binormals at first point : arbitrary vector with _normalVector()
  9905. var tg0 = this._tangents[0];
  9906. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9907. this._normals[0] = pp0;
  9908. if (!this._raw) {
  9909. this._normals[0].normalize();
  9910. }
  9911. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9912. if (!this._raw) {
  9913. this._binormals[0].normalize();
  9914. }
  9915. this._distances[0] = 0.0;
  9916. // normals and binormals : next points
  9917. var prev; // previous vector (segment)
  9918. var cur; // current vector (segment)
  9919. var curTang; // current tangent
  9920. // previous normal
  9921. var prevBinor; // previous binormal
  9922. for (var i = 1; i < l; i++) {
  9923. // tangents
  9924. prev = this._getLastNonNullVector(i);
  9925. if (i < l - 1) {
  9926. cur = this._getFirstNonNullVector(i);
  9927. this._tangents[i] = prev.add(cur);
  9928. this._tangents[i].normalize();
  9929. }
  9930. this._distances[i] = this._distances[i - 1] + prev.length();
  9931. // normals and binormals
  9932. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9933. curTang = this._tangents[i];
  9934. prevBinor = this._binormals[i - 1];
  9935. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9936. if (!this._raw) {
  9937. this._normals[i].normalize();
  9938. }
  9939. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9940. if (!this._raw) {
  9941. this._binormals[i].normalize();
  9942. }
  9943. }
  9944. };
  9945. // private function getFirstNonNullVector(index)
  9946. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9947. Path3D.prototype._getFirstNonNullVector = function (index) {
  9948. var i = 1;
  9949. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9950. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9951. i++;
  9952. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9953. }
  9954. return nNVector;
  9955. };
  9956. // private function getLastNonNullVector(index)
  9957. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9958. Path3D.prototype._getLastNonNullVector = function (index) {
  9959. var i = 1;
  9960. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9961. while (nLVector.length() === 0 && index > i + 1) {
  9962. i++;
  9963. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9964. }
  9965. return nLVector;
  9966. };
  9967. // private function normalVector(v0, vt, va) :
  9968. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9969. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9970. Path3D.prototype._normalVector = function (v0, vt, va) {
  9971. var normal0;
  9972. var tgl = vt.length();
  9973. if (tgl === 0.0) {
  9974. tgl = 1.0;
  9975. }
  9976. if (va === undefined || va === null) {
  9977. var point;
  9978. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9979. point = new Vector3(0.0, -1.0, 0.0);
  9980. }
  9981. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9982. point = new Vector3(1.0, 0.0, 0.0);
  9983. }
  9984. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9985. point = new Vector3(0.0, 0.0, 1.0);
  9986. }
  9987. else {
  9988. point = Vector3.Zero();
  9989. }
  9990. normal0 = Vector3.Cross(vt, point);
  9991. }
  9992. else {
  9993. normal0 = Vector3.Cross(vt, va);
  9994. Vector3.CrossToRef(normal0, vt, normal0);
  9995. }
  9996. normal0.normalize();
  9997. return normal0;
  9998. };
  9999. return Path3D;
  10000. }());
  10001. BABYLON.Path3D = Path3D;
  10002. /**
  10003. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10004. * A Curve3 is designed from a series of successive Vector3.
  10005. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10006. */
  10007. var Curve3 = /** @class */ (function () {
  10008. /**
  10009. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10010. * A Curve3 is designed from a series of successive Vector3.
  10011. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10012. * @param points points which make up the curve
  10013. */
  10014. function Curve3(points) {
  10015. this._length = 0.0;
  10016. this._points = points;
  10017. this._length = this._computeLength(points);
  10018. }
  10019. /**
  10020. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10021. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10022. * @param v1 (Vector3) the control point
  10023. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10024. * @param nbPoints (integer) the wanted number of points in the curve
  10025. * @returns the created Curve3
  10026. */
  10027. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10028. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10029. var bez = new Array();
  10030. var equation = function (t, val0, val1, val2) {
  10031. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10032. return res;
  10033. };
  10034. for (var i = 0; i <= nbPoints; i++) {
  10035. 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)));
  10036. }
  10037. return new Curve3(bez);
  10038. };
  10039. /**
  10040. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10041. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10042. * @param v1 (Vector3) the first control point
  10043. * @param v2 (Vector3) the second control point
  10044. * @param v3 (Vector3) the end point of the Cubic Bezier
  10045. * @param nbPoints (integer) the wanted number of points in the curve
  10046. * @returns the created Curve3
  10047. */
  10048. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10049. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10050. var bez = new Array();
  10051. var equation = function (t, val0, val1, val2, val3) {
  10052. 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;
  10053. return res;
  10054. };
  10055. for (var i = 0; i <= nbPoints; i++) {
  10056. 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)));
  10057. }
  10058. return new Curve3(bez);
  10059. };
  10060. /**
  10061. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10062. * @param p1 (Vector3) the origin point of the Hermite Spline
  10063. * @param t1 (Vector3) the tangent vector at the origin point
  10064. * @param p2 (Vector3) the end point of the Hermite Spline
  10065. * @param t2 (Vector3) the tangent vector at the end point
  10066. * @param nbPoints (integer) the wanted number of points in the curve
  10067. * @returns the created Curve3
  10068. */
  10069. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10070. var hermite = new Array();
  10071. var step = 1.0 / nbPoints;
  10072. for (var i = 0; i <= nbPoints; i++) {
  10073. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10074. }
  10075. return new Curve3(hermite);
  10076. };
  10077. /**
  10078. * Returns a Curve3 object along a CatmullRom Spline curve :
  10079. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10080. * @param nbPoints (integer) the wanted number of points between each curve control points
  10081. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10082. * @returns the created Curve3
  10083. */
  10084. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10085. var catmullRom = new Array();
  10086. var step = 1.0 / nbPoints;
  10087. var amount = 0.0;
  10088. if (closed) {
  10089. var pointsCount = points.length;
  10090. for (var i = 0; i < pointsCount; i++) {
  10091. amount = 0;
  10092. for (var c = 0; c < nbPoints; c++) {
  10093. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10094. amount += step;
  10095. }
  10096. }
  10097. catmullRom.push(catmullRom[0]);
  10098. }
  10099. else {
  10100. var totalPoints = new Array();
  10101. totalPoints.push(points[0].clone());
  10102. Array.prototype.push.apply(totalPoints, points);
  10103. totalPoints.push(points[points.length - 1].clone());
  10104. for (var i = 0; i < totalPoints.length - 3; i++) {
  10105. amount = 0;
  10106. for (var c = 0; c < nbPoints; c++) {
  10107. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10108. amount += step;
  10109. }
  10110. }
  10111. i--;
  10112. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10113. }
  10114. return new Curve3(catmullRom);
  10115. };
  10116. /**
  10117. * @returns the Curve3 stored array of successive Vector3
  10118. */
  10119. Curve3.prototype.getPoints = function () {
  10120. return this._points;
  10121. };
  10122. /**
  10123. * @returns the computed length (float) of the curve.
  10124. */
  10125. Curve3.prototype.length = function () {
  10126. return this._length;
  10127. };
  10128. /**
  10129. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10130. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10131. * curveA and curveB keep unchanged.
  10132. * @param curve the curve to continue from this curve
  10133. * @returns the newly constructed curve
  10134. */
  10135. Curve3.prototype.continue = function (curve) {
  10136. var lastPoint = this._points[this._points.length - 1];
  10137. var continuedPoints = this._points.slice();
  10138. var curvePoints = curve.getPoints();
  10139. for (var i = 1; i < curvePoints.length; i++) {
  10140. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10141. }
  10142. var continuedCurve = new Curve3(continuedPoints);
  10143. return continuedCurve;
  10144. };
  10145. Curve3.prototype._computeLength = function (path) {
  10146. var l = 0;
  10147. for (var i = 1; i < path.length; i++) {
  10148. l += (path[i].subtract(path[i - 1])).length();
  10149. }
  10150. return l;
  10151. };
  10152. return Curve3;
  10153. }());
  10154. BABYLON.Curve3 = Curve3;
  10155. // Vertex formats
  10156. /**
  10157. * Contains position and normal vectors for a vertex
  10158. */
  10159. var PositionNormalVertex = /** @class */ (function () {
  10160. /**
  10161. * Creates a PositionNormalVertex
  10162. * @param position the position of the vertex (defaut: 0,0,0)
  10163. * @param normal the normal of the vertex (defaut: 0,1,0)
  10164. */
  10165. function PositionNormalVertex(
  10166. /** the position of the vertex (defaut: 0,0,0) */
  10167. position,
  10168. /** the normal of the vertex (defaut: 0,1,0) */
  10169. normal) {
  10170. if (position === void 0) { position = Vector3.Zero(); }
  10171. if (normal === void 0) { normal = Vector3.Up(); }
  10172. this.position = position;
  10173. this.normal = normal;
  10174. }
  10175. /**
  10176. * Clones the PositionNormalVertex
  10177. * @returns the cloned PositionNormalVertex
  10178. */
  10179. PositionNormalVertex.prototype.clone = function () {
  10180. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10181. };
  10182. return PositionNormalVertex;
  10183. }());
  10184. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10185. /**
  10186. * Contains position, normal and uv vectors for a vertex
  10187. */
  10188. var PositionNormalTextureVertex = /** @class */ (function () {
  10189. /**
  10190. * Creates a PositionNormalTextureVertex
  10191. * @param position the position of the vertex (defaut: 0,0,0)
  10192. * @param normal the normal of the vertex (defaut: 0,1,0)
  10193. * @param uv the uv of the vertex (default: 0,0)
  10194. */
  10195. function PositionNormalTextureVertex(
  10196. /** the position of the vertex (defaut: 0,0,0) */
  10197. position,
  10198. /** the normal of the vertex (defaut: 0,1,0) */
  10199. normal,
  10200. /** the uv of the vertex (default: 0,0) */
  10201. uv) {
  10202. if (position === void 0) { position = Vector3.Zero(); }
  10203. if (normal === void 0) { normal = Vector3.Up(); }
  10204. if (uv === void 0) { uv = Vector2.Zero(); }
  10205. this.position = position;
  10206. this.normal = normal;
  10207. this.uv = uv;
  10208. }
  10209. /**
  10210. * Clones the PositionNormalTextureVertex
  10211. * @returns the cloned PositionNormalTextureVertex
  10212. */
  10213. PositionNormalTextureVertex.prototype.clone = function () {
  10214. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10215. };
  10216. return PositionNormalTextureVertex;
  10217. }());
  10218. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10219. // Temporary pre-allocated objects for engine internal use
  10220. // usage in any internal function :
  10221. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10222. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10223. /**
  10224. * @hidden
  10225. */
  10226. var Tmp = /** @class */ (function () {
  10227. function Tmp() {
  10228. }
  10229. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10230. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10231. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10232. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10233. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10234. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10235. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10236. return Tmp;
  10237. }());
  10238. BABYLON.Tmp = Tmp;
  10239. /**
  10240. * @hidden
  10241. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10242. */
  10243. var MathTmp = /** @class */ (function () {
  10244. function MathTmp() {
  10245. }
  10246. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10247. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10248. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10249. return MathTmp;
  10250. }());
  10251. })(BABYLON || (BABYLON = {}));
  10252. //# sourceMappingURL=babylon.math.js.map
  10253. var BABYLON;
  10254. (function (BABYLON) {
  10255. /**
  10256. * Scalar computation library
  10257. */
  10258. var Scalar = /** @class */ (function () {
  10259. function Scalar() {
  10260. }
  10261. /**
  10262. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10263. * @param a number
  10264. * @param b number
  10265. * @param epsilon (default = 1.401298E-45)
  10266. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10267. */
  10268. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10269. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10270. var num = a - b;
  10271. return -epsilon <= num && num <= epsilon;
  10272. };
  10273. /**
  10274. * Returns a string : the upper case translation of the number i to hexadecimal.
  10275. * @param i number
  10276. * @returns the upper case translation of the number i to hexadecimal.
  10277. */
  10278. Scalar.ToHex = function (i) {
  10279. var str = i.toString(16);
  10280. if (i <= 15) {
  10281. return ("0" + str).toUpperCase();
  10282. }
  10283. return str.toUpperCase();
  10284. };
  10285. /**
  10286. * Returns -1 if value is negative and +1 is value is positive.
  10287. * @param value the value
  10288. * @returns the value itself if it's equal to zero.
  10289. */
  10290. Scalar.Sign = function (value) {
  10291. value = +value; // convert to a number
  10292. if (value === 0 || isNaN(value)) {
  10293. return value;
  10294. }
  10295. return value > 0 ? 1 : -1;
  10296. };
  10297. /**
  10298. * Returns the value itself if it's between min and max.
  10299. * Returns min if the value is lower than min.
  10300. * Returns max if the value is greater than max.
  10301. * @param value the value to clmap
  10302. * @param min the min value to clamp to (default: 0)
  10303. * @param max the max value to clamp to (default: 1)
  10304. * @returns the clamped value
  10305. */
  10306. Scalar.Clamp = function (value, min, max) {
  10307. if (min === void 0) { min = 0; }
  10308. if (max === void 0) { max = 1; }
  10309. return Math.min(max, Math.max(min, value));
  10310. };
  10311. /**
  10312. * the log2 of value.
  10313. * @param value the value to compute log2 of
  10314. * @returns the log2 of value.
  10315. */
  10316. Scalar.Log2 = function (value) {
  10317. return Math.log(value) * Math.LOG2E;
  10318. };
  10319. /**
  10320. * Loops the value, so that it is never larger than length and never smaller than 0.
  10321. *
  10322. * This is similar to the modulo operator but it works with floating point numbers.
  10323. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10324. * With t = 5 and length = 2.5, the result would be 0.0.
  10325. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10326. * @param value the value
  10327. * @param length the length
  10328. * @returns the looped value
  10329. */
  10330. Scalar.Repeat = function (value, length) {
  10331. return value - Math.floor(value / length) * length;
  10332. };
  10333. /**
  10334. * Normalize the value between 0.0 and 1.0 using min and max values
  10335. * @param value value to normalize
  10336. * @param min max to normalize between
  10337. * @param max min to normalize between
  10338. * @returns the normalized value
  10339. */
  10340. Scalar.Normalize = function (value, min, max) {
  10341. return (value - min) / (max - min);
  10342. };
  10343. /**
  10344. * Denormalize the value from 0.0 and 1.0 using min and max values
  10345. * @param normalized value to denormalize
  10346. * @param min max to denormalize between
  10347. * @param max min to denormalize between
  10348. * @returns the denormalized value
  10349. */
  10350. Scalar.Denormalize = function (normalized, min, max) {
  10351. return (normalized * (max - min) + min);
  10352. };
  10353. /**
  10354. * Calculates the shortest difference between two given angles given in degrees.
  10355. * @param current current angle in degrees
  10356. * @param target target angle in degrees
  10357. * @returns the delta
  10358. */
  10359. Scalar.DeltaAngle = function (current, target) {
  10360. var num = Scalar.Repeat(target - current, 360.0);
  10361. if (num > 180.0) {
  10362. num -= 360.0;
  10363. }
  10364. return num;
  10365. };
  10366. /**
  10367. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10368. * @param tx value
  10369. * @param length length
  10370. * @returns The returned value will move back and forth between 0 and length
  10371. */
  10372. Scalar.PingPong = function (tx, length) {
  10373. var t = Scalar.Repeat(tx, length * 2.0);
  10374. return length - Math.abs(t - length);
  10375. };
  10376. /**
  10377. * Interpolates between min and max with smoothing at the limits.
  10378. *
  10379. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10380. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10381. * @param from from
  10382. * @param to to
  10383. * @param tx value
  10384. * @returns the smooth stepped value
  10385. */
  10386. Scalar.SmoothStep = function (from, to, tx) {
  10387. var t = Scalar.Clamp(tx);
  10388. t = -2.0 * t * t * t + 3.0 * t * t;
  10389. return to * t + from * (1.0 - t);
  10390. };
  10391. /**
  10392. * Moves a value current towards target.
  10393. *
  10394. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10395. * Negative values of maxDelta pushes the value away from target.
  10396. * @param current current value
  10397. * @param target target value
  10398. * @param maxDelta max distance to move
  10399. * @returns resulting value
  10400. */
  10401. Scalar.MoveTowards = function (current, target, maxDelta) {
  10402. var result = 0;
  10403. if (Math.abs(target - current) <= maxDelta) {
  10404. result = target;
  10405. }
  10406. else {
  10407. result = current + Scalar.Sign(target - current) * maxDelta;
  10408. }
  10409. return result;
  10410. };
  10411. /**
  10412. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10413. *
  10414. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10415. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10416. * @param current current value
  10417. * @param target target value
  10418. * @param maxDelta max distance to move
  10419. * @returns resulting angle
  10420. */
  10421. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10422. var num = Scalar.DeltaAngle(current, target);
  10423. var result = 0;
  10424. if (-maxDelta < num && num < maxDelta) {
  10425. result = target;
  10426. }
  10427. else {
  10428. target = current + num;
  10429. result = Scalar.MoveTowards(current, target, maxDelta);
  10430. }
  10431. return result;
  10432. };
  10433. /**
  10434. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10435. * @param start start value
  10436. * @param end target value
  10437. * @param amount amount to lerp between
  10438. * @returns the lerped value
  10439. */
  10440. Scalar.Lerp = function (start, end, amount) {
  10441. return start + ((end - start) * amount);
  10442. };
  10443. /**
  10444. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10445. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10446. * @param start start value
  10447. * @param end target value
  10448. * @param amount amount to lerp between
  10449. * @returns the lerped value
  10450. */
  10451. Scalar.LerpAngle = function (start, end, amount) {
  10452. var num = Scalar.Repeat(end - start, 360.0);
  10453. if (num > 180.0) {
  10454. num -= 360.0;
  10455. }
  10456. return start + num * Scalar.Clamp(amount);
  10457. };
  10458. /**
  10459. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10460. * @param a start value
  10461. * @param b target value
  10462. * @param value value between a and b
  10463. * @returns the inverseLerp value
  10464. */
  10465. Scalar.InverseLerp = function (a, b, value) {
  10466. var result = 0;
  10467. if (a != b) {
  10468. result = Scalar.Clamp((value - a) / (b - a));
  10469. }
  10470. else {
  10471. result = 0.0;
  10472. }
  10473. return result;
  10474. };
  10475. /**
  10476. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10477. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10478. * @param value1 spline value
  10479. * @param tangent1 spline value
  10480. * @param value2 spline value
  10481. * @param tangent2 spline value
  10482. * @param amount input value
  10483. * @returns hermite result
  10484. */
  10485. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10486. var squared = amount * amount;
  10487. var cubed = amount * squared;
  10488. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10489. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10490. var part3 = (cubed - (2.0 * squared)) + amount;
  10491. var part4 = cubed - squared;
  10492. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10493. };
  10494. /**
  10495. * Returns a random float number between and min and max values
  10496. * @param min min value of random
  10497. * @param max max value of random
  10498. * @returns random value
  10499. */
  10500. Scalar.RandomRange = function (min, max) {
  10501. if (min === max) {
  10502. return min;
  10503. }
  10504. return ((Math.random() * (max - min)) + min);
  10505. };
  10506. /**
  10507. * This function returns percentage of a number in a given range.
  10508. *
  10509. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10510. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10511. * @param number to convert to percentage
  10512. * @param min min range
  10513. * @param max max range
  10514. * @returns the percentage
  10515. */
  10516. Scalar.RangeToPercent = function (number, min, max) {
  10517. return ((number - min) / (max - min));
  10518. };
  10519. /**
  10520. * This function returns number that corresponds to the percentage in a given range.
  10521. *
  10522. * PercentToRange(0.34,0,100) will return 34.
  10523. * @param percent to convert to number
  10524. * @param min min range
  10525. * @param max max range
  10526. * @returns the number
  10527. */
  10528. Scalar.PercentToRange = function (percent, min, max) {
  10529. return ((max - min) * percent + min);
  10530. };
  10531. /**
  10532. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10533. * @param angle The angle to normalize in radian.
  10534. * @return The converted angle.
  10535. */
  10536. Scalar.NormalizeRadians = function (angle) {
  10537. // More precise but slower version kept for reference.
  10538. // angle = angle % Tools.TwoPi;
  10539. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10540. //if (angle > Math.PI) {
  10541. // angle -= Tools.TwoPi;
  10542. //}
  10543. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10544. return angle;
  10545. };
  10546. /**
  10547. * Two pi constants convenient for computation.
  10548. */
  10549. Scalar.TwoPi = Math.PI * 2;
  10550. return Scalar;
  10551. }());
  10552. BABYLON.Scalar = Scalar;
  10553. })(BABYLON || (BABYLON = {}));
  10554. //# sourceMappingURL=babylon.math.scalar.js.map
  10555. //# sourceMappingURL=babylon.mixins.js.map
  10556. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10557. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10558. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10559. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10560. //# sourceMappingURL=babylon.webgl2.js.map
  10561. var BABYLON;
  10562. (function (BABYLON) {
  10563. var __decoratorInitialStore = {};
  10564. var __mergedStore = {};
  10565. var _copySource = function (creationFunction, source, instanciate) {
  10566. var destination = creationFunction();
  10567. // Tags
  10568. if (BABYLON.Tags) {
  10569. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10570. }
  10571. var classStore = getMergedStore(destination);
  10572. // Properties
  10573. for (var property in classStore) {
  10574. var propertyDescriptor = classStore[property];
  10575. var sourceProperty = source[property];
  10576. var propertyType = propertyDescriptor.type;
  10577. if (sourceProperty !== undefined && sourceProperty !== null) {
  10578. switch (propertyType) {
  10579. case 0: // Value
  10580. case 6: // Mesh reference
  10581. case 11: // Camera reference
  10582. destination[property] = sourceProperty;
  10583. break;
  10584. case 1: // Texture
  10585. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10586. break;
  10587. case 2: // Color3
  10588. case 3: // FresnelParameters
  10589. case 4: // Vector2
  10590. case 5: // Vector3
  10591. case 7: // Color Curves
  10592. case 10: // Quaternion
  10593. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10594. break;
  10595. }
  10596. }
  10597. }
  10598. return destination;
  10599. };
  10600. function getDirectStore(target) {
  10601. var classKey = target.getClassName();
  10602. if (!__decoratorInitialStore[classKey]) {
  10603. __decoratorInitialStore[classKey] = {};
  10604. }
  10605. return __decoratorInitialStore[classKey];
  10606. }
  10607. /**
  10608. * Return the list of properties flagged as serializable
  10609. * @param target: host object
  10610. */
  10611. function getMergedStore(target) {
  10612. var classKey = target.getClassName();
  10613. if (__mergedStore[classKey]) {
  10614. return __mergedStore[classKey];
  10615. }
  10616. __mergedStore[classKey] = {};
  10617. var store = __mergedStore[classKey];
  10618. var currentTarget = target;
  10619. var currentKey = classKey;
  10620. while (currentKey) {
  10621. var initialStore = __decoratorInitialStore[currentKey];
  10622. for (var property in initialStore) {
  10623. store[property] = initialStore[property];
  10624. }
  10625. var parent_1 = void 0;
  10626. var done = false;
  10627. do {
  10628. parent_1 = Object.getPrototypeOf(currentTarget);
  10629. if (!parent_1.getClassName) {
  10630. done = true;
  10631. break;
  10632. }
  10633. if (parent_1.getClassName() !== currentKey) {
  10634. break;
  10635. }
  10636. currentTarget = parent_1;
  10637. } while (parent_1);
  10638. if (done) {
  10639. break;
  10640. }
  10641. currentKey = parent_1.getClassName();
  10642. currentTarget = parent_1;
  10643. }
  10644. return store;
  10645. }
  10646. function generateSerializableMember(type, sourceName) {
  10647. return function (target, propertyKey) {
  10648. var classStore = getDirectStore(target);
  10649. if (!classStore[propertyKey]) {
  10650. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10651. }
  10652. };
  10653. }
  10654. function generateExpandMember(setCallback, targetKey) {
  10655. if (targetKey === void 0) { targetKey = null; }
  10656. return function (target, propertyKey) {
  10657. var key = targetKey || ("_" + propertyKey);
  10658. Object.defineProperty(target, propertyKey, {
  10659. get: function () {
  10660. return this[key];
  10661. },
  10662. set: function (value) {
  10663. if (this[key] === value) {
  10664. return;
  10665. }
  10666. this[key] = value;
  10667. target[setCallback].apply(this);
  10668. },
  10669. enumerable: true,
  10670. configurable: true
  10671. });
  10672. };
  10673. }
  10674. function expandToProperty(callback, targetKey) {
  10675. if (targetKey === void 0) { targetKey = null; }
  10676. return generateExpandMember(callback, targetKey);
  10677. }
  10678. BABYLON.expandToProperty = expandToProperty;
  10679. function serialize(sourceName) {
  10680. return generateSerializableMember(0, sourceName); // value member
  10681. }
  10682. BABYLON.serialize = serialize;
  10683. function serializeAsTexture(sourceName) {
  10684. return generateSerializableMember(1, sourceName); // texture member
  10685. }
  10686. BABYLON.serializeAsTexture = serializeAsTexture;
  10687. function serializeAsColor3(sourceName) {
  10688. return generateSerializableMember(2, sourceName); // color3 member
  10689. }
  10690. BABYLON.serializeAsColor3 = serializeAsColor3;
  10691. function serializeAsFresnelParameters(sourceName) {
  10692. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10693. }
  10694. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10695. function serializeAsVector2(sourceName) {
  10696. return generateSerializableMember(4, sourceName); // vector2 member
  10697. }
  10698. BABYLON.serializeAsVector2 = serializeAsVector2;
  10699. function serializeAsVector3(sourceName) {
  10700. return generateSerializableMember(5, sourceName); // vector3 member
  10701. }
  10702. BABYLON.serializeAsVector3 = serializeAsVector3;
  10703. function serializeAsMeshReference(sourceName) {
  10704. return generateSerializableMember(6, sourceName); // mesh reference member
  10705. }
  10706. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10707. function serializeAsColorCurves(sourceName) {
  10708. return generateSerializableMember(7, sourceName); // color curves
  10709. }
  10710. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10711. function serializeAsColor4(sourceName) {
  10712. return generateSerializableMember(8, sourceName); // color 4
  10713. }
  10714. BABYLON.serializeAsColor4 = serializeAsColor4;
  10715. function serializeAsImageProcessingConfiguration(sourceName) {
  10716. return generateSerializableMember(9, sourceName); // image processing
  10717. }
  10718. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10719. function serializeAsQuaternion(sourceName) {
  10720. return generateSerializableMember(10, sourceName); // quaternion member
  10721. }
  10722. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10723. /**
  10724. * Decorator used to define property that can be serialized as reference to a camera
  10725. * @param sourceName defines the name of the property to decorate
  10726. */
  10727. function serializeAsCameraReference(sourceName) {
  10728. return generateSerializableMember(11, sourceName); // camera reference member
  10729. }
  10730. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10731. /**
  10732. * Class used to help serialization objects
  10733. */
  10734. var SerializationHelper = /** @class */ (function () {
  10735. function SerializationHelper() {
  10736. }
  10737. /**
  10738. * Static function used to serialized a specific entity
  10739. * @param entity defines the entity to serialize
  10740. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10741. * @returns a JSON compatible object representing the serialization of the entity
  10742. */
  10743. SerializationHelper.Serialize = function (entity, serializationObject) {
  10744. if (!serializationObject) {
  10745. serializationObject = {};
  10746. }
  10747. // Tags
  10748. if (BABYLON.Tags) {
  10749. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10750. }
  10751. var serializedProperties = getMergedStore(entity);
  10752. // Properties
  10753. for (var property in serializedProperties) {
  10754. var propertyDescriptor = serializedProperties[property];
  10755. var targetPropertyName = propertyDescriptor.sourceName || property;
  10756. var propertyType = propertyDescriptor.type;
  10757. var sourceProperty = entity[property];
  10758. if (sourceProperty !== undefined && sourceProperty !== null) {
  10759. switch (propertyType) {
  10760. case 0: // Value
  10761. serializationObject[targetPropertyName] = sourceProperty;
  10762. break;
  10763. case 1: // Texture
  10764. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10765. break;
  10766. case 2: // Color3
  10767. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10768. break;
  10769. case 3: // FresnelParameters
  10770. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10771. break;
  10772. case 4: // Vector2
  10773. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10774. break;
  10775. case 5: // Vector3
  10776. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10777. break;
  10778. case 6: // Mesh reference
  10779. serializationObject[targetPropertyName] = sourceProperty.id;
  10780. break;
  10781. case 7: // Color Curves
  10782. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10783. break;
  10784. case 8: // Color 4
  10785. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10786. break;
  10787. case 9: // Image Processing
  10788. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10789. break;
  10790. case 10: // Quaternion
  10791. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10792. break;
  10793. case 11: // Camera reference
  10794. serializationObject[targetPropertyName] = sourceProperty.id;
  10795. break;
  10796. }
  10797. }
  10798. }
  10799. return serializationObject;
  10800. };
  10801. /**
  10802. * Creates a new entity from a serialization data object
  10803. * @param creationFunction defines a function used to instanciated the new entity
  10804. * @param source defines the source serialization data
  10805. * @param scene defines the hosting scene
  10806. * @param rootUrl defines the root url for resources
  10807. * @returns a new entity
  10808. */
  10809. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10810. if (rootUrl === void 0) { rootUrl = null; }
  10811. var destination = creationFunction();
  10812. if (!rootUrl) {
  10813. rootUrl = "";
  10814. }
  10815. // Tags
  10816. if (BABYLON.Tags) {
  10817. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10818. }
  10819. var classStore = getMergedStore(destination);
  10820. // Properties
  10821. for (var property in classStore) {
  10822. var propertyDescriptor = classStore[property];
  10823. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10824. var propertyType = propertyDescriptor.type;
  10825. if (sourceProperty !== undefined && sourceProperty !== null) {
  10826. var dest = destination;
  10827. switch (propertyType) {
  10828. case 0: // Value
  10829. dest[property] = sourceProperty;
  10830. break;
  10831. case 1: // Texture
  10832. if (scene) {
  10833. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10834. }
  10835. break;
  10836. case 2: // Color3
  10837. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10838. break;
  10839. case 3: // FresnelParameters
  10840. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10841. break;
  10842. case 4: // Vector2
  10843. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10844. break;
  10845. case 5: // Vector3
  10846. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10847. break;
  10848. case 6: // Mesh reference
  10849. if (scene) {
  10850. dest[property] = scene.getLastMeshByID(sourceProperty);
  10851. }
  10852. break;
  10853. case 7: // Color Curves
  10854. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10855. break;
  10856. case 8: // Color 4
  10857. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10858. break;
  10859. case 9: // Image Processing
  10860. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10861. break;
  10862. case 10: // Quaternion
  10863. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10864. break;
  10865. case 11: // Camera reference
  10866. if (scene) {
  10867. dest[property] = scene.getCameraByID(sourceProperty);
  10868. }
  10869. break;
  10870. }
  10871. }
  10872. }
  10873. return destination;
  10874. };
  10875. /**
  10876. * Clones an object
  10877. * @param creationFunction defines the function used to instanciate the new object
  10878. * @param source defines the source object
  10879. * @returns the cloned object
  10880. */
  10881. SerializationHelper.Clone = function (creationFunction, source) {
  10882. return _copySource(creationFunction, source, false);
  10883. };
  10884. /**
  10885. * Instanciates a new object based on a source one (some data will be shared between both object)
  10886. * @param creationFunction defines the function used to instanciate the new object
  10887. * @param source defines the source object
  10888. * @returns the new object
  10889. */
  10890. SerializationHelper.Instanciate = function (creationFunction, source) {
  10891. return _copySource(creationFunction, source, true);
  10892. };
  10893. return SerializationHelper;
  10894. }());
  10895. BABYLON.SerializationHelper = SerializationHelper;
  10896. })(BABYLON || (BABYLON = {}));
  10897. //# sourceMappingURL=babylon.decorators.js.map
  10898. var BABYLON;
  10899. (function (BABYLON) {
  10900. /**
  10901. * Wrapper class for promise with external resolve and reject.
  10902. */
  10903. var Deferred = /** @class */ (function () {
  10904. /**
  10905. * Constructor for this deferred object.
  10906. */
  10907. function Deferred() {
  10908. var _this = this;
  10909. this.promise = new Promise(function (resolve, reject) {
  10910. _this._resolve = resolve;
  10911. _this._reject = reject;
  10912. });
  10913. }
  10914. Object.defineProperty(Deferred.prototype, "resolve", {
  10915. /**
  10916. * The resolve method of the promise associated with this deferred object.
  10917. */
  10918. get: function () {
  10919. return this._resolve;
  10920. },
  10921. enumerable: true,
  10922. configurable: true
  10923. });
  10924. Object.defineProperty(Deferred.prototype, "reject", {
  10925. /**
  10926. * The reject method of the promise associated with this deferred object.
  10927. */
  10928. get: function () {
  10929. return this._reject;
  10930. },
  10931. enumerable: true,
  10932. configurable: true
  10933. });
  10934. return Deferred;
  10935. }());
  10936. BABYLON.Deferred = Deferred;
  10937. })(BABYLON || (BABYLON = {}));
  10938. //# sourceMappingURL=babylon.deferred.js.map
  10939. var BABYLON;
  10940. (function (BABYLON) {
  10941. /**
  10942. * A class serves as a medium between the observable and its observers
  10943. */
  10944. var EventState = /** @class */ (function () {
  10945. /**
  10946. * Create a new EventState
  10947. * @param mask defines the mask associated with this state
  10948. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10949. * @param target defines the original target of the state
  10950. * @param currentTarget defines the current target of the state
  10951. */
  10952. function EventState(mask, skipNextObservers, target, currentTarget) {
  10953. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10954. this.initalize(mask, skipNextObservers, target, currentTarget);
  10955. }
  10956. /**
  10957. * Initialize the current event state
  10958. * @param mask defines the mask associated with this state
  10959. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10960. * @param target defines the original target of the state
  10961. * @param currentTarget defines the current target of the state
  10962. * @returns the current event state
  10963. */
  10964. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10965. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10966. this.mask = mask;
  10967. this.skipNextObservers = skipNextObservers;
  10968. this.target = target;
  10969. this.currentTarget = currentTarget;
  10970. return this;
  10971. };
  10972. return EventState;
  10973. }());
  10974. BABYLON.EventState = EventState;
  10975. /**
  10976. * Represent an Observer registered to a given Observable object.
  10977. */
  10978. var Observer = /** @class */ (function () {
  10979. /**
  10980. * Creates a new observer
  10981. * @param callback defines the callback to call when the observer is notified
  10982. * @param mask defines the mask of the observer (used to filter notifications)
  10983. * @param scope defines the current scope used to restore the JS context
  10984. */
  10985. function Observer(
  10986. /**
  10987. * Defines the callback to call when the observer is notified
  10988. */
  10989. callback,
  10990. /**
  10991. * Defines the mask of the observer (used to filter notifications)
  10992. */
  10993. mask,
  10994. /**
  10995. * Defines the current scope used to restore the JS context
  10996. */
  10997. scope) {
  10998. if (scope === void 0) { scope = null; }
  10999. this.callback = callback;
  11000. this.mask = mask;
  11001. this.scope = scope;
  11002. /** @hidden */
  11003. this._willBeUnregistered = false;
  11004. /**
  11005. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11006. */
  11007. this.unregisterOnNextCall = false;
  11008. }
  11009. return Observer;
  11010. }());
  11011. BABYLON.Observer = Observer;
  11012. /**
  11013. * Represent a list of observers registered to multiple Observables object.
  11014. */
  11015. var MultiObserver = /** @class */ (function () {
  11016. function MultiObserver() {
  11017. }
  11018. /**
  11019. * Release associated resources
  11020. */
  11021. MultiObserver.prototype.dispose = function () {
  11022. if (this._observers && this._observables) {
  11023. for (var index = 0; index < this._observers.length; index++) {
  11024. this._observables[index].remove(this._observers[index]);
  11025. }
  11026. }
  11027. this._observers = null;
  11028. this._observables = null;
  11029. };
  11030. /**
  11031. * Raise a callback when one of the observable will notify
  11032. * @param observables defines a list of observables to watch
  11033. * @param callback defines the callback to call on notification
  11034. * @param mask defines the mask used to filter notifications
  11035. * @param scope defines the current scope used to restore the JS context
  11036. * @returns the new MultiObserver
  11037. */
  11038. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11039. if (mask === void 0) { mask = -1; }
  11040. if (scope === void 0) { scope = null; }
  11041. var result = new MultiObserver();
  11042. result._observers = new Array();
  11043. result._observables = observables;
  11044. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11045. var observable = observables_1[_i];
  11046. var observer = observable.add(callback, mask, false, scope);
  11047. if (observer) {
  11048. result._observers.push(observer);
  11049. }
  11050. }
  11051. return result;
  11052. };
  11053. return MultiObserver;
  11054. }());
  11055. BABYLON.MultiObserver = MultiObserver;
  11056. /**
  11057. * The Observable class is a simple implementation of the Observable pattern.
  11058. *
  11059. * 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.
  11060. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11061. * 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).
  11062. * 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.
  11063. */
  11064. var Observable = /** @class */ (function () {
  11065. /**
  11066. * Creates a new observable
  11067. * @param onObserverAdded defines a callback to call when a new observer is added
  11068. */
  11069. function Observable(onObserverAdded) {
  11070. this._observers = new Array();
  11071. this._eventState = new EventState(0);
  11072. if (onObserverAdded) {
  11073. this._onObserverAdded = onObserverAdded;
  11074. }
  11075. }
  11076. /**
  11077. * Create a new Observer with the specified callback
  11078. * @param callback the callback that will be executed for that Observer
  11079. * @param mask the mask used to filter observers
  11080. * @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.
  11081. * @param scope optional scope for the callback to be called from
  11082. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11083. * @returns the new observer created for the callback
  11084. */
  11085. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11086. if (mask === void 0) { mask = -1; }
  11087. if (insertFirst === void 0) { insertFirst = false; }
  11088. if (scope === void 0) { scope = null; }
  11089. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11090. if (!callback) {
  11091. return null;
  11092. }
  11093. var observer = new Observer(callback, mask, scope);
  11094. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11095. if (insertFirst) {
  11096. this._observers.unshift(observer);
  11097. }
  11098. else {
  11099. this._observers.push(observer);
  11100. }
  11101. if (this._onObserverAdded) {
  11102. this._onObserverAdded(observer);
  11103. }
  11104. return observer;
  11105. };
  11106. /**
  11107. * Create a new Observer with the specified callback and unregisters after the next notification
  11108. * @param callback the callback that will be executed for that Observer
  11109. * @returns the new observer created for the callback
  11110. */
  11111. Observable.prototype.addOnce = function (callback) {
  11112. return this.add(callback, undefined, undefined, undefined, true);
  11113. };
  11114. /**
  11115. * Remove an Observer from the Observable object
  11116. * @param observer the instance of the Observer to remove
  11117. * @returns false if it doesn't belong to this Observable
  11118. */
  11119. Observable.prototype.remove = function (observer) {
  11120. if (!observer) {
  11121. return false;
  11122. }
  11123. var index = this._observers.indexOf(observer);
  11124. if (index !== -1) {
  11125. this._deferUnregister(observer);
  11126. return true;
  11127. }
  11128. return false;
  11129. };
  11130. /**
  11131. * Remove a callback from the Observable object
  11132. * @param callback the callback to remove
  11133. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11134. * @returns false if it doesn't belong to this Observable
  11135. */
  11136. Observable.prototype.removeCallback = function (callback, scope) {
  11137. for (var index = 0; index < this._observers.length; index++) {
  11138. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11139. this._deferUnregister(this._observers[index]);
  11140. return true;
  11141. }
  11142. }
  11143. return false;
  11144. };
  11145. Observable.prototype._deferUnregister = function (observer) {
  11146. var _this = this;
  11147. observer.unregisterOnNextCall = false;
  11148. observer._willBeUnregistered = true;
  11149. BABYLON.Tools.SetImmediate(function () {
  11150. _this._remove(observer);
  11151. });
  11152. };
  11153. // This should only be called when not iterating over _observers to avoid callback skipping.
  11154. // Removes an observer from the _observer Array.
  11155. Observable.prototype._remove = function (observer) {
  11156. if (!observer) {
  11157. return false;
  11158. }
  11159. var index = this._observers.indexOf(observer);
  11160. if (index !== -1) {
  11161. this._observers.splice(index, 1);
  11162. return true;
  11163. }
  11164. return false;
  11165. };
  11166. /**
  11167. * Notify all Observers by calling their respective callback with the given data
  11168. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11169. * @param eventData defines the data to send to all observers
  11170. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11171. * @param target defines the original target of the state
  11172. * @param currentTarget defines the current target of the state
  11173. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11174. */
  11175. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11176. if (mask === void 0) { mask = -1; }
  11177. if (!this._observers.length) {
  11178. return true;
  11179. }
  11180. var state = this._eventState;
  11181. state.mask = mask;
  11182. state.target = target;
  11183. state.currentTarget = currentTarget;
  11184. state.skipNextObservers = false;
  11185. state.lastReturnValue = eventData;
  11186. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11187. var obs = _a[_i];
  11188. if (obs._willBeUnregistered) {
  11189. continue;
  11190. }
  11191. if (obs.mask & mask) {
  11192. if (obs.scope) {
  11193. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11194. }
  11195. else {
  11196. state.lastReturnValue = obs.callback(eventData, state);
  11197. }
  11198. if (obs.unregisterOnNextCall) {
  11199. this._deferUnregister(obs);
  11200. }
  11201. }
  11202. if (state.skipNextObservers) {
  11203. return false;
  11204. }
  11205. }
  11206. return true;
  11207. };
  11208. /**
  11209. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11210. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11211. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11212. * and it is crucial that all callbacks will be executed.
  11213. * The order of the callbacks is kept, callbacks are not executed parallel.
  11214. *
  11215. * @param eventData The data to be sent to each callback
  11216. * @param mask is used to filter observers defaults to -1
  11217. * @param target defines the callback target (see EventState)
  11218. * @param currentTarget defines he current object in the bubbling phase
  11219. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11220. */
  11221. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11222. var _this = this;
  11223. if (mask === void 0) { mask = -1; }
  11224. // create an empty promise
  11225. var p = Promise.resolve(eventData);
  11226. // no observers? return this promise.
  11227. if (!this._observers.length) {
  11228. return p;
  11229. }
  11230. var state = this._eventState;
  11231. state.mask = mask;
  11232. state.target = target;
  11233. state.currentTarget = currentTarget;
  11234. state.skipNextObservers = false;
  11235. // execute one callback after another (not using Promise.all, the order is important)
  11236. this._observers.forEach(function (obs) {
  11237. if (state.skipNextObservers) {
  11238. return;
  11239. }
  11240. if (obs._willBeUnregistered) {
  11241. return;
  11242. }
  11243. if (obs.mask & mask) {
  11244. if (obs.scope) {
  11245. p = p.then(function (lastReturnedValue) {
  11246. state.lastReturnValue = lastReturnedValue;
  11247. return obs.callback.apply(obs.scope, [eventData, state]);
  11248. });
  11249. }
  11250. else {
  11251. p = p.then(function (lastReturnedValue) {
  11252. state.lastReturnValue = lastReturnedValue;
  11253. return obs.callback(eventData, state);
  11254. });
  11255. }
  11256. if (obs.unregisterOnNextCall) {
  11257. _this._deferUnregister(obs);
  11258. }
  11259. }
  11260. });
  11261. // return the eventData
  11262. return p.then(function () { return eventData; });
  11263. };
  11264. /**
  11265. * Notify a specific observer
  11266. * @param observer defines the observer to notify
  11267. * @param eventData defines the data to be sent to each callback
  11268. * @param mask is used to filter observers defaults to -1
  11269. */
  11270. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11271. if (mask === void 0) { mask = -1; }
  11272. var state = this._eventState;
  11273. state.mask = mask;
  11274. state.skipNextObservers = false;
  11275. observer.callback(eventData, state);
  11276. };
  11277. /**
  11278. * Gets a boolean indicating if the observable has at least one observer
  11279. * @returns true is the Observable has at least one Observer registered
  11280. */
  11281. Observable.prototype.hasObservers = function () {
  11282. return this._observers.length > 0;
  11283. };
  11284. /**
  11285. * Clear the list of observers
  11286. */
  11287. Observable.prototype.clear = function () {
  11288. this._observers = new Array();
  11289. this._onObserverAdded = null;
  11290. };
  11291. /**
  11292. * Clone the current observable
  11293. * @returns a new observable
  11294. */
  11295. Observable.prototype.clone = function () {
  11296. var result = new Observable();
  11297. result._observers = this._observers.slice(0);
  11298. return result;
  11299. };
  11300. /**
  11301. * Does this observable handles observer registered with a given mask
  11302. * @param mask defines the mask to be tested
  11303. * @return whether or not one observer registered with the given mask is handeled
  11304. **/
  11305. Observable.prototype.hasSpecificMask = function (mask) {
  11306. if (mask === void 0) { mask = -1; }
  11307. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11308. var obs = _a[_i];
  11309. if (obs.mask & mask || obs.mask === mask) {
  11310. return true;
  11311. }
  11312. }
  11313. return false;
  11314. };
  11315. return Observable;
  11316. }());
  11317. BABYLON.Observable = Observable;
  11318. })(BABYLON || (BABYLON = {}));
  11319. //# sourceMappingURL=babylon.observable.js.map
  11320. var BABYLON;
  11321. (function (BABYLON) {
  11322. /**
  11323. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11324. */
  11325. var SmartArray = /** @class */ (function () {
  11326. /**
  11327. * Instantiates a Smart Array.
  11328. * @param capacity defines the default capacity of the array.
  11329. */
  11330. function SmartArray(capacity) {
  11331. /**
  11332. * The active length of the array.
  11333. */
  11334. this.length = 0;
  11335. this.data = new Array(capacity);
  11336. this._id = SmartArray._GlobalId++;
  11337. }
  11338. /**
  11339. * Pushes a value at the end of the active data.
  11340. * @param value defines the object to push in the array.
  11341. */
  11342. SmartArray.prototype.push = function (value) {
  11343. this.data[this.length++] = value;
  11344. if (this.length > this.data.length) {
  11345. this.data.length *= 2;
  11346. }
  11347. };
  11348. /**
  11349. * Iterates over the active data and apply the lambda to them.
  11350. * @param func defines the action to apply on each value.
  11351. */
  11352. SmartArray.prototype.forEach = function (func) {
  11353. for (var index = 0; index < this.length; index++) {
  11354. func(this.data[index]);
  11355. }
  11356. };
  11357. /**
  11358. * Sorts the full sets of data.
  11359. * @param compareFn defines the comparison function to apply.
  11360. */
  11361. SmartArray.prototype.sort = function (compareFn) {
  11362. this.data.sort(compareFn);
  11363. };
  11364. /**
  11365. * Resets the active data to an empty array.
  11366. */
  11367. SmartArray.prototype.reset = function () {
  11368. this.length = 0;
  11369. };
  11370. /**
  11371. * Releases all the data from the array as well as the array.
  11372. */
  11373. SmartArray.prototype.dispose = function () {
  11374. this.reset();
  11375. if (this.data) {
  11376. this.data.length = 0;
  11377. this.data = [];
  11378. }
  11379. };
  11380. /**
  11381. * Concats the active data with a given array.
  11382. * @param array defines the data to concatenate with.
  11383. */
  11384. SmartArray.prototype.concat = function (array) {
  11385. if (array.length === 0) {
  11386. return;
  11387. }
  11388. if (this.length + array.length > this.data.length) {
  11389. this.data.length = (this.length + array.length) * 2;
  11390. }
  11391. for (var index = 0; index < array.length; index++) {
  11392. this.data[this.length++] = (array.data || array)[index];
  11393. }
  11394. };
  11395. /**
  11396. * Returns the position of a value in the active data.
  11397. * @param value defines the value to find the index for
  11398. * @returns the index if found in the active data otherwise -1
  11399. */
  11400. SmartArray.prototype.indexOf = function (value) {
  11401. var position = this.data.indexOf(value);
  11402. if (position >= this.length) {
  11403. return -1;
  11404. }
  11405. return position;
  11406. };
  11407. /**
  11408. * Returns whether an element is part of the active data.
  11409. * @param value defines the value to look for
  11410. * @returns true if found in the active data otherwise false
  11411. */
  11412. SmartArray.prototype.contains = function (value) {
  11413. return this.indexOf(value) !== -1;
  11414. };
  11415. // Statics
  11416. SmartArray._GlobalId = 0;
  11417. return SmartArray;
  11418. }());
  11419. BABYLON.SmartArray = SmartArray;
  11420. /**
  11421. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11422. * The data in this array can only be present once
  11423. */
  11424. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11425. __extends(SmartArrayNoDuplicate, _super);
  11426. function SmartArrayNoDuplicate() {
  11427. var _this = _super !== null && _super.apply(this, arguments) || this;
  11428. _this._duplicateId = 0;
  11429. return _this;
  11430. }
  11431. /**
  11432. * Pushes a value at the end of the active data.
  11433. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11434. * @param value defines the object to push in the array.
  11435. */
  11436. SmartArrayNoDuplicate.prototype.push = function (value) {
  11437. _super.prototype.push.call(this, value);
  11438. if (!value.__smartArrayFlags) {
  11439. value.__smartArrayFlags = {};
  11440. }
  11441. value.__smartArrayFlags[this._id] = this._duplicateId;
  11442. };
  11443. /**
  11444. * Pushes a value at the end of the active data.
  11445. * If the data is already present, it won t be added again
  11446. * @param value defines the object to push in the array.
  11447. * @returns true if added false if it was already present
  11448. */
  11449. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11450. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11451. return false;
  11452. }
  11453. this.push(value);
  11454. return true;
  11455. };
  11456. /**
  11457. * Resets the active data to an empty array.
  11458. */
  11459. SmartArrayNoDuplicate.prototype.reset = function () {
  11460. _super.prototype.reset.call(this);
  11461. this._duplicateId++;
  11462. };
  11463. /**
  11464. * Concats the active data with a given array.
  11465. * This ensures no dupplicate will be present in the result.
  11466. * @param array defines the data to concatenate with.
  11467. */
  11468. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11469. if (array.length === 0) {
  11470. return;
  11471. }
  11472. if (this.length + array.length > this.data.length) {
  11473. this.data.length = (this.length + array.length) * 2;
  11474. }
  11475. for (var index = 0; index < array.length; index++) {
  11476. var item = (array.data || array)[index];
  11477. this.pushNoDuplicate(item);
  11478. }
  11479. };
  11480. return SmartArrayNoDuplicate;
  11481. }(SmartArray));
  11482. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11483. })(BABYLON || (BABYLON = {}));
  11484. //# sourceMappingURL=babylon.smartArray.js.map
  11485. var BABYLON;
  11486. (function (BABYLON) {
  11487. var PromiseStates;
  11488. (function (PromiseStates) {
  11489. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11490. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11491. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11492. })(PromiseStates || (PromiseStates = {}));
  11493. var FulFillmentAgregator = /** @class */ (function () {
  11494. function FulFillmentAgregator() {
  11495. this.count = 0;
  11496. this.target = 0;
  11497. this.results = [];
  11498. }
  11499. return FulFillmentAgregator;
  11500. }());
  11501. var InternalPromise = /** @class */ (function () {
  11502. function InternalPromise(resolver) {
  11503. var _this = this;
  11504. this._state = PromiseStates.Pending;
  11505. this._children = new Array();
  11506. this._rejectWasConsumed = false;
  11507. if (!resolver) {
  11508. return;
  11509. }
  11510. try {
  11511. resolver(function (value) {
  11512. _this._resolve(value);
  11513. }, function (reason) {
  11514. _this._reject(reason);
  11515. });
  11516. }
  11517. catch (e) {
  11518. this._reject(e);
  11519. }
  11520. }
  11521. Object.defineProperty(InternalPromise.prototype, "_result", {
  11522. get: function () {
  11523. return this._resultValue;
  11524. },
  11525. set: function (value) {
  11526. this._resultValue = value;
  11527. if (this._parent && this._parent._result === undefined) {
  11528. this._parent._result = value;
  11529. }
  11530. },
  11531. enumerable: true,
  11532. configurable: true
  11533. });
  11534. InternalPromise.prototype.catch = function (onRejected) {
  11535. return this.then(undefined, onRejected);
  11536. };
  11537. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11538. var _this = this;
  11539. var newPromise = new InternalPromise();
  11540. newPromise._onFulfilled = onFulfilled;
  11541. newPromise._onRejected = onRejected;
  11542. // Composition
  11543. this._children.push(newPromise);
  11544. newPromise._parent = this;
  11545. if (this._state !== PromiseStates.Pending) {
  11546. BABYLON.Tools.SetImmediate(function () {
  11547. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11548. var returnedValue = newPromise._resolve(_this._result);
  11549. if (returnedValue !== undefined && returnedValue !== null) {
  11550. if (returnedValue._state !== undefined) {
  11551. var returnedPromise = returnedValue;
  11552. newPromise._children.push(returnedPromise);
  11553. returnedPromise._parent = newPromise;
  11554. newPromise = returnedPromise;
  11555. }
  11556. else {
  11557. newPromise._result = returnedValue;
  11558. }
  11559. }
  11560. }
  11561. else {
  11562. newPromise._reject(_this._reason);
  11563. }
  11564. });
  11565. }
  11566. return newPromise;
  11567. };
  11568. InternalPromise.prototype._moveChildren = function (children) {
  11569. var _this = this;
  11570. var _a;
  11571. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11572. this._children.forEach(function (child) {
  11573. child._parent = _this;
  11574. });
  11575. if (this._state === PromiseStates.Fulfilled) {
  11576. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11577. var child = _b[_i];
  11578. child._resolve(this._result);
  11579. }
  11580. }
  11581. else if (this._state === PromiseStates.Rejected) {
  11582. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11583. var child = _d[_c];
  11584. child._reject(this._reason);
  11585. }
  11586. }
  11587. };
  11588. InternalPromise.prototype._resolve = function (value) {
  11589. try {
  11590. this._state = PromiseStates.Fulfilled;
  11591. var returnedValue = null;
  11592. if (this._onFulfilled) {
  11593. returnedValue = this._onFulfilled(value);
  11594. }
  11595. if (returnedValue !== undefined && returnedValue !== null) {
  11596. if (returnedValue._state !== undefined) {
  11597. // Transmit children
  11598. var returnedPromise = returnedValue;
  11599. returnedPromise._parent = this;
  11600. returnedPromise._moveChildren(this._children);
  11601. value = returnedPromise._result;
  11602. }
  11603. else {
  11604. value = returnedValue;
  11605. }
  11606. }
  11607. this._result = value;
  11608. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11609. var child = _a[_i];
  11610. child._resolve(value);
  11611. }
  11612. this._children.length = 0;
  11613. delete this._onFulfilled;
  11614. delete this._onRejected;
  11615. }
  11616. catch (e) {
  11617. this._reject(e, true);
  11618. }
  11619. };
  11620. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11621. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11622. this._state = PromiseStates.Rejected;
  11623. this._reason = reason;
  11624. if (this._onRejected && !onLocalThrow) {
  11625. try {
  11626. this._onRejected(reason);
  11627. this._rejectWasConsumed = true;
  11628. }
  11629. catch (e) {
  11630. reason = e;
  11631. }
  11632. }
  11633. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11634. var child = _a[_i];
  11635. if (this._rejectWasConsumed) {
  11636. child._resolve(null);
  11637. }
  11638. else {
  11639. child._reject(reason);
  11640. }
  11641. }
  11642. this._children.length = 0;
  11643. delete this._onFulfilled;
  11644. delete this._onRejected;
  11645. };
  11646. InternalPromise.resolve = function (value) {
  11647. var newPromise = new InternalPromise();
  11648. newPromise._resolve(value);
  11649. return newPromise;
  11650. };
  11651. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11652. promise.then(function (value) {
  11653. agregator.results[index] = value;
  11654. agregator.count++;
  11655. if (agregator.count === agregator.target) {
  11656. agregator.rootPromise._resolve(agregator.results);
  11657. }
  11658. return null;
  11659. }, function (reason) {
  11660. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11661. agregator.rootPromise._reject(reason);
  11662. }
  11663. });
  11664. };
  11665. InternalPromise.all = function (promises) {
  11666. var newPromise = new InternalPromise();
  11667. var agregator = new FulFillmentAgregator();
  11668. agregator.target = promises.length;
  11669. agregator.rootPromise = newPromise;
  11670. if (promises.length) {
  11671. for (var index = 0; index < promises.length; index++) {
  11672. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11673. }
  11674. }
  11675. else {
  11676. newPromise._resolve([]);
  11677. }
  11678. return newPromise;
  11679. };
  11680. InternalPromise.race = function (promises) {
  11681. var newPromise = new InternalPromise();
  11682. if (promises.length) {
  11683. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11684. var promise = promises_1[_i];
  11685. promise.then(function (value) {
  11686. if (newPromise) {
  11687. newPromise._resolve(value);
  11688. newPromise = null;
  11689. }
  11690. return null;
  11691. }, function (reason) {
  11692. if (newPromise) {
  11693. newPromise._reject(reason);
  11694. newPromise = null;
  11695. }
  11696. });
  11697. }
  11698. }
  11699. return newPromise;
  11700. };
  11701. return InternalPromise;
  11702. }());
  11703. /**
  11704. * Helper class that provides a small promise polyfill
  11705. */
  11706. var PromisePolyfill = /** @class */ (function () {
  11707. function PromisePolyfill() {
  11708. }
  11709. /**
  11710. * Static function used to check if the polyfill is required
  11711. * If this is the case then the function will inject the polyfill to window.Promise
  11712. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11713. */
  11714. PromisePolyfill.Apply = function (force) {
  11715. if (force === void 0) { force = false; }
  11716. if (force || typeof Promise === 'undefined') {
  11717. var root = window;
  11718. root.Promise = InternalPromise;
  11719. }
  11720. };
  11721. return PromisePolyfill;
  11722. }());
  11723. BABYLON.PromisePolyfill = PromisePolyfill;
  11724. })(BABYLON || (BABYLON = {}));
  11725. //# sourceMappingURL=babylon.promise.js.map
  11726. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11727. var BABYLON;
  11728. (function (BABYLON) {
  11729. /**
  11730. * Helper class to push actions to a pool of workers.
  11731. */
  11732. var WorkerPool = /** @class */ (function () {
  11733. /**
  11734. * Constructor
  11735. * @param workers Array of workers to use for actions
  11736. */
  11737. function WorkerPool(workers) {
  11738. this._pendingActions = new Array();
  11739. this._workerInfos = workers.map(function (worker) { return ({
  11740. worker: worker,
  11741. active: false
  11742. }); });
  11743. }
  11744. /**
  11745. * Terminates all workers and clears any pending actions.
  11746. */
  11747. WorkerPool.prototype.dispose = function () {
  11748. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11749. var workerInfo = _a[_i];
  11750. workerInfo.worker.terminate();
  11751. }
  11752. delete this._workerInfos;
  11753. delete this._pendingActions;
  11754. };
  11755. /**
  11756. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11757. * pended until a worker has completed its action.
  11758. * @param action The action to perform. Call onComplete when the action is complete.
  11759. */
  11760. WorkerPool.prototype.push = function (action) {
  11761. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11762. var workerInfo = _a[_i];
  11763. if (!workerInfo.active) {
  11764. this._execute(workerInfo, action);
  11765. return;
  11766. }
  11767. }
  11768. this._pendingActions.push(action);
  11769. };
  11770. WorkerPool.prototype._execute = function (workerInfo, action) {
  11771. var _this = this;
  11772. workerInfo.active = true;
  11773. action(workerInfo.worker, function () {
  11774. workerInfo.active = false;
  11775. var nextAction = _this._pendingActions.shift();
  11776. if (nextAction) {
  11777. _this._execute(workerInfo, nextAction);
  11778. }
  11779. });
  11780. };
  11781. return WorkerPool;
  11782. }());
  11783. BABYLON.WorkerPool = WorkerPool;
  11784. })(BABYLON || (BABYLON = {}));
  11785. //# sourceMappingURL=babylon.workerPool.js.map
  11786. var BABYLON;
  11787. (function (BABYLON) {
  11788. /**
  11789. * @hidden
  11790. **/
  11791. var _AlphaState = /** @class */ (function () {
  11792. /**
  11793. * Initializes the state.
  11794. */
  11795. function _AlphaState() {
  11796. this._isAlphaBlendDirty = false;
  11797. this._isBlendFunctionParametersDirty = false;
  11798. this._isBlendEquationParametersDirty = false;
  11799. this._isBlendConstantsDirty = false;
  11800. this._alphaBlend = false;
  11801. this._blendFunctionParameters = new Array(4);
  11802. this._blendEquationParameters = new Array(2);
  11803. this._blendConstants = new Array(4);
  11804. this.reset();
  11805. }
  11806. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11807. get: function () {
  11808. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11809. },
  11810. enumerable: true,
  11811. configurable: true
  11812. });
  11813. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11814. get: function () {
  11815. return this._alphaBlend;
  11816. },
  11817. set: function (value) {
  11818. if (this._alphaBlend === value) {
  11819. return;
  11820. }
  11821. this._alphaBlend = value;
  11822. this._isAlphaBlendDirty = true;
  11823. },
  11824. enumerable: true,
  11825. configurable: true
  11826. });
  11827. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11828. if (this._blendConstants[0] === r &&
  11829. this._blendConstants[1] === g &&
  11830. this._blendConstants[2] === b &&
  11831. this._blendConstants[3] === a) {
  11832. return;
  11833. }
  11834. this._blendConstants[0] = r;
  11835. this._blendConstants[1] = g;
  11836. this._blendConstants[2] = b;
  11837. this._blendConstants[3] = a;
  11838. this._isBlendConstantsDirty = true;
  11839. };
  11840. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11841. if (this._blendFunctionParameters[0] === value0 &&
  11842. this._blendFunctionParameters[1] === value1 &&
  11843. this._blendFunctionParameters[2] === value2 &&
  11844. this._blendFunctionParameters[3] === value3) {
  11845. return;
  11846. }
  11847. this._blendFunctionParameters[0] = value0;
  11848. this._blendFunctionParameters[1] = value1;
  11849. this._blendFunctionParameters[2] = value2;
  11850. this._blendFunctionParameters[3] = value3;
  11851. this._isBlendFunctionParametersDirty = true;
  11852. };
  11853. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11854. if (this._blendEquationParameters[0] === rgb &&
  11855. this._blendEquationParameters[1] === alpha) {
  11856. return;
  11857. }
  11858. this._blendEquationParameters[0] = rgb;
  11859. this._blendEquationParameters[1] = alpha;
  11860. this._isBlendEquationParametersDirty = true;
  11861. };
  11862. _AlphaState.prototype.reset = function () {
  11863. this._alphaBlend = false;
  11864. this._blendFunctionParameters[0] = null;
  11865. this._blendFunctionParameters[1] = null;
  11866. this._blendFunctionParameters[2] = null;
  11867. this._blendFunctionParameters[3] = null;
  11868. this._blendEquationParameters[0] = null;
  11869. this._blendEquationParameters[1] = null;
  11870. this._blendConstants[0] = null;
  11871. this._blendConstants[1] = null;
  11872. this._blendConstants[2] = null;
  11873. this._blendConstants[3] = null;
  11874. this._isAlphaBlendDirty = true;
  11875. this._isBlendFunctionParametersDirty = false;
  11876. this._isBlendEquationParametersDirty = false;
  11877. this._isBlendConstantsDirty = false;
  11878. };
  11879. _AlphaState.prototype.apply = function (gl) {
  11880. if (!this.isDirty) {
  11881. return;
  11882. }
  11883. // Alpha blend
  11884. if (this._isAlphaBlendDirty) {
  11885. if (this._alphaBlend) {
  11886. gl.enable(gl.BLEND);
  11887. }
  11888. else {
  11889. gl.disable(gl.BLEND);
  11890. }
  11891. this._isAlphaBlendDirty = false;
  11892. }
  11893. // Alpha function
  11894. if (this._isBlendFunctionParametersDirty) {
  11895. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11896. this._isBlendFunctionParametersDirty = false;
  11897. }
  11898. // Alpha equation
  11899. if (this._isBlendEquationParametersDirty) {
  11900. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11901. this._isBlendEquationParametersDirty = false;
  11902. }
  11903. // Constants
  11904. if (this._isBlendConstantsDirty) {
  11905. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11906. this._isBlendConstantsDirty = false;
  11907. }
  11908. };
  11909. return _AlphaState;
  11910. }());
  11911. BABYLON._AlphaState = _AlphaState;
  11912. })(BABYLON || (BABYLON = {}));
  11913. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11914. var BABYLON;
  11915. (function (BABYLON) {
  11916. /**
  11917. * @hidden
  11918. **/
  11919. var _DepthCullingState = /** @class */ (function () {
  11920. /**
  11921. * Initializes the state.
  11922. */
  11923. function _DepthCullingState() {
  11924. this._isDepthTestDirty = false;
  11925. this._isDepthMaskDirty = false;
  11926. this._isDepthFuncDirty = false;
  11927. this._isCullFaceDirty = false;
  11928. this._isCullDirty = false;
  11929. this._isZOffsetDirty = false;
  11930. this._isFrontFaceDirty = false;
  11931. this.reset();
  11932. }
  11933. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11934. get: function () {
  11935. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11936. },
  11937. enumerable: true,
  11938. configurable: true
  11939. });
  11940. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11941. get: function () {
  11942. return this._zOffset;
  11943. },
  11944. set: function (value) {
  11945. if (this._zOffset === value) {
  11946. return;
  11947. }
  11948. this._zOffset = value;
  11949. this._isZOffsetDirty = true;
  11950. },
  11951. enumerable: true,
  11952. configurable: true
  11953. });
  11954. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11955. get: function () {
  11956. return this._cullFace;
  11957. },
  11958. set: function (value) {
  11959. if (this._cullFace === value) {
  11960. return;
  11961. }
  11962. this._cullFace = value;
  11963. this._isCullFaceDirty = true;
  11964. },
  11965. enumerable: true,
  11966. configurable: true
  11967. });
  11968. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11969. get: function () {
  11970. return this._cull;
  11971. },
  11972. set: function (value) {
  11973. if (this._cull === value) {
  11974. return;
  11975. }
  11976. this._cull = value;
  11977. this._isCullDirty = true;
  11978. },
  11979. enumerable: true,
  11980. configurable: true
  11981. });
  11982. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11983. get: function () {
  11984. return this._depthFunc;
  11985. },
  11986. set: function (value) {
  11987. if (this._depthFunc === value) {
  11988. return;
  11989. }
  11990. this._depthFunc = value;
  11991. this._isDepthFuncDirty = true;
  11992. },
  11993. enumerable: true,
  11994. configurable: true
  11995. });
  11996. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11997. get: function () {
  11998. return this._depthMask;
  11999. },
  12000. set: function (value) {
  12001. if (this._depthMask === value) {
  12002. return;
  12003. }
  12004. this._depthMask = value;
  12005. this._isDepthMaskDirty = true;
  12006. },
  12007. enumerable: true,
  12008. configurable: true
  12009. });
  12010. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12011. get: function () {
  12012. return this._depthTest;
  12013. },
  12014. set: function (value) {
  12015. if (this._depthTest === value) {
  12016. return;
  12017. }
  12018. this._depthTest = value;
  12019. this._isDepthTestDirty = true;
  12020. },
  12021. enumerable: true,
  12022. configurable: true
  12023. });
  12024. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12025. get: function () {
  12026. return this._frontFace;
  12027. },
  12028. set: function (value) {
  12029. if (this._frontFace === value) {
  12030. return;
  12031. }
  12032. this._frontFace = value;
  12033. this._isFrontFaceDirty = true;
  12034. },
  12035. enumerable: true,
  12036. configurable: true
  12037. });
  12038. _DepthCullingState.prototype.reset = function () {
  12039. this._depthMask = true;
  12040. this._depthTest = true;
  12041. this._depthFunc = null;
  12042. this._cullFace = null;
  12043. this._cull = null;
  12044. this._zOffset = 0;
  12045. this._frontFace = null;
  12046. this._isDepthTestDirty = true;
  12047. this._isDepthMaskDirty = true;
  12048. this._isDepthFuncDirty = false;
  12049. this._isCullFaceDirty = false;
  12050. this._isCullDirty = false;
  12051. this._isZOffsetDirty = false;
  12052. this._isFrontFaceDirty = false;
  12053. };
  12054. _DepthCullingState.prototype.apply = function (gl) {
  12055. if (!this.isDirty) {
  12056. return;
  12057. }
  12058. // Cull
  12059. if (this._isCullDirty) {
  12060. if (this.cull) {
  12061. gl.enable(gl.CULL_FACE);
  12062. }
  12063. else {
  12064. gl.disable(gl.CULL_FACE);
  12065. }
  12066. this._isCullDirty = false;
  12067. }
  12068. // Cull face
  12069. if (this._isCullFaceDirty) {
  12070. gl.cullFace(this.cullFace);
  12071. this._isCullFaceDirty = false;
  12072. }
  12073. // Depth mask
  12074. if (this._isDepthMaskDirty) {
  12075. gl.depthMask(this.depthMask);
  12076. this._isDepthMaskDirty = false;
  12077. }
  12078. // Depth test
  12079. if (this._isDepthTestDirty) {
  12080. if (this.depthTest) {
  12081. gl.enable(gl.DEPTH_TEST);
  12082. }
  12083. else {
  12084. gl.disable(gl.DEPTH_TEST);
  12085. }
  12086. this._isDepthTestDirty = false;
  12087. }
  12088. // Depth func
  12089. if (this._isDepthFuncDirty) {
  12090. gl.depthFunc(this.depthFunc);
  12091. this._isDepthFuncDirty = false;
  12092. }
  12093. // zOffset
  12094. if (this._isZOffsetDirty) {
  12095. if (this.zOffset) {
  12096. gl.enable(gl.POLYGON_OFFSET_FILL);
  12097. gl.polygonOffset(this.zOffset, 0);
  12098. }
  12099. else {
  12100. gl.disable(gl.POLYGON_OFFSET_FILL);
  12101. }
  12102. this._isZOffsetDirty = false;
  12103. }
  12104. // Front face
  12105. if (this._isFrontFaceDirty) {
  12106. gl.frontFace(this.frontFace);
  12107. this._isFrontFaceDirty = false;
  12108. }
  12109. };
  12110. return _DepthCullingState;
  12111. }());
  12112. BABYLON._DepthCullingState = _DepthCullingState;
  12113. })(BABYLON || (BABYLON = {}));
  12114. //# sourceMappingURL=babylon.depthCullingState.js.map
  12115. var BABYLON;
  12116. (function (BABYLON) {
  12117. /**
  12118. * @hidden
  12119. **/
  12120. var _StencilState = /** @class */ (function () {
  12121. function _StencilState() {
  12122. this._isStencilTestDirty = false;
  12123. this._isStencilMaskDirty = false;
  12124. this._isStencilFuncDirty = false;
  12125. this._isStencilOpDirty = false;
  12126. this.reset();
  12127. }
  12128. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12129. get: function () {
  12130. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12131. },
  12132. enumerable: true,
  12133. configurable: true
  12134. });
  12135. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12136. get: function () {
  12137. return this._stencilFunc;
  12138. },
  12139. set: function (value) {
  12140. if (this._stencilFunc === value) {
  12141. return;
  12142. }
  12143. this._stencilFunc = value;
  12144. this._isStencilFuncDirty = true;
  12145. },
  12146. enumerable: true,
  12147. configurable: true
  12148. });
  12149. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12150. get: function () {
  12151. return this._stencilFuncRef;
  12152. },
  12153. set: function (value) {
  12154. if (this._stencilFuncRef === value) {
  12155. return;
  12156. }
  12157. this._stencilFuncRef = value;
  12158. this._isStencilFuncDirty = true;
  12159. },
  12160. enumerable: true,
  12161. configurable: true
  12162. });
  12163. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12164. get: function () {
  12165. return this._stencilFuncMask;
  12166. },
  12167. set: function (value) {
  12168. if (this._stencilFuncMask === value) {
  12169. return;
  12170. }
  12171. this._stencilFuncMask = value;
  12172. this._isStencilFuncDirty = true;
  12173. },
  12174. enumerable: true,
  12175. configurable: true
  12176. });
  12177. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12178. get: function () {
  12179. return this._stencilOpStencilFail;
  12180. },
  12181. set: function (value) {
  12182. if (this._stencilOpStencilFail === value) {
  12183. return;
  12184. }
  12185. this._stencilOpStencilFail = value;
  12186. this._isStencilOpDirty = true;
  12187. },
  12188. enumerable: true,
  12189. configurable: true
  12190. });
  12191. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12192. get: function () {
  12193. return this._stencilOpDepthFail;
  12194. },
  12195. set: function (value) {
  12196. if (this._stencilOpDepthFail === value) {
  12197. return;
  12198. }
  12199. this._stencilOpDepthFail = value;
  12200. this._isStencilOpDirty = true;
  12201. },
  12202. enumerable: true,
  12203. configurable: true
  12204. });
  12205. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12206. get: function () {
  12207. return this._stencilOpStencilDepthPass;
  12208. },
  12209. set: function (value) {
  12210. if (this._stencilOpStencilDepthPass === value) {
  12211. return;
  12212. }
  12213. this._stencilOpStencilDepthPass = value;
  12214. this._isStencilOpDirty = true;
  12215. },
  12216. enumerable: true,
  12217. configurable: true
  12218. });
  12219. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12220. get: function () {
  12221. return this._stencilMask;
  12222. },
  12223. set: function (value) {
  12224. if (this._stencilMask === value) {
  12225. return;
  12226. }
  12227. this._stencilMask = value;
  12228. this._isStencilMaskDirty = true;
  12229. },
  12230. enumerable: true,
  12231. configurable: true
  12232. });
  12233. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12234. get: function () {
  12235. return this._stencilTest;
  12236. },
  12237. set: function (value) {
  12238. if (this._stencilTest === value) {
  12239. return;
  12240. }
  12241. this._stencilTest = value;
  12242. this._isStencilTestDirty = true;
  12243. },
  12244. enumerable: true,
  12245. configurable: true
  12246. });
  12247. _StencilState.prototype.reset = function () {
  12248. this._stencilTest = false;
  12249. this._stencilMask = 0xFF;
  12250. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12251. this._stencilFuncRef = 1;
  12252. this._stencilFuncMask = 0xFF;
  12253. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12254. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12255. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12256. this._isStencilTestDirty = true;
  12257. this._isStencilMaskDirty = true;
  12258. this._isStencilFuncDirty = true;
  12259. this._isStencilOpDirty = true;
  12260. };
  12261. _StencilState.prototype.apply = function (gl) {
  12262. if (!this.isDirty) {
  12263. return;
  12264. }
  12265. // Stencil test
  12266. if (this._isStencilTestDirty) {
  12267. if (this.stencilTest) {
  12268. gl.enable(gl.STENCIL_TEST);
  12269. }
  12270. else {
  12271. gl.disable(gl.STENCIL_TEST);
  12272. }
  12273. this._isStencilTestDirty = false;
  12274. }
  12275. // Stencil mask
  12276. if (this._isStencilMaskDirty) {
  12277. gl.stencilMask(this.stencilMask);
  12278. this._isStencilMaskDirty = false;
  12279. }
  12280. // Stencil func
  12281. if (this._isStencilFuncDirty) {
  12282. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12283. this._isStencilFuncDirty = false;
  12284. }
  12285. // Stencil op
  12286. if (this._isStencilOpDirty) {
  12287. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12288. this._isStencilOpDirty = false;
  12289. }
  12290. };
  12291. return _StencilState;
  12292. }());
  12293. BABYLON._StencilState = _StencilState;
  12294. })(BABYLON || (BABYLON = {}));
  12295. //# sourceMappingURL=babylon.stencilState.js.map
  12296. var __assign = (this && this.__assign) || function () {
  12297. __assign = Object.assign || function(t) {
  12298. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12299. s = arguments[i];
  12300. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12301. t[p] = s[p];
  12302. }
  12303. return t;
  12304. };
  12305. return __assign.apply(this, arguments);
  12306. };
  12307. var BABYLON;
  12308. (function (BABYLON) {
  12309. /**
  12310. * Keeps track of all the buffer info used in engine.
  12311. */
  12312. var BufferPointer = /** @class */ (function () {
  12313. function BufferPointer() {
  12314. }
  12315. return BufferPointer;
  12316. }());
  12317. /**
  12318. * Interface for attribute information associated with buffer instanciation
  12319. */
  12320. var InstancingAttributeInfo = /** @class */ (function () {
  12321. function InstancingAttributeInfo() {
  12322. }
  12323. return InstancingAttributeInfo;
  12324. }());
  12325. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12326. /**
  12327. * Define options used to create a render target texture
  12328. */
  12329. var RenderTargetCreationOptions = /** @class */ (function () {
  12330. function RenderTargetCreationOptions() {
  12331. }
  12332. return RenderTargetCreationOptions;
  12333. }());
  12334. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12335. /**
  12336. * Define options used to create a depth texture
  12337. */
  12338. var DepthTextureCreationOptions = /** @class */ (function () {
  12339. function DepthTextureCreationOptions() {
  12340. }
  12341. return DepthTextureCreationOptions;
  12342. }());
  12343. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12344. /**
  12345. * Class used to describe the capabilities of the engine relatively to the current browser
  12346. */
  12347. var EngineCapabilities = /** @class */ (function () {
  12348. function EngineCapabilities() {
  12349. }
  12350. return EngineCapabilities;
  12351. }());
  12352. BABYLON.EngineCapabilities = EngineCapabilities;
  12353. /**
  12354. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12355. */
  12356. var Engine = /** @class */ (function () {
  12357. /**
  12358. * Creates a new engine
  12359. * @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
  12360. * @param antialias defines enable antialiasing (default: false)
  12361. * @param options defines further options to be sent to the getContext() function
  12362. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12363. */
  12364. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12365. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12366. var _this = this;
  12367. // Public members
  12368. /**
  12369. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12370. */
  12371. this.forcePOTTextures = false;
  12372. /**
  12373. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12374. */
  12375. this.isFullscreen = false;
  12376. /**
  12377. * Gets a boolean indicating if the pointer is currently locked
  12378. */
  12379. this.isPointerLock = false;
  12380. /**
  12381. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12382. */
  12383. this.cullBackFaces = true;
  12384. /**
  12385. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12386. */
  12387. this.renderEvenInBackground = true;
  12388. /**
  12389. * Gets or sets a boolean indicating that cache can be kept between frames
  12390. */
  12391. this.preventCacheWipeBetweenFrames = false;
  12392. /**
  12393. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12394. **/
  12395. this.enableOfflineSupport = false;
  12396. /**
  12397. * 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)
  12398. **/
  12399. this.disableManifestCheck = false;
  12400. /**
  12401. * Gets the list of created scenes
  12402. */
  12403. this.scenes = new Array();
  12404. /**
  12405. * Event raised when a new scene is created
  12406. */
  12407. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12408. /**
  12409. * Gets the list of created postprocesses
  12410. */
  12411. this.postProcesses = new Array();
  12412. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12413. this.validateShaderPrograms = false;
  12414. // Observables
  12415. /**
  12416. * Observable event triggered each time the rendering canvas is resized
  12417. */
  12418. this.onResizeObservable = new BABYLON.Observable();
  12419. /**
  12420. * Observable event triggered each time the canvas loses focus
  12421. */
  12422. this.onCanvasBlurObservable = new BABYLON.Observable();
  12423. /**
  12424. * Observable event triggered each time the canvas gains focus
  12425. */
  12426. this.onCanvasFocusObservable = new BABYLON.Observable();
  12427. /**
  12428. * Observable event triggered each time the canvas receives pointerout event
  12429. */
  12430. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12431. /**
  12432. * Observable event triggered before each texture is initialized
  12433. */
  12434. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12435. //WebVR
  12436. this._vrDisplay = undefined;
  12437. this._vrSupported = false;
  12438. this._vrExclusivePointerMode = false;
  12439. // Uniform buffers list
  12440. /**
  12441. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12442. */
  12443. this.disableUniformBuffers = false;
  12444. /** @hidden */
  12445. this._uniformBuffers = new Array();
  12446. // Observables
  12447. /**
  12448. * Observable raised when the engine begins a new frame
  12449. */
  12450. this.onBeginFrameObservable = new BABYLON.Observable();
  12451. /**
  12452. * If set, will be used to request the next animation frame for the render loop
  12453. */
  12454. this.customAnimationFrameRequester = null;
  12455. /**
  12456. * Observable raised when the engine ends the current frame
  12457. */
  12458. this.onEndFrameObservable = new BABYLON.Observable();
  12459. /**
  12460. * Observable raised when the engine is about to compile a shader
  12461. */
  12462. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12463. /**
  12464. * Observable raised when the engine has jsut compiled a shader
  12465. */
  12466. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12467. this._windowIsBackground = false;
  12468. this._webGLVersion = 1.0;
  12469. /** @hidden */
  12470. this._badOS = false;
  12471. /** @hidden */
  12472. this._badDesktopOS = false;
  12473. /**
  12474. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12475. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12476. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12477. */
  12478. this.disableTextureBindingOptimization = false;
  12479. /**
  12480. * Observable signaled when VR display mode changes
  12481. */
  12482. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12483. /**
  12484. * Observable signaled when VR request present is complete
  12485. */
  12486. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12487. /**
  12488. * Observable signaled when VR request present starts
  12489. */
  12490. this.onVRRequestPresentStart = new BABYLON.Observable();
  12491. this._colorWrite = true;
  12492. /** @hidden */
  12493. this._drawCalls = new BABYLON.PerfCounter();
  12494. /** @hidden */
  12495. this._textureCollisions = new BABYLON.PerfCounter();
  12496. this._renderingQueueLaunched = false;
  12497. this._activeRenderLoops = new Array();
  12498. // Deterministic lockstepMaxSteps
  12499. this._deterministicLockstep = false;
  12500. this._lockstepMaxSteps = 4;
  12501. // Lost context
  12502. /**
  12503. * Observable signaled when a context lost event is raised
  12504. */
  12505. this.onContextLostObservable = new BABYLON.Observable();
  12506. /**
  12507. * Observable signaled when a context restored event is raised
  12508. */
  12509. this.onContextRestoredObservable = new BABYLON.Observable();
  12510. this._contextWasLost = false;
  12511. this._doNotHandleContextLost = false;
  12512. // FPS
  12513. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12514. this._fps = 60;
  12515. this._deltaTime = 0;
  12516. /**
  12517. * Turn this value on if you want to pause FPS computation when in background
  12518. */
  12519. this.disablePerformanceMonitorInBackground = false;
  12520. // States
  12521. /** @hidden */
  12522. this._depthCullingState = new BABYLON._DepthCullingState();
  12523. /** @hidden */
  12524. this._stencilState = new BABYLON._StencilState();
  12525. /** @hidden */
  12526. this._alphaState = new BABYLON._AlphaState();
  12527. /** @hidden */
  12528. this._alphaMode = Engine.ALPHA_DISABLE;
  12529. // Cache
  12530. this._internalTexturesCache = new Array();
  12531. /** @hidden */
  12532. this._activeChannel = 0;
  12533. this._currentTextureChannel = -1;
  12534. /** @hidden */
  12535. this._boundTexturesCache = {};
  12536. this._compiledEffects = {};
  12537. this._vertexAttribArraysEnabled = [];
  12538. this._uintIndicesCurrentlySet = false;
  12539. this._currentBoundBuffer = new Array();
  12540. /** @hidden */
  12541. this._currentFramebuffer = null;
  12542. this._currentBufferPointers = new Array();
  12543. this._currentInstanceLocations = new Array();
  12544. this._currentInstanceBuffers = new Array();
  12545. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12546. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12547. this._vaoRecordInProgress = false;
  12548. this._mustWipeVertexAttributes = false;
  12549. this._nextFreeTextureSlots = new Array();
  12550. this._maxSimultaneousTextures = 0;
  12551. this._activeRequests = new Array();
  12552. // Hardware supported Compressed Textures
  12553. this._texturesSupported = new Array();
  12554. /**
  12555. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12556. */
  12557. this.premultipliedAlpha = true;
  12558. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12559. this._onVRFullScreenTriggered = function () {
  12560. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12561. //get the old size before we change
  12562. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12563. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12564. //get the width and height, change the render size
  12565. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12566. _this.setHardwareScalingLevel(1);
  12567. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12568. }
  12569. else {
  12570. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12571. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12572. }
  12573. };
  12574. this._unpackFlipYCached = null;
  12575. /**
  12576. * In case you are sharing the context with other applications, it might
  12577. * be interested to not cache the unpack flip y state to ensure a consistent
  12578. * value would be set.
  12579. */
  12580. this.enableUnpackFlipYCached = true;
  12581. this._boundUniforms = {};
  12582. // Register promises
  12583. BABYLON.PromisePolyfill.Apply();
  12584. var canvas = null;
  12585. Engine.Instances.push(this);
  12586. if (!canvasOrContext) {
  12587. return;
  12588. }
  12589. options = options || {};
  12590. if (canvasOrContext.getContext) {
  12591. canvas = canvasOrContext;
  12592. this._renderingCanvas = canvas;
  12593. if (antialias != null) {
  12594. options.antialias = antialias;
  12595. }
  12596. if (options.deterministicLockstep === undefined) {
  12597. options.deterministicLockstep = false;
  12598. }
  12599. if (options.lockstepMaxSteps === undefined) {
  12600. options.lockstepMaxSteps = 4;
  12601. }
  12602. if (options.preserveDrawingBuffer === undefined) {
  12603. options.preserveDrawingBuffer = false;
  12604. }
  12605. if (options.audioEngine === undefined) {
  12606. options.audioEngine = true;
  12607. }
  12608. if (options.stencil === undefined) {
  12609. options.stencil = true;
  12610. }
  12611. if (options.premultipliedAlpha === false) {
  12612. this.premultipliedAlpha = false;
  12613. }
  12614. this._deterministicLockstep = options.deterministicLockstep;
  12615. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12616. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12617. // Exceptions
  12618. if (navigator && navigator.userAgent) {
  12619. var ua = navigator.userAgent;
  12620. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12621. var exception = _a[_i];
  12622. var key = exception.key;
  12623. var targets = exception.targets;
  12624. if (ua.indexOf(key) > -1) {
  12625. if (exception.capture && exception.captureConstraint) {
  12626. var capture = exception.capture;
  12627. var constraint = exception.captureConstraint;
  12628. var regex = new RegExp(capture);
  12629. var matches = regex.exec(ua);
  12630. if (matches && matches.length > 0) {
  12631. var capturedValue = parseInt(matches[matches.length - 1]);
  12632. if (capturedValue >= constraint) {
  12633. continue;
  12634. }
  12635. }
  12636. }
  12637. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12638. var target = targets_1[_b];
  12639. switch (target) {
  12640. case "uniformBuffer":
  12641. this.disableUniformBuffers = true;
  12642. break;
  12643. case "textureBindingOptimization":
  12644. this.disableTextureBindingOptimization = true;
  12645. break;
  12646. }
  12647. }
  12648. }
  12649. }
  12650. }
  12651. // GL
  12652. if (!options.disableWebGL2Support) {
  12653. try {
  12654. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12655. if (this._gl) {
  12656. this._webGLVersion = 2.0;
  12657. // Prevent weird browsers to lie :-)
  12658. if (!this._gl.deleteQuery) {
  12659. this._webGLVersion = 1.0;
  12660. }
  12661. }
  12662. }
  12663. catch (e) {
  12664. // Do nothing
  12665. }
  12666. }
  12667. if (!this._gl) {
  12668. if (!canvas) {
  12669. throw new Error("The provided canvas is null or undefined.");
  12670. }
  12671. try {
  12672. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12673. }
  12674. catch (e) {
  12675. throw new Error("WebGL not supported");
  12676. }
  12677. }
  12678. if (!this._gl) {
  12679. throw new Error("WebGL not supported");
  12680. }
  12681. this._onCanvasFocus = function () {
  12682. _this.onCanvasFocusObservable.notifyObservers(_this);
  12683. };
  12684. this._onCanvasBlur = function () {
  12685. _this.onCanvasBlurObservable.notifyObservers(_this);
  12686. };
  12687. canvas.addEventListener("focus", this._onCanvasFocus);
  12688. canvas.addEventListener("blur", this._onCanvasBlur);
  12689. this._onBlur = function () {
  12690. if (_this.disablePerformanceMonitorInBackground) {
  12691. _this._performanceMonitor.disable();
  12692. }
  12693. _this._windowIsBackground = true;
  12694. };
  12695. this._onFocus = function () {
  12696. if (_this.disablePerformanceMonitorInBackground) {
  12697. _this._performanceMonitor.enable();
  12698. }
  12699. _this._windowIsBackground = false;
  12700. };
  12701. this._onCanvasPointerOut = function (ev) {
  12702. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12703. };
  12704. if (BABYLON.Tools.IsWindowObjectExist()) {
  12705. window.addEventListener("blur", this._onBlur);
  12706. window.addEventListener("focus", this._onFocus);
  12707. }
  12708. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12709. // Context lost
  12710. if (!this._doNotHandleContextLost) {
  12711. this._onContextLost = function (evt) {
  12712. evt.preventDefault();
  12713. _this._contextWasLost = true;
  12714. BABYLON.Tools.Warn("WebGL context lost.");
  12715. _this.onContextLostObservable.notifyObservers(_this);
  12716. };
  12717. this._onContextRestored = function (evt) {
  12718. // Adding a timeout to avoid race condition at browser level
  12719. setTimeout(function () {
  12720. // Rebuild gl context
  12721. _this._initGLContext();
  12722. // Rebuild effects
  12723. _this._rebuildEffects();
  12724. // Rebuild textures
  12725. _this._rebuildInternalTextures();
  12726. // Rebuild buffers
  12727. _this._rebuildBuffers();
  12728. // Cache
  12729. _this.wipeCaches(true);
  12730. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12731. _this.onContextRestoredObservable.notifyObservers(_this);
  12732. _this._contextWasLost = false;
  12733. }, 0);
  12734. };
  12735. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12736. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12737. }
  12738. }
  12739. else {
  12740. this._gl = canvasOrContext;
  12741. this._renderingCanvas = this._gl.canvas;
  12742. if (this._gl.renderbufferStorageMultisample) {
  12743. this._webGLVersion = 2.0;
  12744. }
  12745. var attributes = this._gl.getContextAttributes();
  12746. if (attributes) {
  12747. options.stencil = attributes.stencil;
  12748. }
  12749. }
  12750. // Viewport
  12751. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12752. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12753. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12754. this.resize();
  12755. this._isStencilEnable = options.stencil ? true : false;
  12756. this._initGLContext();
  12757. if (canvas) {
  12758. // Fullscreen
  12759. this._onFullscreenChange = function () {
  12760. if (document.fullscreen !== undefined) {
  12761. _this.isFullscreen = document.fullscreen;
  12762. }
  12763. else if (document.mozFullScreen !== undefined) {
  12764. _this.isFullscreen = document.mozFullScreen;
  12765. }
  12766. else if (document.webkitIsFullScreen !== undefined) {
  12767. _this.isFullscreen = document.webkitIsFullScreen;
  12768. }
  12769. else if (document.msIsFullScreen !== undefined) {
  12770. _this.isFullscreen = document.msIsFullScreen;
  12771. }
  12772. // Pointer lock
  12773. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12774. canvas.requestPointerLock = canvas.requestPointerLock ||
  12775. canvas.msRequestPointerLock ||
  12776. canvas.mozRequestPointerLock ||
  12777. canvas.webkitRequestPointerLock;
  12778. if (canvas.requestPointerLock) {
  12779. canvas.requestPointerLock();
  12780. }
  12781. }
  12782. };
  12783. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12784. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12785. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12786. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12787. // Pointer lock
  12788. this._onPointerLockChange = function () {
  12789. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12790. document.webkitPointerLockElement === canvas ||
  12791. document.msPointerLockElement === canvas ||
  12792. document.pointerLockElement === canvas);
  12793. };
  12794. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12795. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12796. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12797. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12798. this._onVRDisplayPointerRestricted = function () {
  12799. if (canvas) {
  12800. canvas.requestPointerLock();
  12801. }
  12802. };
  12803. this._onVRDisplayPointerUnrestricted = function () {
  12804. document.exitPointerLock();
  12805. };
  12806. if (BABYLON.Tools.IsWindowObjectExist()) {
  12807. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12808. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12809. }
  12810. }
  12811. // Create Audio Engine if needed.
  12812. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12813. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12814. }
  12815. // Prepare buffer pointers
  12816. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12817. this._currentBufferPointers[i] = new BufferPointer();
  12818. }
  12819. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12820. // Load WebVR Devices
  12821. if (options.autoEnableWebVR) {
  12822. this.initWebVR();
  12823. }
  12824. // Detect if we are running on a faulty buggy OS.
  12825. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12826. // Detect if we are running on a faulty buggy desktop OS.
  12827. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12828. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12829. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12830. }
  12831. Object.defineProperty(Engine, "LastCreatedEngine", {
  12832. /**
  12833. * Gets the latest created engine
  12834. */
  12835. get: function () {
  12836. if (Engine.Instances.length === 0) {
  12837. return null;
  12838. }
  12839. return Engine.Instances[Engine.Instances.length - 1];
  12840. },
  12841. enumerable: true,
  12842. configurable: true
  12843. });
  12844. Object.defineProperty(Engine, "LastCreatedScene", {
  12845. /**
  12846. * Gets the latest created scene
  12847. */
  12848. get: function () {
  12849. var lastCreatedEngine = Engine.LastCreatedEngine;
  12850. if (!lastCreatedEngine) {
  12851. return null;
  12852. }
  12853. if (lastCreatedEngine.scenes.length === 0) {
  12854. return null;
  12855. }
  12856. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12857. },
  12858. enumerable: true,
  12859. configurable: true
  12860. });
  12861. /**
  12862. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12863. * @param flag defines which part of the materials must be marked as dirty
  12864. * @param predicate defines a predicate used to filter which materials should be affected
  12865. */
  12866. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12867. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12868. var engine = Engine.Instances[engineIndex];
  12869. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12870. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12871. }
  12872. }
  12873. };
  12874. Object.defineProperty(Engine, "Version", {
  12875. /**
  12876. * Returns the current version of the framework
  12877. */
  12878. get: function () {
  12879. return "4.0.0-alpha.8";
  12880. },
  12881. enumerable: true,
  12882. configurable: true
  12883. });
  12884. Object.defineProperty(Engine.prototype, "description", {
  12885. /**
  12886. * Returns a string describing the current engine
  12887. */
  12888. get: function () {
  12889. var description = "WebGL" + this.webGLVersion;
  12890. if (this._caps.parallelShaderCompile) {
  12891. description += " - Parallel shader compilation";
  12892. }
  12893. return description;
  12894. },
  12895. enumerable: true,
  12896. configurable: true
  12897. });
  12898. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12899. /**
  12900. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12901. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12902. */
  12903. get: function () {
  12904. return this._vrExclusivePointerMode;
  12905. },
  12906. enumerable: true,
  12907. configurable: true
  12908. });
  12909. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12910. /**
  12911. * Gets a boolean indicating that the engine supports uniform buffers
  12912. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12913. */
  12914. get: function () {
  12915. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12916. },
  12917. enumerable: true,
  12918. configurable: true
  12919. });
  12920. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12921. /**
  12922. * Gets a boolean indicating that only power of 2 textures are supported
  12923. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12924. */
  12925. get: function () {
  12926. return this._webGLVersion < 2 || this.forcePOTTextures;
  12927. },
  12928. enumerable: true,
  12929. configurable: true
  12930. });
  12931. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12932. /**
  12933. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12934. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12935. */
  12936. get: function () {
  12937. return this._doNotHandleContextLost;
  12938. },
  12939. set: function (value) {
  12940. this._doNotHandleContextLost = value;
  12941. },
  12942. enumerable: true,
  12943. configurable: true
  12944. });
  12945. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12946. /**
  12947. * Gets the performance monitor attached to this engine
  12948. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12949. */
  12950. get: function () {
  12951. return this._performanceMonitor;
  12952. },
  12953. enumerable: true,
  12954. configurable: true
  12955. });
  12956. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12957. /**
  12958. * Gets the list of texture formats supported
  12959. */
  12960. get: function () {
  12961. return this._texturesSupported;
  12962. },
  12963. enumerable: true,
  12964. configurable: true
  12965. });
  12966. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12967. /**
  12968. * Gets the list of texture formats in use
  12969. */
  12970. get: function () {
  12971. return this._textureFormatInUse;
  12972. },
  12973. enumerable: true,
  12974. configurable: true
  12975. });
  12976. Object.defineProperty(Engine.prototype, "currentViewport", {
  12977. /**
  12978. * Gets the current viewport
  12979. */
  12980. get: function () {
  12981. return this._cachedViewport;
  12982. },
  12983. enumerable: true,
  12984. configurable: true
  12985. });
  12986. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12987. /**
  12988. * Gets the default empty texture
  12989. */
  12990. get: function () {
  12991. if (!this._emptyTexture) {
  12992. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12993. }
  12994. return this._emptyTexture;
  12995. },
  12996. enumerable: true,
  12997. configurable: true
  12998. });
  12999. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13000. /**
  13001. * Gets the default empty 3D texture
  13002. */
  13003. get: function () {
  13004. if (!this._emptyTexture3D) {
  13005. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13006. }
  13007. return this._emptyTexture3D;
  13008. },
  13009. enumerable: true,
  13010. configurable: true
  13011. });
  13012. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13013. /**
  13014. * Gets the default empty cube texture
  13015. */
  13016. get: function () {
  13017. if (!this._emptyCubeTexture) {
  13018. var faceData = new Uint8Array(4);
  13019. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13020. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13021. }
  13022. return this._emptyCubeTexture;
  13023. },
  13024. enumerable: true,
  13025. configurable: true
  13026. });
  13027. Engine.prototype._rebuildInternalTextures = function () {
  13028. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13029. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13030. var internalTexture = currentState_1[_i];
  13031. internalTexture._rebuild();
  13032. }
  13033. };
  13034. Engine.prototype._rebuildEffects = function () {
  13035. for (var key in this._compiledEffects) {
  13036. var effect = this._compiledEffects[key];
  13037. effect._prepareEffect();
  13038. }
  13039. BABYLON.Effect.ResetCache();
  13040. };
  13041. /**
  13042. * Gets a boolean indicating if all created effects are ready
  13043. * @returns true if all effects are ready
  13044. */
  13045. Engine.prototype.areAllEffectsReady = function () {
  13046. for (var key in this._compiledEffects) {
  13047. var effect = this._compiledEffects[key];
  13048. if (!effect.isReady()) {
  13049. return false;
  13050. }
  13051. }
  13052. return true;
  13053. };
  13054. Engine.prototype._rebuildBuffers = function () {
  13055. // Index / Vertex
  13056. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13057. var scene = _a[_i];
  13058. scene.resetCachedMaterial();
  13059. scene._rebuildGeometries();
  13060. scene._rebuildTextures();
  13061. }
  13062. // Uniforms
  13063. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13064. var uniformBuffer = _c[_b];
  13065. uniformBuffer._rebuild();
  13066. }
  13067. };
  13068. Engine.prototype._initGLContext = function () {
  13069. // Caps
  13070. this._caps = new EngineCapabilities();
  13071. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13072. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13073. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13074. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13075. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13076. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13077. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13078. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13079. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13080. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13081. // Infos
  13082. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13083. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13084. if (rendererInfo != null) {
  13085. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13086. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13087. }
  13088. if (!this._glVendor) {
  13089. this._glVendor = "Unknown vendor";
  13090. }
  13091. if (!this._glRenderer) {
  13092. this._glRenderer = "Unknown renderer";
  13093. }
  13094. // Constants
  13095. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13096. if (this._gl.RGBA16F !== 0x881A) {
  13097. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13098. }
  13099. if (this._gl.RGBA32F !== 0x8814) {
  13100. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13101. }
  13102. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13103. this._gl.DEPTH24_STENCIL8 = 35056;
  13104. }
  13105. // Extensions
  13106. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13107. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13108. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13109. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13110. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13111. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13112. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13113. 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');
  13114. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13115. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13116. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13117. this._caps.highPrecisionShaderSupported = false;
  13118. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13119. if (this._caps.timerQuery) {
  13120. if (this._webGLVersion === 1) {
  13121. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13122. }
  13123. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13124. }
  13125. // Checks if some of the format renders first to allow the use of webgl inspector.
  13126. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13127. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13128. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13129. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13130. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13131. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13132. if (this._webGLVersion > 1) {
  13133. this._gl.HALF_FLOAT_OES = 0x140B;
  13134. }
  13135. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13136. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13137. // Draw buffers
  13138. if (this._webGLVersion > 1) {
  13139. this._caps.drawBuffersExtension = true;
  13140. }
  13141. else {
  13142. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13143. if (drawBuffersExtension !== null) {
  13144. this._caps.drawBuffersExtension = true;
  13145. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13146. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13147. for (var i = 0; i < 16; i++) {
  13148. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13149. }
  13150. }
  13151. else {
  13152. this._caps.drawBuffersExtension = false;
  13153. }
  13154. }
  13155. // Shader compiler threads
  13156. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13157. if (this._caps.parallelShaderCompile) {
  13158. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13159. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13160. }
  13161. // Depth Texture
  13162. if (this._webGLVersion > 1) {
  13163. this._caps.depthTextureExtension = true;
  13164. }
  13165. else {
  13166. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13167. if (depthTextureExtension != null) {
  13168. this._caps.depthTextureExtension = true;
  13169. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13170. }
  13171. }
  13172. // Vertex array object
  13173. if (this._webGLVersion > 1) {
  13174. this._caps.vertexArrayObject = true;
  13175. }
  13176. else {
  13177. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13178. if (vertexArrayObjectExtension != null) {
  13179. this._caps.vertexArrayObject = true;
  13180. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13181. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13182. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13183. }
  13184. else {
  13185. this._caps.vertexArrayObject = false;
  13186. }
  13187. }
  13188. // Instances count
  13189. if (this._webGLVersion > 1) {
  13190. this._caps.instancedArrays = true;
  13191. }
  13192. else {
  13193. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13194. if (instanceExtension != null) {
  13195. this._caps.instancedArrays = true;
  13196. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13197. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13198. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13199. }
  13200. else {
  13201. this._caps.instancedArrays = false;
  13202. }
  13203. }
  13204. // Intelligently add supported compressed formats in order to check for.
  13205. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13206. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13207. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13208. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13209. if (this._caps.astc) {
  13210. this.texturesSupported.push('-astc.ktx');
  13211. }
  13212. if (this._caps.s3tc) {
  13213. this.texturesSupported.push('-dxt.ktx');
  13214. }
  13215. if (this._caps.pvrtc) {
  13216. this.texturesSupported.push('-pvrtc.ktx');
  13217. }
  13218. if (this._caps.etc2) {
  13219. this.texturesSupported.push('-etc2.ktx');
  13220. }
  13221. if (this._caps.etc1) {
  13222. this.texturesSupported.push('-etc1.ktx');
  13223. }
  13224. if (this._gl.getShaderPrecisionFormat) {
  13225. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13226. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13227. if (vertex_highp && fragment_highp) {
  13228. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13229. }
  13230. }
  13231. // Depth buffer
  13232. this.setDepthBuffer(true);
  13233. this.setDepthFunctionToLessOrEqual();
  13234. this.setDepthWrite(true);
  13235. // Texture maps
  13236. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13237. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13238. this._nextFreeTextureSlots.push(slot);
  13239. }
  13240. };
  13241. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13242. /**
  13243. * Gets version of the current webGL context
  13244. */
  13245. get: function () {
  13246. return this._webGLVersion;
  13247. },
  13248. enumerable: true,
  13249. configurable: true
  13250. });
  13251. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13252. /**
  13253. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13254. */
  13255. get: function () {
  13256. return this._isStencilEnable;
  13257. },
  13258. enumerable: true,
  13259. configurable: true
  13260. });
  13261. Engine.prototype._prepareWorkingCanvas = function () {
  13262. if (this._workingCanvas) {
  13263. return;
  13264. }
  13265. this._workingCanvas = document.createElement("canvas");
  13266. var context = this._workingCanvas.getContext("2d");
  13267. if (context) {
  13268. this._workingContext = context;
  13269. }
  13270. };
  13271. /**
  13272. * Reset the texture cache to empty state
  13273. */
  13274. Engine.prototype.resetTextureCache = function () {
  13275. for (var key in this._boundTexturesCache) {
  13276. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13277. continue;
  13278. }
  13279. var boundTexture = this._boundTexturesCache[key];
  13280. if (boundTexture) {
  13281. this._removeDesignatedSlot(boundTexture);
  13282. }
  13283. this._boundTexturesCache[key] = null;
  13284. }
  13285. if (!this.disableTextureBindingOptimization) {
  13286. this._nextFreeTextureSlots = [];
  13287. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13288. this._nextFreeTextureSlots.push(slot);
  13289. }
  13290. }
  13291. this._currentTextureChannel = -1;
  13292. };
  13293. /**
  13294. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13295. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13296. * @returns true if engine is in deterministic lock step mode
  13297. */
  13298. Engine.prototype.isDeterministicLockStep = function () {
  13299. return this._deterministicLockstep;
  13300. };
  13301. /**
  13302. * Gets the max steps when engine is running in deterministic lock step
  13303. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13304. * @returns the max steps
  13305. */
  13306. Engine.prototype.getLockstepMaxSteps = function () {
  13307. return this._lockstepMaxSteps;
  13308. };
  13309. /**
  13310. * Gets an object containing information about the current webGL context
  13311. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13312. */
  13313. Engine.prototype.getGlInfo = function () {
  13314. return {
  13315. vendor: this._glVendor,
  13316. renderer: this._glRenderer,
  13317. version: this._glVersion
  13318. };
  13319. };
  13320. /**
  13321. * Gets current aspect ratio
  13322. * @param camera defines the camera to use to get the aspect ratio
  13323. * @param useScreen defines if screen size must be used (or the current render target if any)
  13324. * @returns a number defining the aspect ratio
  13325. */
  13326. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13327. if (useScreen === void 0) { useScreen = false; }
  13328. var viewport = camera.viewport;
  13329. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13330. };
  13331. /**
  13332. * Gets current screen aspect ratio
  13333. * @returns a number defining the aspect ratio
  13334. */
  13335. Engine.prototype.getScreenAspectRatio = function () {
  13336. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13337. };
  13338. /**
  13339. * Gets the current render width
  13340. * @param useScreen defines if screen size must be used (or the current render target if any)
  13341. * @returns a number defining the current render width
  13342. */
  13343. Engine.prototype.getRenderWidth = function (useScreen) {
  13344. if (useScreen === void 0) { useScreen = false; }
  13345. if (!useScreen && this._currentRenderTarget) {
  13346. return this._currentRenderTarget.width;
  13347. }
  13348. return this._gl.drawingBufferWidth;
  13349. };
  13350. /**
  13351. * Gets the current render height
  13352. * @param useScreen defines if screen size must be used (or the current render target if any)
  13353. * @returns a number defining the current render height
  13354. */
  13355. Engine.prototype.getRenderHeight = function (useScreen) {
  13356. if (useScreen === void 0) { useScreen = false; }
  13357. if (!useScreen && this._currentRenderTarget) {
  13358. return this._currentRenderTarget.height;
  13359. }
  13360. return this._gl.drawingBufferHeight;
  13361. };
  13362. /**
  13363. * Gets the HTML canvas attached with the current webGL context
  13364. * @returns a HTML canvas
  13365. */
  13366. Engine.prototype.getRenderingCanvas = function () {
  13367. return this._renderingCanvas;
  13368. };
  13369. /**
  13370. * Gets the client rect of the HTML canvas attached with the current webGL context
  13371. * @returns a client rectanglee
  13372. */
  13373. Engine.prototype.getRenderingCanvasClientRect = function () {
  13374. if (!this._renderingCanvas) {
  13375. return null;
  13376. }
  13377. return this._renderingCanvas.getBoundingClientRect();
  13378. };
  13379. /**
  13380. * Defines the hardware scaling level.
  13381. * By default the hardware scaling level is computed from the window device ratio.
  13382. * 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.
  13383. * @param level defines the level to use
  13384. */
  13385. Engine.prototype.setHardwareScalingLevel = function (level) {
  13386. this._hardwareScalingLevel = level;
  13387. this.resize();
  13388. };
  13389. /**
  13390. * Gets the current hardware scaling level.
  13391. * By default the hardware scaling level is computed from the window device ratio.
  13392. * 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.
  13393. * @returns a number indicating the current hardware scaling level
  13394. */
  13395. Engine.prototype.getHardwareScalingLevel = function () {
  13396. return this._hardwareScalingLevel;
  13397. };
  13398. /**
  13399. * Gets the list of loaded textures
  13400. * @returns an array containing all loaded textures
  13401. */
  13402. Engine.prototype.getLoadedTexturesCache = function () {
  13403. return this._internalTexturesCache;
  13404. };
  13405. /**
  13406. * Gets the object containing all engine capabilities
  13407. * @returns the EngineCapabilities object
  13408. */
  13409. Engine.prototype.getCaps = function () {
  13410. return this._caps;
  13411. };
  13412. /**
  13413. * Gets the current depth function
  13414. * @returns a number defining the depth function
  13415. */
  13416. Engine.prototype.getDepthFunction = function () {
  13417. return this._depthCullingState.depthFunc;
  13418. };
  13419. /**
  13420. * Sets the current depth function
  13421. * @param depthFunc defines the function to use
  13422. */
  13423. Engine.prototype.setDepthFunction = function (depthFunc) {
  13424. this._depthCullingState.depthFunc = depthFunc;
  13425. };
  13426. /**
  13427. * Sets the current depth function to GREATER
  13428. */
  13429. Engine.prototype.setDepthFunctionToGreater = function () {
  13430. this._depthCullingState.depthFunc = this._gl.GREATER;
  13431. };
  13432. /**
  13433. * Sets the current depth function to GEQUAL
  13434. */
  13435. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13436. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13437. };
  13438. /**
  13439. * Sets the current depth function to LESS
  13440. */
  13441. Engine.prototype.setDepthFunctionToLess = function () {
  13442. this._depthCullingState.depthFunc = this._gl.LESS;
  13443. };
  13444. /**
  13445. * Sets the current depth function to LEQUAL
  13446. */
  13447. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13448. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13449. };
  13450. /**
  13451. * Gets a boolean indicating if stencil buffer is enabled
  13452. * @returns the current stencil buffer state
  13453. */
  13454. Engine.prototype.getStencilBuffer = function () {
  13455. return this._stencilState.stencilTest;
  13456. };
  13457. /**
  13458. * Enable or disable the stencil buffer
  13459. * @param enable defines if the stencil buffer must be enabled or disabled
  13460. */
  13461. Engine.prototype.setStencilBuffer = function (enable) {
  13462. this._stencilState.stencilTest = enable;
  13463. };
  13464. /**
  13465. * Gets the current stencil mask
  13466. * @returns a number defining the new stencil mask to use
  13467. */
  13468. Engine.prototype.getStencilMask = function () {
  13469. return this._stencilState.stencilMask;
  13470. };
  13471. /**
  13472. * Sets the current stencil mask
  13473. * @param mask defines the new stencil mask to use
  13474. */
  13475. Engine.prototype.setStencilMask = function (mask) {
  13476. this._stencilState.stencilMask = mask;
  13477. };
  13478. /**
  13479. * Gets the current stencil function
  13480. * @returns a number defining the stencil function to use
  13481. */
  13482. Engine.prototype.getStencilFunction = function () {
  13483. return this._stencilState.stencilFunc;
  13484. };
  13485. /**
  13486. * Gets the current stencil reference value
  13487. * @returns a number defining the stencil reference value to use
  13488. */
  13489. Engine.prototype.getStencilFunctionReference = function () {
  13490. return this._stencilState.stencilFuncRef;
  13491. };
  13492. /**
  13493. * Gets the current stencil mask
  13494. * @returns a number defining the stencil mask to use
  13495. */
  13496. Engine.prototype.getStencilFunctionMask = function () {
  13497. return this._stencilState.stencilFuncMask;
  13498. };
  13499. /**
  13500. * Sets the current stencil function
  13501. * @param stencilFunc defines the new stencil function to use
  13502. */
  13503. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13504. this._stencilState.stencilFunc = stencilFunc;
  13505. };
  13506. /**
  13507. * Sets the current stencil reference
  13508. * @param reference defines the new stencil reference to use
  13509. */
  13510. Engine.prototype.setStencilFunctionReference = function (reference) {
  13511. this._stencilState.stencilFuncRef = reference;
  13512. };
  13513. /**
  13514. * Sets the current stencil mask
  13515. * @param mask defines the new stencil mask to use
  13516. */
  13517. Engine.prototype.setStencilFunctionMask = function (mask) {
  13518. this._stencilState.stencilFuncMask = mask;
  13519. };
  13520. /**
  13521. * Gets the current stencil operation when stencil fails
  13522. * @returns a number defining stencil operation to use when stencil fails
  13523. */
  13524. Engine.prototype.getStencilOperationFail = function () {
  13525. return this._stencilState.stencilOpStencilFail;
  13526. };
  13527. /**
  13528. * Gets the current stencil operation when depth fails
  13529. * @returns a number defining stencil operation to use when depth fails
  13530. */
  13531. Engine.prototype.getStencilOperationDepthFail = function () {
  13532. return this._stencilState.stencilOpDepthFail;
  13533. };
  13534. /**
  13535. * Gets the current stencil operation when stencil passes
  13536. * @returns a number defining stencil operation to use when stencil passes
  13537. */
  13538. Engine.prototype.getStencilOperationPass = function () {
  13539. return this._stencilState.stencilOpStencilDepthPass;
  13540. };
  13541. /**
  13542. * Sets the stencil operation to use when stencil fails
  13543. * @param operation defines the stencil operation to use when stencil fails
  13544. */
  13545. Engine.prototype.setStencilOperationFail = function (operation) {
  13546. this._stencilState.stencilOpStencilFail = operation;
  13547. };
  13548. /**
  13549. * Sets the stencil operation to use when depth fails
  13550. * @param operation defines the stencil operation to use when depth fails
  13551. */
  13552. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13553. this._stencilState.stencilOpDepthFail = operation;
  13554. };
  13555. /**
  13556. * Sets the stencil operation to use when stencil passes
  13557. * @param operation defines the stencil operation to use when stencil passes
  13558. */
  13559. Engine.prototype.setStencilOperationPass = function (operation) {
  13560. this._stencilState.stencilOpStencilDepthPass = operation;
  13561. };
  13562. /**
  13563. * Sets a boolean indicating if the dithering state is enabled or disabled
  13564. * @param value defines the dithering state
  13565. */
  13566. Engine.prototype.setDitheringState = function (value) {
  13567. if (value) {
  13568. this._gl.enable(this._gl.DITHER);
  13569. }
  13570. else {
  13571. this._gl.disable(this._gl.DITHER);
  13572. }
  13573. };
  13574. /**
  13575. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13576. * @param value defines the rasterizer state
  13577. */
  13578. Engine.prototype.setRasterizerState = function (value) {
  13579. if (value) {
  13580. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13581. }
  13582. else {
  13583. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13584. }
  13585. };
  13586. /**
  13587. * stop executing a render loop function and remove it from the execution array
  13588. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13589. */
  13590. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13591. if (!renderFunction) {
  13592. this._activeRenderLoops = [];
  13593. return;
  13594. }
  13595. var index = this._activeRenderLoops.indexOf(renderFunction);
  13596. if (index >= 0) {
  13597. this._activeRenderLoops.splice(index, 1);
  13598. }
  13599. };
  13600. /** @hidden */
  13601. Engine.prototype._renderLoop = function () {
  13602. if (!this._contextWasLost) {
  13603. var shouldRender = true;
  13604. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13605. shouldRender = false;
  13606. }
  13607. if (shouldRender) {
  13608. // Start new frame
  13609. this.beginFrame();
  13610. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13611. var renderFunction = this._activeRenderLoops[index];
  13612. renderFunction();
  13613. }
  13614. // Present
  13615. this.endFrame();
  13616. }
  13617. }
  13618. if (this._activeRenderLoops.length > 0) {
  13619. // Register new frame
  13620. if (this.customAnimationFrameRequester) {
  13621. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13622. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13623. }
  13624. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13625. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13626. }
  13627. else {
  13628. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13629. }
  13630. }
  13631. else {
  13632. this._renderingQueueLaunched = false;
  13633. }
  13634. };
  13635. /**
  13636. * Register and execute a render loop. The engine can have more than one render function
  13637. * @param renderFunction defines the function to continuously execute
  13638. */
  13639. Engine.prototype.runRenderLoop = function (renderFunction) {
  13640. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13641. return;
  13642. }
  13643. this._activeRenderLoops.push(renderFunction);
  13644. if (!this._renderingQueueLaunched) {
  13645. this._renderingQueueLaunched = true;
  13646. this._bindedRenderFunction = this._renderLoop.bind(this);
  13647. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13648. }
  13649. };
  13650. /**
  13651. * Toggle full screen mode
  13652. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13653. */
  13654. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13655. if (this.isFullscreen) {
  13656. BABYLON.Tools.ExitFullscreen();
  13657. }
  13658. else {
  13659. this._pointerLockRequested = requestPointerLock;
  13660. if (this._renderingCanvas) {
  13661. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13662. }
  13663. }
  13664. };
  13665. /**
  13666. * Clear the current render buffer or the current render target (if any is set up)
  13667. * @param color defines the color to use
  13668. * @param backBuffer defines if the back buffer must be cleared
  13669. * @param depth defines if the depth buffer must be cleared
  13670. * @param stencil defines if the stencil buffer must be cleared
  13671. */
  13672. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13673. if (stencil === void 0) { stencil = false; }
  13674. this.applyStates();
  13675. var mode = 0;
  13676. if (backBuffer && color) {
  13677. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13678. mode |= this._gl.COLOR_BUFFER_BIT;
  13679. }
  13680. if (depth) {
  13681. this._gl.clearDepth(1.0);
  13682. mode |= this._gl.DEPTH_BUFFER_BIT;
  13683. }
  13684. if (stencil) {
  13685. this._gl.clearStencil(0);
  13686. mode |= this._gl.STENCIL_BUFFER_BIT;
  13687. }
  13688. this._gl.clear(mode);
  13689. };
  13690. /**
  13691. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13692. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13693. * @param y defines the y-coordinate of the corner of the clear rectangle
  13694. * @param width defines the width of the clear rectangle
  13695. * @param height defines the height of the clear rectangle
  13696. * @param clearColor defines the clear color
  13697. */
  13698. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13699. var gl = this._gl;
  13700. // Save state
  13701. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13702. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13703. // Change state
  13704. gl.enable(gl.SCISSOR_TEST);
  13705. gl.scissor(x, y, width, height);
  13706. // Clear
  13707. this.clear(clearColor, true, true, true);
  13708. // Restore state
  13709. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13710. if (curScissor === true) {
  13711. gl.enable(gl.SCISSOR_TEST);
  13712. }
  13713. else {
  13714. gl.disable(gl.SCISSOR_TEST);
  13715. }
  13716. };
  13717. /** @hidden */
  13718. Engine.prototype._viewport = function (x, y, width, height) {
  13719. if (x !== this._viewportCached.x ||
  13720. y !== this._viewportCached.y ||
  13721. width !== this._viewportCached.z ||
  13722. height !== this._viewportCached.w) {
  13723. this._viewportCached.x = x;
  13724. this._viewportCached.y = y;
  13725. this._viewportCached.z = width;
  13726. this._viewportCached.w = height;
  13727. this._gl.viewport(x, y, width, height);
  13728. }
  13729. };
  13730. /**
  13731. * Set the WebGL's viewport
  13732. * @param viewport defines the viewport element to be used
  13733. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13734. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13735. */
  13736. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13737. var width = requiredWidth || this.getRenderWidth();
  13738. var height = requiredHeight || this.getRenderHeight();
  13739. var x = viewport.x || 0;
  13740. var y = viewport.y || 0;
  13741. this._cachedViewport = viewport;
  13742. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13743. };
  13744. /**
  13745. * Directly set the WebGL Viewport
  13746. * @param x defines the x coordinate of the viewport (in screen space)
  13747. * @param y defines the y coordinate of the viewport (in screen space)
  13748. * @param width defines the width of the viewport (in screen space)
  13749. * @param height defines the height of the viewport (in screen space)
  13750. * @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
  13751. */
  13752. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13753. var currentViewport = this._cachedViewport;
  13754. this._cachedViewport = null;
  13755. this._viewport(x, y, width, height);
  13756. return currentViewport;
  13757. };
  13758. /**
  13759. * Begin a new frame
  13760. */
  13761. Engine.prototype.beginFrame = function () {
  13762. this.onBeginFrameObservable.notifyObservers(this);
  13763. this._measureFps();
  13764. };
  13765. /**
  13766. * Enf the current frame
  13767. */
  13768. Engine.prototype.endFrame = function () {
  13769. // Force a flush in case we are using a bad OS.
  13770. if (this._badOS) {
  13771. this.flushFramebuffer();
  13772. }
  13773. // Submit frame to the vr device, if enabled
  13774. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13775. // TODO: We should only submit the frame if we read frameData successfully.
  13776. this._vrDisplay.submitFrame();
  13777. }
  13778. this.onEndFrameObservable.notifyObservers(this);
  13779. };
  13780. /**
  13781. * Resize the view according to the canvas' size
  13782. */
  13783. Engine.prototype.resize = function () {
  13784. // We're not resizing the size of the canvas while in VR mode & presenting
  13785. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13786. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13787. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13788. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13789. }
  13790. };
  13791. /**
  13792. * Force a specific size of the canvas
  13793. * @param width defines the new canvas' width
  13794. * @param height defines the new canvas' height
  13795. */
  13796. Engine.prototype.setSize = function (width, height) {
  13797. if (!this._renderingCanvas) {
  13798. return;
  13799. }
  13800. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13801. return;
  13802. }
  13803. this._renderingCanvas.width = width;
  13804. this._renderingCanvas.height = height;
  13805. for (var index = 0; index < this.scenes.length; index++) {
  13806. var scene = this.scenes[index];
  13807. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13808. var cam = scene.cameras[camIndex];
  13809. cam._currentRenderId = 0;
  13810. }
  13811. }
  13812. if (this.onResizeObservable.hasObservers) {
  13813. this.onResizeObservable.notifyObservers(this);
  13814. }
  13815. };
  13816. // WebVR functions
  13817. /**
  13818. * Gets a boolean indicating if a webVR device was detected
  13819. * @returns true if a webVR device was detected
  13820. */
  13821. Engine.prototype.isVRDevicePresent = function () {
  13822. return !!this._vrDisplay;
  13823. };
  13824. /**
  13825. * Gets the current webVR device
  13826. * @returns the current webVR device (or null)
  13827. */
  13828. Engine.prototype.getVRDevice = function () {
  13829. return this._vrDisplay;
  13830. };
  13831. /**
  13832. * Initializes a webVR display and starts listening to display change events
  13833. * The onVRDisplayChangedObservable will be notified upon these changes
  13834. * @returns The onVRDisplayChangedObservable
  13835. */
  13836. Engine.prototype.initWebVR = function () {
  13837. this.initWebVRAsync();
  13838. return this.onVRDisplayChangedObservable;
  13839. };
  13840. /**
  13841. * Initializes a webVR display and starts listening to display change events
  13842. * The onVRDisplayChangedObservable will be notified upon these changes
  13843. * @returns A promise containing a VRDisplay and if vr is supported
  13844. */
  13845. Engine.prototype.initWebVRAsync = function () {
  13846. var _this = this;
  13847. var notifyObservers = function () {
  13848. var eventArgs = {
  13849. vrDisplay: _this._vrDisplay,
  13850. vrSupported: _this._vrSupported
  13851. };
  13852. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13853. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13854. };
  13855. if (!this._onVrDisplayConnect) {
  13856. this._onVrDisplayConnect = function (event) {
  13857. _this._vrDisplay = event.display;
  13858. notifyObservers();
  13859. };
  13860. this._onVrDisplayDisconnect = function () {
  13861. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13862. _this._vrDisplay = undefined;
  13863. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13864. notifyObservers();
  13865. };
  13866. this._onVrDisplayPresentChange = function () {
  13867. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13868. };
  13869. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13870. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13871. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13872. }
  13873. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13874. this._webVRInitPromise.then(notifyObservers);
  13875. return this._webVRInitPromise;
  13876. };
  13877. /**
  13878. * Call this function to switch to webVR mode
  13879. * Will do nothing if webVR is not supported or if there is no webVR device
  13880. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13881. */
  13882. Engine.prototype.enableVR = function () {
  13883. var _this = this;
  13884. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13885. var onResolved = function () {
  13886. _this.onVRRequestPresentComplete.notifyObservers(true);
  13887. _this._onVRFullScreenTriggered();
  13888. };
  13889. var onRejected = function () {
  13890. _this.onVRRequestPresentComplete.notifyObservers(false);
  13891. };
  13892. this.onVRRequestPresentStart.notifyObservers(this);
  13893. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13894. }
  13895. };
  13896. /**
  13897. * Call this function to leave 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.disableVR = function () {
  13902. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13903. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13904. }
  13905. };
  13906. Engine.prototype._getVRDisplaysAsync = function () {
  13907. var _this = this;
  13908. return new Promise(function (res, rej) {
  13909. if (navigator.getVRDisplays) {
  13910. navigator.getVRDisplays().then(function (devices) {
  13911. _this._vrSupported = true;
  13912. // note that devices may actually be an empty array. This is fine;
  13913. // we expect this._vrDisplay to be undefined in this case.
  13914. _this._vrDisplay = devices[0];
  13915. res({
  13916. vrDisplay: _this._vrDisplay,
  13917. vrSupported: _this._vrSupported
  13918. });
  13919. });
  13920. }
  13921. else {
  13922. _this._vrDisplay = undefined;
  13923. _this._vrSupported = false;
  13924. res({
  13925. vrDisplay: _this._vrDisplay,
  13926. vrSupported: _this._vrSupported
  13927. });
  13928. }
  13929. });
  13930. };
  13931. /**
  13932. * Binds the frame buffer to the specified texture.
  13933. * @param texture The texture to render to or null for the default canvas
  13934. * @param faceIndex The face of the texture to render to in case of cube texture
  13935. * @param requiredWidth The width of the target to render to
  13936. * @param requiredHeight The height of the target to render to
  13937. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13938. * @param depthStencilTexture The depth stencil texture to use to render
  13939. * @param lodLevel defines le lod level to bind to the frame buffer
  13940. */
  13941. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13942. if (lodLevel === void 0) { lodLevel = 0; }
  13943. if (this._currentRenderTarget) {
  13944. this.unBindFramebuffer(this._currentRenderTarget);
  13945. }
  13946. this._currentRenderTarget = texture;
  13947. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13948. var gl = this._gl;
  13949. if (texture.isCube) {
  13950. if (faceIndex === undefined) {
  13951. faceIndex = 0;
  13952. }
  13953. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13954. if (depthStencilTexture) {
  13955. if (depthStencilTexture._generateStencilBuffer) {
  13956. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13957. }
  13958. else {
  13959. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13960. }
  13961. }
  13962. }
  13963. if (this._cachedViewport && !forceFullscreenViewport) {
  13964. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13965. }
  13966. else {
  13967. if (!requiredWidth) {
  13968. requiredWidth = texture.width;
  13969. if (lodLevel) {
  13970. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13971. }
  13972. }
  13973. if (!requiredHeight) {
  13974. requiredHeight = texture.height;
  13975. if (lodLevel) {
  13976. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13977. }
  13978. }
  13979. this._viewport(0, 0, requiredWidth, requiredHeight);
  13980. }
  13981. this.wipeCaches();
  13982. };
  13983. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13984. if (this._currentFramebuffer !== framebuffer) {
  13985. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13986. this._currentFramebuffer = framebuffer;
  13987. }
  13988. };
  13989. /**
  13990. * Unbind the current render target texture from the webGL context
  13991. * @param texture defines the render target texture to unbind
  13992. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13993. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13994. */
  13995. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13996. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13997. this._currentRenderTarget = null;
  13998. // If MSAA, we need to bitblt back to main texture
  13999. var gl = this._gl;
  14000. if (texture._MSAAFramebuffer) {
  14001. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14002. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14003. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14004. }
  14005. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14006. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14007. gl.generateMipmap(gl.TEXTURE_2D);
  14008. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14009. }
  14010. if (onBeforeUnbind) {
  14011. if (texture._MSAAFramebuffer) {
  14012. // Bind the correct framebuffer
  14013. this.bindUnboundFramebuffer(texture._framebuffer);
  14014. }
  14015. onBeforeUnbind();
  14016. }
  14017. this.bindUnboundFramebuffer(null);
  14018. };
  14019. /**
  14020. * Unbind a list of render target textures from the webGL context
  14021. * This is used only when drawBuffer extension or webGL2 are active
  14022. * @param textures defines the render target textures to unbind
  14023. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14024. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14025. */
  14026. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14027. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14028. this._currentRenderTarget = null;
  14029. // If MSAA, we need to bitblt back to main texture
  14030. var gl = this._gl;
  14031. if (textures[0]._MSAAFramebuffer) {
  14032. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14033. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14034. var attachments = textures[0]._attachments;
  14035. if (!attachments) {
  14036. attachments = new Array(textures.length);
  14037. textures[0]._attachments = attachments;
  14038. }
  14039. for (var i = 0; i < textures.length; i++) {
  14040. var texture = textures[i];
  14041. for (var j = 0; j < attachments.length; j++) {
  14042. attachments[j] = gl.NONE;
  14043. }
  14044. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14045. gl.readBuffer(attachments[i]);
  14046. gl.drawBuffers(attachments);
  14047. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14048. }
  14049. for (var i = 0; i < attachments.length; i++) {
  14050. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14051. }
  14052. gl.drawBuffers(attachments);
  14053. }
  14054. for (var i = 0; i < textures.length; i++) {
  14055. var texture = textures[i];
  14056. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14057. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14058. gl.generateMipmap(gl.TEXTURE_2D);
  14059. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14060. }
  14061. }
  14062. if (onBeforeUnbind) {
  14063. if (textures[0]._MSAAFramebuffer) {
  14064. // Bind the correct framebuffer
  14065. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14066. }
  14067. onBeforeUnbind();
  14068. }
  14069. this.bindUnboundFramebuffer(null);
  14070. };
  14071. /**
  14072. * Force the mipmap generation for the given render target texture
  14073. * @param texture defines the render target texture to use
  14074. */
  14075. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14076. if (texture.generateMipMaps) {
  14077. var gl = this._gl;
  14078. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14079. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14080. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14081. }
  14082. };
  14083. /**
  14084. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14085. */
  14086. Engine.prototype.flushFramebuffer = function () {
  14087. this._gl.flush();
  14088. };
  14089. /**
  14090. * Unbind the current render target and bind the default framebuffer
  14091. */
  14092. Engine.prototype.restoreDefaultFramebuffer = function () {
  14093. if (this._currentRenderTarget) {
  14094. this.unBindFramebuffer(this._currentRenderTarget);
  14095. }
  14096. else {
  14097. this.bindUnboundFramebuffer(null);
  14098. }
  14099. if (this._cachedViewport) {
  14100. this.setViewport(this._cachedViewport);
  14101. }
  14102. this.wipeCaches();
  14103. };
  14104. // UBOs
  14105. /**
  14106. * Create an uniform buffer
  14107. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14108. * @param elements defines the content of the uniform buffer
  14109. * @returns the webGL uniform buffer
  14110. */
  14111. Engine.prototype.createUniformBuffer = function (elements) {
  14112. var ubo = this._gl.createBuffer();
  14113. if (!ubo) {
  14114. throw new Error("Unable to create uniform buffer");
  14115. }
  14116. this.bindUniformBuffer(ubo);
  14117. if (elements instanceof Float32Array) {
  14118. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14119. }
  14120. else {
  14121. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14122. }
  14123. this.bindUniformBuffer(null);
  14124. ubo.references = 1;
  14125. return ubo;
  14126. };
  14127. /**
  14128. * Create a dynamic uniform buffer
  14129. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14130. * @param elements defines the content of the uniform buffer
  14131. * @returns the webGL uniform buffer
  14132. */
  14133. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14134. var ubo = this._gl.createBuffer();
  14135. if (!ubo) {
  14136. throw new Error("Unable to create dynamic uniform buffer");
  14137. }
  14138. this.bindUniformBuffer(ubo);
  14139. if (elements instanceof Float32Array) {
  14140. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14141. }
  14142. else {
  14143. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14144. }
  14145. this.bindUniformBuffer(null);
  14146. ubo.references = 1;
  14147. return ubo;
  14148. };
  14149. /**
  14150. * Update an existing uniform buffer
  14151. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14152. * @param uniformBuffer defines the target uniform buffer
  14153. * @param elements defines the content to update
  14154. * @param offset defines the offset in the uniform buffer where update should start
  14155. * @param count defines the size of the data to update
  14156. */
  14157. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14158. this.bindUniformBuffer(uniformBuffer);
  14159. if (offset === undefined) {
  14160. offset = 0;
  14161. }
  14162. if (count === undefined) {
  14163. if (elements instanceof Float32Array) {
  14164. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14165. }
  14166. else {
  14167. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14168. }
  14169. }
  14170. else {
  14171. if (elements instanceof Float32Array) {
  14172. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14173. }
  14174. else {
  14175. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14176. }
  14177. }
  14178. this.bindUniformBuffer(null);
  14179. };
  14180. // VBOs
  14181. Engine.prototype._resetVertexBufferBinding = function () {
  14182. this.bindArrayBuffer(null);
  14183. this._cachedVertexBuffers = null;
  14184. };
  14185. /**
  14186. * Creates a vertex buffer
  14187. * @param data the data for the vertex buffer
  14188. * @returns the new WebGL static buffer
  14189. */
  14190. Engine.prototype.createVertexBuffer = function (data) {
  14191. var vbo = this._gl.createBuffer();
  14192. if (!vbo) {
  14193. throw new Error("Unable to create vertex buffer");
  14194. }
  14195. this.bindArrayBuffer(vbo);
  14196. if (data instanceof Array) {
  14197. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14198. }
  14199. else {
  14200. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14201. }
  14202. this._resetVertexBufferBinding();
  14203. vbo.references = 1;
  14204. return vbo;
  14205. };
  14206. /**
  14207. * Creates a dynamic vertex buffer
  14208. * @param data the data for the dynamic vertex buffer
  14209. * @returns the new WebGL dynamic buffer
  14210. */
  14211. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14212. var vbo = this._gl.createBuffer();
  14213. if (!vbo) {
  14214. throw new Error("Unable to create dynamic vertex buffer");
  14215. }
  14216. this.bindArrayBuffer(vbo);
  14217. if (data instanceof Array) {
  14218. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14219. }
  14220. else {
  14221. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14222. }
  14223. this._resetVertexBufferBinding();
  14224. vbo.references = 1;
  14225. return vbo;
  14226. };
  14227. /**
  14228. * Update a dynamic index buffer
  14229. * @param indexBuffer defines the target index buffer
  14230. * @param indices defines the data to update
  14231. * @param offset defines the offset in the target index buffer where update should start
  14232. */
  14233. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14234. if (offset === void 0) { offset = 0; }
  14235. // Force cache update
  14236. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14237. this.bindIndexBuffer(indexBuffer);
  14238. var arrayBuffer;
  14239. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14240. arrayBuffer = indices;
  14241. }
  14242. else {
  14243. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14244. }
  14245. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14246. this._resetIndexBufferBinding();
  14247. };
  14248. /**
  14249. * Updates a dynamic vertex buffer.
  14250. * @param vertexBuffer the vertex buffer to update
  14251. * @param data the data used to update the vertex buffer
  14252. * @param byteOffset the byte offset of the data
  14253. * @param byteLength the byte length of the data
  14254. */
  14255. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14256. this.bindArrayBuffer(vertexBuffer);
  14257. if (byteOffset === undefined) {
  14258. byteOffset = 0;
  14259. }
  14260. if (byteLength === undefined) {
  14261. if (data instanceof Array) {
  14262. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14263. }
  14264. else {
  14265. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14266. }
  14267. }
  14268. else {
  14269. if (data instanceof Array) {
  14270. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14271. }
  14272. else {
  14273. if (data instanceof ArrayBuffer) {
  14274. data = new Uint8Array(data, byteOffset, byteLength);
  14275. }
  14276. else {
  14277. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14278. }
  14279. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14280. }
  14281. }
  14282. this._resetVertexBufferBinding();
  14283. };
  14284. Engine.prototype._resetIndexBufferBinding = function () {
  14285. this.bindIndexBuffer(null);
  14286. this._cachedIndexBuffer = null;
  14287. };
  14288. /**
  14289. * Creates a new index buffer
  14290. * @param indices defines the content of the index buffer
  14291. * @param updatable defines if the index buffer must be updatable
  14292. * @returns a new webGL buffer
  14293. */
  14294. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14295. var vbo = this._gl.createBuffer();
  14296. if (!vbo) {
  14297. throw new Error("Unable to create index buffer");
  14298. }
  14299. this.bindIndexBuffer(vbo);
  14300. // Check for 32 bits indices
  14301. var arrayBuffer;
  14302. var need32Bits = false;
  14303. if (indices instanceof Uint16Array) {
  14304. arrayBuffer = indices;
  14305. }
  14306. else {
  14307. //check 32 bit support
  14308. if (this._caps.uintIndices) {
  14309. if (indices instanceof Uint32Array) {
  14310. arrayBuffer = indices;
  14311. need32Bits = true;
  14312. }
  14313. else {
  14314. //number[] or Int32Array, check if 32 bit is necessary
  14315. for (var index = 0; index < indices.length; index++) {
  14316. if (indices[index] > 65535) {
  14317. need32Bits = true;
  14318. break;
  14319. }
  14320. }
  14321. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14322. }
  14323. }
  14324. else {
  14325. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14326. arrayBuffer = new Uint16Array(indices);
  14327. }
  14328. }
  14329. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14330. this._resetIndexBufferBinding();
  14331. vbo.references = 1;
  14332. vbo.is32Bits = need32Bits;
  14333. return vbo;
  14334. };
  14335. /**
  14336. * Bind a webGL buffer to the webGL context
  14337. * @param buffer defines the buffer to bind
  14338. */
  14339. Engine.prototype.bindArrayBuffer = function (buffer) {
  14340. if (!this._vaoRecordInProgress) {
  14341. this._unbindVertexArrayObject();
  14342. }
  14343. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14344. };
  14345. /**
  14346. * Bind an uniform buffer to the current webGL context
  14347. * @param buffer defines the buffer to bind
  14348. */
  14349. Engine.prototype.bindUniformBuffer = function (buffer) {
  14350. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14351. };
  14352. /**
  14353. * Bind a buffer to the current webGL context at a given location
  14354. * @param buffer defines the buffer to bind
  14355. * @param location defines the index where to bind the buffer
  14356. */
  14357. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14358. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14359. };
  14360. /**
  14361. * Bind a specific block at a given index in a specific shader program
  14362. * @param shaderProgram defines the shader program
  14363. * @param blockName defines the block name
  14364. * @param index defines the index where to bind the block
  14365. */
  14366. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14367. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14368. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14369. };
  14370. Engine.prototype.bindIndexBuffer = function (buffer) {
  14371. if (!this._vaoRecordInProgress) {
  14372. this._unbindVertexArrayObject();
  14373. }
  14374. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14375. };
  14376. Engine.prototype.bindBuffer = function (buffer, target) {
  14377. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14378. this._gl.bindBuffer(target, buffer);
  14379. this._currentBoundBuffer[target] = buffer;
  14380. }
  14381. };
  14382. /**
  14383. * update the bound buffer with the given data
  14384. * @param data defines the data to update
  14385. */
  14386. Engine.prototype.updateArrayBuffer = function (data) {
  14387. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14388. };
  14389. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14390. var pointer = this._currentBufferPointers[indx];
  14391. var changed = false;
  14392. if (!pointer.active) {
  14393. changed = true;
  14394. pointer.active = true;
  14395. pointer.index = indx;
  14396. pointer.size = size;
  14397. pointer.type = type;
  14398. pointer.normalized = normalized;
  14399. pointer.stride = stride;
  14400. pointer.offset = offset;
  14401. pointer.buffer = buffer;
  14402. }
  14403. else {
  14404. if (pointer.buffer !== buffer) {
  14405. pointer.buffer = buffer;
  14406. changed = true;
  14407. }
  14408. if (pointer.size !== size) {
  14409. pointer.size = size;
  14410. changed = true;
  14411. }
  14412. if (pointer.type !== type) {
  14413. pointer.type = type;
  14414. changed = true;
  14415. }
  14416. if (pointer.normalized !== normalized) {
  14417. pointer.normalized = normalized;
  14418. changed = true;
  14419. }
  14420. if (pointer.stride !== stride) {
  14421. pointer.stride = stride;
  14422. changed = true;
  14423. }
  14424. if (pointer.offset !== offset) {
  14425. pointer.offset = offset;
  14426. changed = true;
  14427. }
  14428. }
  14429. if (changed || this._vaoRecordInProgress) {
  14430. this.bindArrayBuffer(buffer);
  14431. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14432. }
  14433. };
  14434. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14435. if (indexBuffer == null) {
  14436. return;
  14437. }
  14438. if (this._cachedIndexBuffer !== indexBuffer) {
  14439. this._cachedIndexBuffer = indexBuffer;
  14440. this.bindIndexBuffer(indexBuffer);
  14441. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14442. }
  14443. };
  14444. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14445. var attributes = effect.getAttributesNames();
  14446. if (!this._vaoRecordInProgress) {
  14447. this._unbindVertexArrayObject();
  14448. }
  14449. this.unbindAllAttributes();
  14450. for (var index = 0; index < attributes.length; index++) {
  14451. var order = effect.getAttributeLocation(index);
  14452. if (order >= 0) {
  14453. var vertexBuffer = vertexBuffers[attributes[index]];
  14454. if (!vertexBuffer) {
  14455. continue;
  14456. }
  14457. this._gl.enableVertexAttribArray(order);
  14458. if (!this._vaoRecordInProgress) {
  14459. this._vertexAttribArraysEnabled[order] = true;
  14460. }
  14461. var buffer = vertexBuffer.getBuffer();
  14462. if (buffer) {
  14463. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14464. if (vertexBuffer.getIsInstanced()) {
  14465. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14466. if (!this._vaoRecordInProgress) {
  14467. this._currentInstanceLocations.push(order);
  14468. this._currentInstanceBuffers.push(buffer);
  14469. }
  14470. }
  14471. }
  14472. }
  14473. }
  14474. };
  14475. /**
  14476. * Records a vertex array object
  14477. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14478. * @param vertexBuffers defines the list of vertex buffers to store
  14479. * @param indexBuffer defines the index buffer to store
  14480. * @param effect defines the effect to store
  14481. * @returns the new vertex array object
  14482. */
  14483. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14484. var vao = this._gl.createVertexArray();
  14485. this._vaoRecordInProgress = true;
  14486. this._gl.bindVertexArray(vao);
  14487. this._mustWipeVertexAttributes = true;
  14488. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14489. this.bindIndexBuffer(indexBuffer);
  14490. this._vaoRecordInProgress = false;
  14491. this._gl.bindVertexArray(null);
  14492. return vao;
  14493. };
  14494. /**
  14495. * Bind a specific vertex array object
  14496. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14497. * @param vertexArrayObject defines the vertex array object to bind
  14498. * @param indexBuffer defines the index buffer to bind
  14499. */
  14500. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14501. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14502. this._cachedVertexArrayObject = vertexArrayObject;
  14503. this._gl.bindVertexArray(vertexArrayObject);
  14504. this._cachedVertexBuffers = null;
  14505. this._cachedIndexBuffer = null;
  14506. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14507. this._mustWipeVertexAttributes = true;
  14508. }
  14509. };
  14510. /**
  14511. * Bind webGl buffers directly to the webGL context
  14512. * @param vertexBuffer defines the vertex buffer to bind
  14513. * @param indexBuffer defines the index buffer to bind
  14514. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14515. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14516. * @param effect defines the effect associated with the vertex buffer
  14517. */
  14518. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14519. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14520. this._cachedVertexBuffers = vertexBuffer;
  14521. this._cachedEffectForVertexBuffers = effect;
  14522. var attributesCount = effect.getAttributesCount();
  14523. this._unbindVertexArrayObject();
  14524. this.unbindAllAttributes();
  14525. var offset = 0;
  14526. for (var index = 0; index < attributesCount; index++) {
  14527. if (index < vertexDeclaration.length) {
  14528. var order = effect.getAttributeLocation(index);
  14529. if (order >= 0) {
  14530. this._gl.enableVertexAttribArray(order);
  14531. this._vertexAttribArraysEnabled[order] = true;
  14532. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14533. }
  14534. offset += vertexDeclaration[index] * 4;
  14535. }
  14536. }
  14537. }
  14538. this._bindIndexBufferWithCache(indexBuffer);
  14539. };
  14540. Engine.prototype._unbindVertexArrayObject = function () {
  14541. if (!this._cachedVertexArrayObject) {
  14542. return;
  14543. }
  14544. this._cachedVertexArrayObject = null;
  14545. this._gl.bindVertexArray(null);
  14546. };
  14547. /**
  14548. * Bind a list of vertex buffers to the webGL context
  14549. * @param vertexBuffers defines the list of vertex buffers to bind
  14550. * @param indexBuffer defines the index buffer to bind
  14551. * @param effect defines the effect associated with the vertex buffers
  14552. */
  14553. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14554. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14555. this._cachedVertexBuffers = vertexBuffers;
  14556. this._cachedEffectForVertexBuffers = effect;
  14557. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14558. }
  14559. this._bindIndexBufferWithCache(indexBuffer);
  14560. };
  14561. /**
  14562. * Unbind all instance attributes
  14563. */
  14564. Engine.prototype.unbindInstanceAttributes = function () {
  14565. var boundBuffer;
  14566. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14567. var instancesBuffer = this._currentInstanceBuffers[i];
  14568. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14569. boundBuffer = instancesBuffer;
  14570. this.bindArrayBuffer(instancesBuffer);
  14571. }
  14572. var offsetLocation = this._currentInstanceLocations[i];
  14573. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14574. }
  14575. this._currentInstanceBuffers.length = 0;
  14576. this._currentInstanceLocations.length = 0;
  14577. };
  14578. /**
  14579. * Release and free the memory of a vertex array object
  14580. * @param vao defines the vertex array object to delete
  14581. */
  14582. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14583. this._gl.deleteVertexArray(vao);
  14584. };
  14585. /** @hidden */
  14586. Engine.prototype._releaseBuffer = function (buffer) {
  14587. buffer.references--;
  14588. if (buffer.references === 0) {
  14589. this._gl.deleteBuffer(buffer);
  14590. return true;
  14591. }
  14592. return false;
  14593. };
  14594. /**
  14595. * Creates a webGL buffer to use with instanciation
  14596. * @param capacity defines the size of the buffer
  14597. * @returns the webGL buffer
  14598. */
  14599. Engine.prototype.createInstancesBuffer = function (capacity) {
  14600. var buffer = this._gl.createBuffer();
  14601. if (!buffer) {
  14602. throw new Error("Unable to create instance buffer");
  14603. }
  14604. buffer.capacity = capacity;
  14605. this.bindArrayBuffer(buffer);
  14606. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14607. return buffer;
  14608. };
  14609. /**
  14610. * Delete a webGL buffer used with instanciation
  14611. * @param buffer defines the webGL buffer to delete
  14612. */
  14613. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14614. this._gl.deleteBuffer(buffer);
  14615. };
  14616. /**
  14617. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14618. * @param instancesBuffer defines the webGL buffer to update and bind
  14619. * @param data defines the data to store in the buffer
  14620. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14621. */
  14622. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14623. this.bindArrayBuffer(instancesBuffer);
  14624. if (data) {
  14625. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14626. }
  14627. if (offsetLocations[0].index !== undefined) {
  14628. var stride = 0;
  14629. for (var i = 0; i < offsetLocations.length; i++) {
  14630. var ai = offsetLocations[i];
  14631. stride += ai.attributeSize * 4;
  14632. }
  14633. for (var i = 0; i < offsetLocations.length; i++) {
  14634. var ai = offsetLocations[i];
  14635. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14636. this._gl.enableVertexAttribArray(ai.index);
  14637. this._vertexAttribArraysEnabled[ai.index] = true;
  14638. }
  14639. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14640. this._gl.vertexAttribDivisor(ai.index, 1);
  14641. this._currentInstanceLocations.push(ai.index);
  14642. this._currentInstanceBuffers.push(instancesBuffer);
  14643. }
  14644. }
  14645. else {
  14646. for (var index = 0; index < 4; index++) {
  14647. var offsetLocation = offsetLocations[index];
  14648. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14649. this._gl.enableVertexAttribArray(offsetLocation);
  14650. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14651. }
  14652. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14653. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14654. this._currentInstanceLocations.push(offsetLocation);
  14655. this._currentInstanceBuffers.push(instancesBuffer);
  14656. }
  14657. }
  14658. };
  14659. /**
  14660. * Apply all cached states (depth, culling, stencil and alpha)
  14661. */
  14662. Engine.prototype.applyStates = function () {
  14663. this._depthCullingState.apply(this._gl);
  14664. this._stencilState.apply(this._gl);
  14665. this._alphaState.apply(this._gl);
  14666. };
  14667. /**
  14668. * Send a draw order
  14669. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14670. * @param indexStart defines the starting index
  14671. * @param indexCount defines the number of index to draw
  14672. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14673. */
  14674. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14675. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14676. };
  14677. /**
  14678. * Draw a list of points
  14679. * @param verticesStart defines the index of first vertex to draw
  14680. * @param verticesCount defines the count of vertices to draw
  14681. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14682. */
  14683. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14684. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14685. };
  14686. /**
  14687. * Draw a list of unindexed primitives
  14688. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14689. * @param verticesStart defines the index of first vertex to draw
  14690. * @param verticesCount defines the count of vertices to draw
  14691. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14692. */
  14693. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14694. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14695. };
  14696. /**
  14697. * Draw a list of indexed primitives
  14698. * @param fillMode defines the primitive to use
  14699. * @param indexStart defines the starting index
  14700. * @param indexCount defines the number of index to draw
  14701. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14702. */
  14703. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14704. // Apply states
  14705. this.applyStates();
  14706. this._drawCalls.addCount(1, false);
  14707. // Render
  14708. var drawMode = this._drawMode(fillMode);
  14709. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14710. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14711. if (instancesCount) {
  14712. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14713. }
  14714. else {
  14715. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14716. }
  14717. };
  14718. /**
  14719. * Draw a list of unindexed primitives
  14720. * @param fillMode defines the primitive to use
  14721. * @param verticesStart defines the index of first vertex to draw
  14722. * @param verticesCount defines the count of vertices to draw
  14723. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14724. */
  14725. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14726. // Apply states
  14727. this.applyStates();
  14728. this._drawCalls.addCount(1, false);
  14729. var drawMode = this._drawMode(fillMode);
  14730. if (instancesCount) {
  14731. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14732. }
  14733. else {
  14734. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14735. }
  14736. };
  14737. Engine.prototype._drawMode = function (fillMode) {
  14738. switch (fillMode) {
  14739. // Triangle views
  14740. case BABYLON.Material.TriangleFillMode:
  14741. return this._gl.TRIANGLES;
  14742. case BABYLON.Material.PointFillMode:
  14743. return this._gl.POINTS;
  14744. case BABYLON.Material.WireFrameFillMode:
  14745. return this._gl.LINES;
  14746. // Draw modes
  14747. case BABYLON.Material.PointListDrawMode:
  14748. return this._gl.POINTS;
  14749. case BABYLON.Material.LineListDrawMode:
  14750. return this._gl.LINES;
  14751. case BABYLON.Material.LineLoopDrawMode:
  14752. return this._gl.LINE_LOOP;
  14753. case BABYLON.Material.LineStripDrawMode:
  14754. return this._gl.LINE_STRIP;
  14755. case BABYLON.Material.TriangleStripDrawMode:
  14756. return this._gl.TRIANGLE_STRIP;
  14757. case BABYLON.Material.TriangleFanDrawMode:
  14758. return this._gl.TRIANGLE_FAN;
  14759. default:
  14760. return this._gl.TRIANGLES;
  14761. }
  14762. };
  14763. // Shaders
  14764. /** @hidden */
  14765. Engine.prototype._releaseEffect = function (effect) {
  14766. if (this._compiledEffects[effect._key]) {
  14767. delete this._compiledEffects[effect._key];
  14768. this._deleteProgram(effect.getProgram());
  14769. }
  14770. };
  14771. /** @hidden */
  14772. Engine.prototype._deleteProgram = function (program) {
  14773. if (program) {
  14774. program.__SPECTOR_rebuildProgram = null;
  14775. if (program.transformFeedback) {
  14776. this.deleteTransformFeedback(program.transformFeedback);
  14777. program.transformFeedback = null;
  14778. }
  14779. this._gl.deleteProgram(program);
  14780. }
  14781. };
  14782. /**
  14783. * Create a new effect (used to store vertex/fragment shaders)
  14784. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14785. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14786. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14787. * @param samplers defines an array of string used to represent textures
  14788. * @param defines defines the string containing the defines to use to compile the shaders
  14789. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14790. * @param onCompiled defines a function to call when the effect creation is successful
  14791. * @param onError defines a function to call when the effect creation has failed
  14792. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14793. * @returns the new Effect
  14794. */
  14795. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14796. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14797. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14798. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14799. if (this._compiledEffects[name]) {
  14800. var compiledEffect = this._compiledEffects[name];
  14801. if (onCompiled && compiledEffect.isReady()) {
  14802. onCompiled(compiledEffect);
  14803. }
  14804. return compiledEffect;
  14805. }
  14806. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14807. effect._key = name;
  14808. this._compiledEffects[name] = effect;
  14809. return effect;
  14810. };
  14811. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14812. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14813. };
  14814. Engine.prototype._compileRawShader = function (source, type) {
  14815. var gl = this._gl;
  14816. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14817. if (!shader) {
  14818. throw new Error("Something went wrong while compile the shader.");
  14819. }
  14820. gl.shaderSource(shader, source);
  14821. gl.compileShader(shader);
  14822. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14823. var log = gl.getShaderInfoLog(shader);
  14824. if (log) {
  14825. throw new Error(log);
  14826. }
  14827. }
  14828. return shader;
  14829. };
  14830. /**
  14831. * Directly creates a webGL program
  14832. * @param vertexCode defines the vertex shader code to use
  14833. * @param fragmentCode defines the fragment shader code to use
  14834. * @param context defines the webGL context to use (if not set, the current one will be used)
  14835. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14836. * @returns the new webGL program
  14837. */
  14838. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14839. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14840. context = context || this._gl;
  14841. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14842. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14843. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14844. };
  14845. /**
  14846. * Creates a webGL program
  14847. * @param vertexCode defines the vertex shader code to use
  14848. * @param fragmentCode defines the fragment shader code to use
  14849. * @param defines defines the string containing the defines to use to compile the shaders
  14850. * @param context defines the webGL context to use (if not set, the current one will be used)
  14851. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14852. * @returns the new webGL program
  14853. */
  14854. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14855. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14856. context = context || this._gl;
  14857. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14858. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14859. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14860. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14861. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14862. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14863. return program;
  14864. };
  14865. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14866. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14867. var shaderProgram = context.createProgram();
  14868. if (!shaderProgram) {
  14869. throw new Error("Unable to create program");
  14870. }
  14871. context.attachShader(shaderProgram, vertexShader);
  14872. context.attachShader(shaderProgram, fragmentShader);
  14873. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14874. var transformFeedback = this.createTransformFeedback();
  14875. this.bindTransformFeedback(transformFeedback);
  14876. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14877. shaderProgram.transformFeedback = transformFeedback;
  14878. }
  14879. context.linkProgram(shaderProgram);
  14880. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14881. this.bindTransformFeedback(null);
  14882. }
  14883. shaderProgram.context = context;
  14884. shaderProgram.vertexShader = vertexShader;
  14885. shaderProgram.fragmentShader = fragmentShader;
  14886. if (!this._caps.parallelShaderCompile) {
  14887. this._finalizeProgram(shaderProgram);
  14888. }
  14889. else {
  14890. shaderProgram.isParallelCompiled = true;
  14891. }
  14892. return shaderProgram;
  14893. };
  14894. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14895. var context = shaderProgram.context;
  14896. var vertexShader = shaderProgram.vertexShader;
  14897. var fragmentShader = shaderProgram.fragmentShader;
  14898. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14899. if (!linked) {
  14900. var error = context.getProgramInfoLog(shaderProgram);
  14901. if (error) {
  14902. throw new Error(error);
  14903. }
  14904. }
  14905. if (this.validateShaderPrograms) {
  14906. context.validateProgram(shaderProgram);
  14907. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14908. if (!validated) {
  14909. var error = context.getProgramInfoLog(shaderProgram);
  14910. if (error) {
  14911. throw new Error(error);
  14912. }
  14913. }
  14914. }
  14915. context.deleteShader(vertexShader);
  14916. context.deleteShader(fragmentShader);
  14917. shaderProgram.context = undefined;
  14918. shaderProgram.vertexShader = undefined;
  14919. shaderProgram.fragmentShader = undefined;
  14920. if (shaderProgram.onCompiled) {
  14921. shaderProgram.onCompiled();
  14922. shaderProgram.onCompiled = undefined;
  14923. }
  14924. };
  14925. /** @hidden */
  14926. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14927. if (!shaderProgram.isParallelCompiled) {
  14928. return true;
  14929. }
  14930. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14931. this._finalizeProgram(shaderProgram);
  14932. return true;
  14933. }
  14934. return false;
  14935. };
  14936. /** @hidden */
  14937. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14938. if (!shaderProgram.isParallelCompiled) {
  14939. action();
  14940. return;
  14941. }
  14942. shaderProgram.onCompiled = action;
  14943. };
  14944. /**
  14945. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14946. * @param shaderProgram defines the webGL program to use
  14947. * @param uniformsNames defines the list of uniform names
  14948. * @returns an array of webGL uniform locations
  14949. */
  14950. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14951. var results = new Array();
  14952. for (var index = 0; index < uniformsNames.length; index++) {
  14953. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14954. }
  14955. return results;
  14956. };
  14957. /**
  14958. * Gets the lsit of active attributes for a given webGL program
  14959. * @param shaderProgram defines the webGL program to use
  14960. * @param attributesNames defines the list of attribute names to get
  14961. * @returns an array of indices indicating the offset of each attribute
  14962. */
  14963. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14964. var results = [];
  14965. for (var index = 0; index < attributesNames.length; index++) {
  14966. try {
  14967. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14968. }
  14969. catch (e) {
  14970. results.push(-1);
  14971. }
  14972. }
  14973. return results;
  14974. };
  14975. /**
  14976. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14977. * @param effect defines the effect to activate
  14978. */
  14979. Engine.prototype.enableEffect = function (effect) {
  14980. if (!effect || effect === this._currentEffect) {
  14981. return;
  14982. }
  14983. // Use program
  14984. this.bindSamplers(effect);
  14985. this._currentEffect = effect;
  14986. if (effect.onBind) {
  14987. effect.onBind(effect);
  14988. }
  14989. if (effect._onBindObservable) {
  14990. effect._onBindObservable.notifyObservers(effect);
  14991. }
  14992. };
  14993. /**
  14994. * Set the value of an uniform to an array of int32
  14995. * @param uniform defines the webGL uniform location where to store the value
  14996. * @param array defines the array of int32 to store
  14997. */
  14998. Engine.prototype.setIntArray = function (uniform, array) {
  14999. if (!uniform) {
  15000. return;
  15001. }
  15002. this._gl.uniform1iv(uniform, array);
  15003. };
  15004. /**
  15005. * Set the value of an uniform to an array of int32 (stored as vec2)
  15006. * @param uniform defines the webGL uniform location where to store the value
  15007. * @param array defines the array of int32 to store
  15008. */
  15009. Engine.prototype.setIntArray2 = function (uniform, array) {
  15010. if (!uniform || array.length % 2 !== 0) {
  15011. return;
  15012. }
  15013. this._gl.uniform2iv(uniform, array);
  15014. };
  15015. /**
  15016. * Set the value of an uniform to an array of int32 (stored as vec3)
  15017. * @param uniform defines the webGL uniform location where to store the value
  15018. * @param array defines the array of int32 to store
  15019. */
  15020. Engine.prototype.setIntArray3 = function (uniform, array) {
  15021. if (!uniform || array.length % 3 !== 0) {
  15022. return;
  15023. }
  15024. this._gl.uniform3iv(uniform, array);
  15025. };
  15026. /**
  15027. * Set the value of an uniform to an array of int32 (stored as vec4)
  15028. * @param uniform defines the webGL uniform location where to store the value
  15029. * @param array defines the array of int32 to store
  15030. */
  15031. Engine.prototype.setIntArray4 = function (uniform, array) {
  15032. if (!uniform || array.length % 4 !== 0) {
  15033. return;
  15034. }
  15035. this._gl.uniform4iv(uniform, array);
  15036. };
  15037. /**
  15038. * Set the value of an uniform to an array of float32
  15039. * @param uniform defines the webGL uniform location where to store the value
  15040. * @param array defines the array of float32 to store
  15041. */
  15042. Engine.prototype.setFloatArray = function (uniform, array) {
  15043. if (!uniform) {
  15044. return;
  15045. }
  15046. this._gl.uniform1fv(uniform, array);
  15047. };
  15048. /**
  15049. * Set the value of an uniform to an array of float32 (stored as vec2)
  15050. * @param uniform defines the webGL uniform location where to store the value
  15051. * @param array defines the array of float32 to store
  15052. */
  15053. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15054. if (!uniform || array.length % 2 !== 0) {
  15055. return;
  15056. }
  15057. this._gl.uniform2fv(uniform, array);
  15058. };
  15059. /**
  15060. * Set the value of an uniform to an array of float32 (stored as vec3)
  15061. * @param uniform defines the webGL uniform location where to store the value
  15062. * @param array defines the array of float32 to store
  15063. */
  15064. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15065. if (!uniform || array.length % 3 !== 0) {
  15066. return;
  15067. }
  15068. this._gl.uniform3fv(uniform, array);
  15069. };
  15070. /**
  15071. * Set the value of an uniform to an array of float32 (stored as vec4)
  15072. * @param uniform defines the webGL uniform location where to store the value
  15073. * @param array defines the array of float32 to store
  15074. */
  15075. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15076. if (!uniform || array.length % 4 !== 0) {
  15077. return;
  15078. }
  15079. this._gl.uniform4fv(uniform, array);
  15080. };
  15081. /**
  15082. * Set the value of an uniform to an array of number
  15083. * @param uniform defines the webGL uniform location where to store the value
  15084. * @param array defines the array of number to store
  15085. */
  15086. Engine.prototype.setArray = function (uniform, array) {
  15087. if (!uniform) {
  15088. return;
  15089. }
  15090. this._gl.uniform1fv(uniform, array);
  15091. };
  15092. /**
  15093. * Set the value of an uniform to an array of number (stored as vec2)
  15094. * @param uniform defines the webGL uniform location where to store the value
  15095. * @param array defines the array of number to store
  15096. */
  15097. Engine.prototype.setArray2 = function (uniform, array) {
  15098. if (!uniform || array.length % 2 !== 0) {
  15099. return;
  15100. }
  15101. this._gl.uniform2fv(uniform, array);
  15102. };
  15103. /**
  15104. * Set the value of an uniform to an array of number (stored as vec3)
  15105. * @param uniform defines the webGL uniform location where to store the value
  15106. * @param array defines the array of number to store
  15107. */
  15108. Engine.prototype.setArray3 = function (uniform, array) {
  15109. if (!uniform || array.length % 3 !== 0) {
  15110. return;
  15111. }
  15112. this._gl.uniform3fv(uniform, array);
  15113. };
  15114. /**
  15115. * Set the value of an uniform to an array of number (stored as vec4)
  15116. * @param uniform defines the webGL uniform location where to store the value
  15117. * @param array defines the array of number to store
  15118. */
  15119. Engine.prototype.setArray4 = function (uniform, array) {
  15120. if (!uniform || array.length % 4 !== 0) {
  15121. return;
  15122. }
  15123. this._gl.uniform4fv(uniform, array);
  15124. };
  15125. /**
  15126. * Set the value of an uniform to an array of float32 (stored as matrices)
  15127. * @param uniform defines the webGL uniform location where to store the value
  15128. * @param matrices defines the array of float32 to store
  15129. */
  15130. Engine.prototype.setMatrices = function (uniform, matrices) {
  15131. if (!uniform) {
  15132. return;
  15133. }
  15134. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15135. };
  15136. /**
  15137. * Set the value of an uniform to a matrix
  15138. * @param uniform defines the webGL uniform location where to store the value
  15139. * @param matrix defines the matrix to store
  15140. */
  15141. Engine.prototype.setMatrix = function (uniform, matrix) {
  15142. if (!uniform) {
  15143. return;
  15144. }
  15145. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15146. };
  15147. /**
  15148. * Set the value of an uniform to a matrix (3x3)
  15149. * @param uniform defines the webGL uniform location where to store the value
  15150. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15151. */
  15152. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15153. if (!uniform) {
  15154. return;
  15155. }
  15156. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15157. };
  15158. /**
  15159. * Set the value of an uniform to a matrix (2x2)
  15160. * @param uniform defines the webGL uniform location where to store the value
  15161. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15162. */
  15163. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15164. if (!uniform) {
  15165. return;
  15166. }
  15167. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15168. };
  15169. /**
  15170. * Set the value of an uniform to a number (int)
  15171. * @param uniform defines the webGL uniform location where to store the value
  15172. * @param value defines the int number to store
  15173. */
  15174. Engine.prototype.setInt = function (uniform, value) {
  15175. if (!uniform) {
  15176. return;
  15177. }
  15178. this._gl.uniform1i(uniform, value);
  15179. };
  15180. /**
  15181. * Set the value of an uniform to a number (float)
  15182. * @param uniform defines the webGL uniform location where to store the value
  15183. * @param value defines the float number to store
  15184. */
  15185. Engine.prototype.setFloat = function (uniform, value) {
  15186. if (!uniform) {
  15187. return;
  15188. }
  15189. this._gl.uniform1f(uniform, value);
  15190. };
  15191. /**
  15192. * Set the value of an uniform to a vec2
  15193. * @param uniform defines the webGL uniform location where to store the value
  15194. * @param x defines the 1st component of the value
  15195. * @param y defines the 2nd component of the value
  15196. */
  15197. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15198. if (!uniform) {
  15199. return;
  15200. }
  15201. this._gl.uniform2f(uniform, x, y);
  15202. };
  15203. /**
  15204. * Set the value of an uniform to a vec3
  15205. * @param uniform defines the webGL uniform location where to store the value
  15206. * @param x defines the 1st component of the value
  15207. * @param y defines the 2nd component of the value
  15208. * @param z defines the 3rd component of the value
  15209. */
  15210. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15211. if (!uniform) {
  15212. return;
  15213. }
  15214. this._gl.uniform3f(uniform, x, y, z);
  15215. };
  15216. /**
  15217. * Set the value of an uniform to a boolean
  15218. * @param uniform defines the webGL uniform location where to store the value
  15219. * @param bool defines the boolean to store
  15220. */
  15221. Engine.prototype.setBool = function (uniform, bool) {
  15222. if (!uniform) {
  15223. return;
  15224. }
  15225. this._gl.uniform1i(uniform, bool);
  15226. };
  15227. /**
  15228. * Set the value of an uniform to a vec4
  15229. * @param uniform defines the webGL uniform location where to store the value
  15230. * @param x defines the 1st component of the value
  15231. * @param y defines the 2nd component of the value
  15232. * @param z defines the 3rd component of the value
  15233. * @param w defines the 4th component of the value
  15234. */
  15235. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15236. if (!uniform) {
  15237. return;
  15238. }
  15239. this._gl.uniform4f(uniform, x, y, z, w);
  15240. };
  15241. /**
  15242. * Set the value of an uniform to a Color3
  15243. * @param uniform defines the webGL uniform location where to store the value
  15244. * @param color3 defines the color to store
  15245. */
  15246. Engine.prototype.setColor3 = function (uniform, color3) {
  15247. if (!uniform) {
  15248. return;
  15249. }
  15250. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15251. };
  15252. /**
  15253. * Set the value of an uniform to a Color3 and an alpha value
  15254. * @param uniform defines the webGL uniform location where to store the value
  15255. * @param color3 defines the color to store
  15256. * @param alpha defines the alpha component to store
  15257. */
  15258. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15259. if (!uniform) {
  15260. return;
  15261. }
  15262. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15263. };
  15264. /**
  15265. * Sets a Color4 on a uniform variable
  15266. * @param uniform defines the uniform location
  15267. * @param color4 defines the value to be set
  15268. */
  15269. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15270. if (!uniform) {
  15271. return;
  15272. }
  15273. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15274. };
  15275. // States
  15276. /**
  15277. * Set various states to the webGL context
  15278. * @param culling defines backface culling state
  15279. * @param zOffset defines the value to apply to zOffset (0 by default)
  15280. * @param force defines if states must be applied even if cache is up to date
  15281. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15282. */
  15283. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15284. if (zOffset === void 0) { zOffset = 0; }
  15285. if (reverseSide === void 0) { reverseSide = false; }
  15286. // Culling
  15287. if (this._depthCullingState.cull !== culling || force) {
  15288. this._depthCullingState.cull = culling;
  15289. }
  15290. // Cull face
  15291. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15292. if (this._depthCullingState.cullFace !== cullFace || force) {
  15293. this._depthCullingState.cullFace = cullFace;
  15294. }
  15295. // Z offset
  15296. this.setZOffset(zOffset);
  15297. // Front face
  15298. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15299. if (this._depthCullingState.frontFace !== frontFace || force) {
  15300. this._depthCullingState.frontFace = frontFace;
  15301. }
  15302. };
  15303. /**
  15304. * Set the z offset to apply to current rendering
  15305. * @param value defines the offset to apply
  15306. */
  15307. Engine.prototype.setZOffset = function (value) {
  15308. this._depthCullingState.zOffset = value;
  15309. };
  15310. /**
  15311. * Gets the current value of the zOffset
  15312. * @returns the current zOffset state
  15313. */
  15314. Engine.prototype.getZOffset = function () {
  15315. return this._depthCullingState.zOffset;
  15316. };
  15317. /**
  15318. * Enable or disable depth buffering
  15319. * @param enable defines the state to set
  15320. */
  15321. Engine.prototype.setDepthBuffer = function (enable) {
  15322. this._depthCullingState.depthTest = enable;
  15323. };
  15324. /**
  15325. * Gets a boolean indicating if depth writing is enabled
  15326. * @returns the current depth writing state
  15327. */
  15328. Engine.prototype.getDepthWrite = function () {
  15329. return this._depthCullingState.depthMask;
  15330. };
  15331. /**
  15332. * Enable or disable depth writing
  15333. * @param enable defines the state to set
  15334. */
  15335. Engine.prototype.setDepthWrite = function (enable) {
  15336. this._depthCullingState.depthMask = enable;
  15337. };
  15338. /**
  15339. * Enable or disable color writing
  15340. * @param enable defines the state to set
  15341. */
  15342. Engine.prototype.setColorWrite = function (enable) {
  15343. this._gl.colorMask(enable, enable, enable, enable);
  15344. this._colorWrite = enable;
  15345. };
  15346. /**
  15347. * Gets a boolean indicating if color writing is enabled
  15348. * @returns the current color writing state
  15349. */
  15350. Engine.prototype.getColorWrite = function () {
  15351. return this._colorWrite;
  15352. };
  15353. /**
  15354. * Sets alpha constants used by some alpha blending modes
  15355. * @param r defines the red component
  15356. * @param g defines the green component
  15357. * @param b defines the blue component
  15358. * @param a defines the alpha component
  15359. */
  15360. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15361. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15362. };
  15363. /**
  15364. * Sets the current alpha mode
  15365. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15366. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15367. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15368. */
  15369. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15370. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15371. if (this._alphaMode === mode) {
  15372. return;
  15373. }
  15374. switch (mode) {
  15375. case Engine.ALPHA_DISABLE:
  15376. this._alphaState.alphaBlend = false;
  15377. break;
  15378. case Engine.ALPHA_PREMULTIPLIED:
  15379. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15380. this._alphaState.alphaBlend = true;
  15381. break;
  15382. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15383. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15384. this._alphaState.alphaBlend = true;
  15385. break;
  15386. case Engine.ALPHA_COMBINE:
  15387. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15388. this._alphaState.alphaBlend = true;
  15389. break;
  15390. case Engine.ALPHA_ONEONE:
  15391. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15392. this._alphaState.alphaBlend = true;
  15393. break;
  15394. case Engine.ALPHA_ADD:
  15395. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15396. this._alphaState.alphaBlend = true;
  15397. break;
  15398. case Engine.ALPHA_SUBTRACT:
  15399. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15400. this._alphaState.alphaBlend = true;
  15401. break;
  15402. case Engine.ALPHA_MULTIPLY:
  15403. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15404. this._alphaState.alphaBlend = true;
  15405. break;
  15406. case Engine.ALPHA_MAXIMIZED:
  15407. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15408. this._alphaState.alphaBlend = true;
  15409. break;
  15410. case Engine.ALPHA_INTERPOLATE:
  15411. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15412. this._alphaState.alphaBlend = true;
  15413. break;
  15414. case Engine.ALPHA_SCREENMODE:
  15415. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15416. this._alphaState.alphaBlend = true;
  15417. break;
  15418. }
  15419. if (!noDepthWriteChange) {
  15420. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15421. }
  15422. this._alphaMode = mode;
  15423. };
  15424. /**
  15425. * Gets the current alpha mode
  15426. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15427. * @returns the current alpha mode
  15428. */
  15429. Engine.prototype.getAlphaMode = function () {
  15430. return this._alphaMode;
  15431. };
  15432. // Textures
  15433. /**
  15434. * Clears the list of texture accessible through engine.
  15435. * This can help preventing texture load conflict due to name collision.
  15436. */
  15437. Engine.prototype.clearInternalTexturesCache = function () {
  15438. this._internalTexturesCache = [];
  15439. };
  15440. /**
  15441. * Force the entire cache to be cleared
  15442. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15443. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15444. */
  15445. Engine.prototype.wipeCaches = function (bruteForce) {
  15446. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15447. return;
  15448. }
  15449. this._currentEffect = null;
  15450. this._viewportCached.x = 0;
  15451. this._viewportCached.y = 0;
  15452. this._viewportCached.z = 0;
  15453. this._viewportCached.w = 0;
  15454. if (bruteForce) {
  15455. this.resetTextureCache();
  15456. this._currentProgram = null;
  15457. this._stencilState.reset();
  15458. this._depthCullingState.reset();
  15459. this.setDepthFunctionToLessOrEqual();
  15460. this._alphaState.reset();
  15461. this._unpackFlipYCached = null;
  15462. }
  15463. this._resetVertexBufferBinding();
  15464. this._cachedIndexBuffer = null;
  15465. this._cachedEffectForVertexBuffers = null;
  15466. this._unbindVertexArrayObject();
  15467. this.bindIndexBuffer(null);
  15468. };
  15469. /**
  15470. * Set the compressed texture format to use, based on the formats you have, and the formats
  15471. * supported by the hardware / browser.
  15472. *
  15473. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15474. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15475. * to API arguments needed to compressed textures. This puts the burden on the container
  15476. * generator to house the arcane code for determining these for current & future formats.
  15477. *
  15478. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15479. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15480. *
  15481. * Note: The result of this call is not taken into account when a texture is base64.
  15482. *
  15483. * @param formatsAvailable defines the list of those format families you have created
  15484. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15485. *
  15486. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15487. * @returns The extension selected.
  15488. */
  15489. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15490. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15491. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15492. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15493. return this._textureFormatInUse = this._texturesSupported[i];
  15494. }
  15495. }
  15496. }
  15497. // actively set format to nothing, to allow this to be called more than once
  15498. // and possibly fail the 2nd time
  15499. this._textureFormatInUse = null;
  15500. return null;
  15501. };
  15502. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15503. var gl = this._gl;
  15504. var magFilter = gl.NEAREST;
  15505. var minFilter = gl.NEAREST;
  15506. switch (samplingMode) {
  15507. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15508. magFilter = gl.LINEAR;
  15509. if (generateMipMaps) {
  15510. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15511. }
  15512. else {
  15513. minFilter = gl.LINEAR;
  15514. }
  15515. break;
  15516. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15517. magFilter = gl.LINEAR;
  15518. if (generateMipMaps) {
  15519. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15520. }
  15521. else {
  15522. minFilter = gl.LINEAR;
  15523. }
  15524. break;
  15525. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15526. magFilter = gl.NEAREST;
  15527. if (generateMipMaps) {
  15528. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15529. }
  15530. else {
  15531. minFilter = gl.NEAREST;
  15532. }
  15533. break;
  15534. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15535. magFilter = gl.NEAREST;
  15536. if (generateMipMaps) {
  15537. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15538. }
  15539. else {
  15540. minFilter = gl.NEAREST;
  15541. }
  15542. break;
  15543. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15544. magFilter = gl.NEAREST;
  15545. if (generateMipMaps) {
  15546. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15547. }
  15548. else {
  15549. minFilter = gl.LINEAR;
  15550. }
  15551. break;
  15552. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15553. magFilter = gl.NEAREST;
  15554. if (generateMipMaps) {
  15555. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15556. }
  15557. else {
  15558. minFilter = gl.LINEAR;
  15559. }
  15560. break;
  15561. case Engine.TEXTURE_NEAREST_LINEAR:
  15562. magFilter = gl.NEAREST;
  15563. minFilter = gl.LINEAR;
  15564. break;
  15565. case Engine.TEXTURE_NEAREST_NEAREST:
  15566. magFilter = gl.NEAREST;
  15567. minFilter = gl.NEAREST;
  15568. break;
  15569. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15570. magFilter = gl.LINEAR;
  15571. if (generateMipMaps) {
  15572. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15573. }
  15574. else {
  15575. minFilter = gl.NEAREST;
  15576. }
  15577. break;
  15578. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15579. magFilter = gl.LINEAR;
  15580. if (generateMipMaps) {
  15581. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15582. }
  15583. else {
  15584. minFilter = gl.NEAREST;
  15585. }
  15586. break;
  15587. case Engine.TEXTURE_LINEAR_LINEAR:
  15588. magFilter = gl.LINEAR;
  15589. minFilter = gl.LINEAR;
  15590. break;
  15591. case Engine.TEXTURE_LINEAR_NEAREST:
  15592. magFilter = gl.LINEAR;
  15593. minFilter = gl.NEAREST;
  15594. break;
  15595. }
  15596. return {
  15597. min: minFilter,
  15598. mag: magFilter
  15599. };
  15600. };
  15601. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15602. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15603. var img;
  15604. var onload = function () {
  15605. loadedImages[index] = img;
  15606. loadedImages._internalCount++;
  15607. if (scene) {
  15608. scene._removePendingData(img);
  15609. }
  15610. if (loadedImages._internalCount === 6) {
  15611. onfinish(loadedImages);
  15612. }
  15613. };
  15614. var onerror = function (message, exception) {
  15615. if (scene) {
  15616. scene._removePendingData(img);
  15617. }
  15618. if (onErrorCallBack) {
  15619. onErrorCallBack(message, exception);
  15620. }
  15621. };
  15622. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15623. if (scene) {
  15624. scene._addPendingData(img);
  15625. }
  15626. };
  15627. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15628. if (onError === void 0) { onError = null; }
  15629. var loadedImages = [];
  15630. loadedImages._internalCount = 0;
  15631. for (var index = 0; index < 6; index++) {
  15632. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15633. }
  15634. };
  15635. /** @hidden */
  15636. Engine.prototype._createTexture = function () {
  15637. var texture = this._gl.createTexture();
  15638. if (!texture) {
  15639. throw new Error("Unable to create texture");
  15640. }
  15641. return texture;
  15642. };
  15643. /**
  15644. * Usually called from BABYLON.Texture.ts.
  15645. * Passed information to create a WebGLTexture
  15646. * @param urlArg defines a value which contains one of the following:
  15647. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15648. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15649. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15650. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15651. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15652. * @param scene needed for loading to the correct scene
  15653. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15654. * @param onLoad optional callback to be called upon successful completion
  15655. * @param onError optional callback to be called upon failure
  15656. * @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
  15657. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15658. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15659. * @param forcedExtension defines the extension to use to pick the right loader
  15660. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15661. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15662. */
  15663. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15664. var _this = this;
  15665. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15666. if (onLoad === void 0) { onLoad = null; }
  15667. if (onError === void 0) { onError = null; }
  15668. if (buffer === void 0) { buffer = null; }
  15669. if (fallback === void 0) { fallback = null; }
  15670. if (format === void 0) { format = null; }
  15671. if (forcedExtension === void 0) { forcedExtension = null; }
  15672. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15673. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15674. var fromData = url.substr(0, 5) === "data:";
  15675. var fromBlob = url.substr(0, 5) === "blob:";
  15676. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15677. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15678. // establish the file extension, if possible
  15679. var lastDot = url.lastIndexOf('.');
  15680. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15681. var loader = null;
  15682. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15683. var availableLoader = _a[_i];
  15684. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15685. loader = availableLoader;
  15686. break;
  15687. }
  15688. }
  15689. if (loader) {
  15690. url = loader.transformUrl(url, this._textureFormatInUse);
  15691. }
  15692. if (scene) {
  15693. scene._addPendingData(texture);
  15694. }
  15695. texture.url = url;
  15696. texture.generateMipMaps = !noMipmap;
  15697. texture.samplingMode = samplingMode;
  15698. texture.invertY = invertY;
  15699. if (!this._doNotHandleContextLost) {
  15700. // Keep a link to the buffer only if we plan to handle context lost
  15701. texture._buffer = buffer;
  15702. }
  15703. var onLoadObserver = null;
  15704. if (onLoad && !fallback) {
  15705. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15706. }
  15707. if (!fallback) {
  15708. this._internalTexturesCache.push(texture);
  15709. }
  15710. var onInternalError = function (message, exception) {
  15711. if (scene) {
  15712. scene._removePendingData(texture);
  15713. }
  15714. var customFallback = false;
  15715. if (loader) {
  15716. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15717. if (fallbackUrl) {
  15718. // Add Back
  15719. customFallback = true;
  15720. excludeLoaders.push(loader);
  15721. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15722. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15723. return;
  15724. }
  15725. }
  15726. if (!customFallback) {
  15727. if (onLoadObserver) {
  15728. texture.onLoadedObservable.remove(onLoadObserver);
  15729. }
  15730. if (BABYLON.Tools.UseFallbackTexture) {
  15731. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15732. return;
  15733. }
  15734. }
  15735. if (onError) {
  15736. onError(message || "Unknown error", exception);
  15737. }
  15738. };
  15739. // processing for non-image formats
  15740. if (loader) {
  15741. var callback = function (data) {
  15742. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15743. if (loadFailed) {
  15744. onInternalError("TextureLoader failed to load data");
  15745. }
  15746. else {
  15747. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15748. done();
  15749. return false;
  15750. }, samplingMode);
  15751. }
  15752. });
  15753. };
  15754. if (!buffer) {
  15755. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15756. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15757. });
  15758. }
  15759. else {
  15760. callback(buffer);
  15761. }
  15762. }
  15763. else {
  15764. var onload = function (img) {
  15765. if (fromBlob && !_this._doNotHandleContextLost) {
  15766. // We need to store the image if we need to rebuild the texture
  15767. // in case of a webgl context lost
  15768. texture._buffer = img;
  15769. }
  15770. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15771. var gl = _this._gl;
  15772. var isPot = (img.width === potWidth && img.height === potHeight);
  15773. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15774. if (isPot) {
  15775. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15776. return false;
  15777. }
  15778. var maxTextureSize = _this._caps.maxTextureSize;
  15779. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15780. _this._prepareWorkingCanvas();
  15781. if (!_this._workingCanvas || !_this._workingContext) {
  15782. return false;
  15783. }
  15784. _this._workingCanvas.width = potWidth;
  15785. _this._workingCanvas.height = potHeight;
  15786. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15787. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15788. texture.width = potWidth;
  15789. texture.height = potHeight;
  15790. return false;
  15791. }
  15792. else {
  15793. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15794. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15795. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15796. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15797. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15798. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15799. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15800. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15801. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15802. _this._releaseTexture(source_1);
  15803. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15804. continuationCallback();
  15805. });
  15806. }
  15807. return true;
  15808. }, samplingMode);
  15809. };
  15810. if (!fromData || isBase64) {
  15811. if (buffer instanceof HTMLImageElement) {
  15812. onload(buffer);
  15813. }
  15814. else {
  15815. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15816. }
  15817. }
  15818. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15819. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15820. }
  15821. else {
  15822. onload(buffer);
  15823. }
  15824. }
  15825. return texture;
  15826. };
  15827. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15828. var _this = this;
  15829. var rtt = this.createRenderTargetTexture({
  15830. width: destination.width,
  15831. height: destination.height,
  15832. }, {
  15833. generateMipMaps: false,
  15834. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15835. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15836. generateDepthBuffer: false,
  15837. generateStencilBuffer: false
  15838. });
  15839. if (!this._rescalePostProcess) {
  15840. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15841. }
  15842. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15843. _this._rescalePostProcess.onApply = function (effect) {
  15844. effect._bindTexture("textureSampler", source);
  15845. };
  15846. var hostingScene = scene;
  15847. if (!hostingScene) {
  15848. hostingScene = _this.scenes[_this.scenes.length - 1];
  15849. }
  15850. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15851. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15852. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15853. _this.unBindFramebuffer(rtt);
  15854. _this._releaseTexture(rtt);
  15855. if (onComplete) {
  15856. onComplete();
  15857. }
  15858. });
  15859. };
  15860. /**
  15861. * Update a raw texture
  15862. * @param texture defines the texture to update
  15863. * @param data defines the data to store in the texture
  15864. * @param format defines the format of the data
  15865. * @param invertY defines if data must be stored with Y axis inverted
  15866. * @param compression defines the compression used (null by default)
  15867. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15868. */
  15869. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15870. if (compression === void 0) { compression = null; }
  15871. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15872. if (!texture) {
  15873. return;
  15874. }
  15875. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15876. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15877. // babylon's internalFormat but gl's texImage2D format
  15878. var internalFormat = this._getInternalFormat(format);
  15879. var textureType = this._getWebGLTextureType(type);
  15880. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15881. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15882. if (!this._doNotHandleContextLost) {
  15883. texture._bufferView = data;
  15884. texture.format = format;
  15885. texture.type = type;
  15886. texture.invertY = invertY;
  15887. texture._compression = compression;
  15888. }
  15889. if (texture.width % 4 !== 0) {
  15890. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15891. }
  15892. if (compression && data) {
  15893. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15894. }
  15895. else {
  15896. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15897. }
  15898. if (texture.generateMipMaps) {
  15899. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15900. }
  15901. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15902. // this.resetTextureCache();
  15903. texture.isReady = true;
  15904. };
  15905. /**
  15906. * Creates a raw texture
  15907. * @param data defines the data to store in the texture
  15908. * @param width defines the width of the texture
  15909. * @param height defines the height of the texture
  15910. * @param format defines the format of the data
  15911. * @param generateMipMaps defines if the engine should generate the mip levels
  15912. * @param invertY defines if data must be stored with Y axis inverted
  15913. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15914. * @param compression defines the compression used (null by default)
  15915. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15916. * @returns the raw texture inside an InternalTexture
  15917. */
  15918. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15919. if (compression === void 0) { compression = null; }
  15920. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15921. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15922. texture.baseWidth = width;
  15923. texture.baseHeight = height;
  15924. texture.width = width;
  15925. texture.height = height;
  15926. texture.format = format;
  15927. texture.generateMipMaps = generateMipMaps;
  15928. texture.samplingMode = samplingMode;
  15929. texture.invertY = invertY;
  15930. texture._compression = compression;
  15931. texture.type = type;
  15932. if (!this._doNotHandleContextLost) {
  15933. texture._bufferView = data;
  15934. }
  15935. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15936. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15937. // Filters
  15938. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15939. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15940. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15941. if (generateMipMaps) {
  15942. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15943. }
  15944. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15945. this._internalTexturesCache.push(texture);
  15946. return texture;
  15947. };
  15948. /** @hidden */
  15949. Engine.prototype._unpackFlipY = function (value) {
  15950. if (this._unpackFlipYCached !== value) {
  15951. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15952. if (this.enableUnpackFlipYCached) {
  15953. this._unpackFlipYCached = value;
  15954. }
  15955. }
  15956. };
  15957. /** @hidden */
  15958. Engine.prototype._getUnpackAlignement = function () {
  15959. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15960. };
  15961. /**
  15962. * Creates a dynamic texture
  15963. * @param width defines the width of the texture
  15964. * @param height defines the height of the texture
  15965. * @param generateMipMaps defines if the engine should generate the mip levels
  15966. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15967. * @returns the dynamic texture inside an InternalTexture
  15968. */
  15969. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15970. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15971. texture.baseWidth = width;
  15972. texture.baseHeight = height;
  15973. if (generateMipMaps) {
  15974. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15975. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15976. }
  15977. // this.resetTextureCache();
  15978. texture.width = width;
  15979. texture.height = height;
  15980. texture.isReady = false;
  15981. texture.generateMipMaps = generateMipMaps;
  15982. texture.samplingMode = samplingMode;
  15983. this.updateTextureSamplingMode(samplingMode, texture);
  15984. this._internalTexturesCache.push(texture);
  15985. return texture;
  15986. };
  15987. /**
  15988. * Update the sampling mode of a given texture
  15989. * @param samplingMode defines the required sampling mode
  15990. * @param texture defines the texture to update
  15991. */
  15992. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15993. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15994. if (texture.isCube) {
  15995. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15996. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15997. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15998. }
  15999. else if (texture.is3D) {
  16000. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16001. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16002. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16003. }
  16004. else {
  16005. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16006. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16007. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16008. }
  16009. texture.samplingMode = samplingMode;
  16010. };
  16011. /**
  16012. * Update the content of a dynamic texture
  16013. * @param texture defines the texture to update
  16014. * @param canvas defines the canvas containing the source
  16015. * @param invertY defines if data must be stored with Y axis inverted
  16016. * @param premulAlpha defines if alpha is stored as premultiplied
  16017. * @param format defines the format of the data
  16018. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16019. */
  16020. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16021. if (premulAlpha === void 0) { premulAlpha = false; }
  16022. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16023. if (!texture) {
  16024. return;
  16025. }
  16026. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16027. this._unpackFlipY(invertY);
  16028. if (premulAlpha) {
  16029. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16030. }
  16031. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16032. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16033. if (texture.generateMipMaps) {
  16034. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16035. }
  16036. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16037. if (premulAlpha) {
  16038. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16039. }
  16040. texture.isReady = true;
  16041. };
  16042. /**
  16043. * Update a video texture
  16044. * @param texture defines the texture to update
  16045. * @param video defines the video element to use
  16046. * @param invertY defines if data must be stored with Y axis inverted
  16047. */
  16048. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16049. if (!texture || texture._isDisabled) {
  16050. return;
  16051. }
  16052. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16053. this._unpackFlipY(!invertY); // Video are upside down by default
  16054. try {
  16055. // Testing video texture support
  16056. if (this._videoTextureSupported === undefined) {
  16057. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16058. if (this._gl.getError() !== 0) {
  16059. this._videoTextureSupported = false;
  16060. }
  16061. else {
  16062. this._videoTextureSupported = true;
  16063. }
  16064. }
  16065. // Copy video through the current working canvas if video texture is not supported
  16066. if (!this._videoTextureSupported) {
  16067. if (!texture._workingCanvas) {
  16068. texture._workingCanvas = document.createElement("canvas");
  16069. var context = texture._workingCanvas.getContext("2d");
  16070. if (!context) {
  16071. throw new Error("Unable to get 2d context");
  16072. }
  16073. texture._workingContext = context;
  16074. texture._workingCanvas.width = texture.width;
  16075. texture._workingCanvas.height = texture.height;
  16076. }
  16077. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16078. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16079. }
  16080. else {
  16081. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16082. }
  16083. if (texture.generateMipMaps) {
  16084. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16085. }
  16086. if (!wasPreviouslyBound) {
  16087. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16088. }
  16089. // this.resetTextureCache();
  16090. texture.isReady = true;
  16091. }
  16092. catch (ex) {
  16093. // Something unexpected
  16094. // Let's disable the texture
  16095. texture._isDisabled = true;
  16096. }
  16097. };
  16098. /**
  16099. * Updates a depth texture Comparison Mode and Function.
  16100. * If the comparison Function is equal to 0, the mode will be set to none.
  16101. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16102. * @param texture The texture to set the comparison function for
  16103. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16104. */
  16105. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16106. if (this.webGLVersion === 1) {
  16107. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16108. return;
  16109. }
  16110. var gl = this._gl;
  16111. if (texture.isCube) {
  16112. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16113. if (comparisonFunction === 0) {
  16114. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16115. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16116. }
  16117. else {
  16118. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16119. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16120. }
  16121. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16122. }
  16123. else {
  16124. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16125. if (comparisonFunction === 0) {
  16126. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16127. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16128. }
  16129. else {
  16130. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16131. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16132. }
  16133. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16134. }
  16135. texture._comparisonFunction = comparisonFunction;
  16136. };
  16137. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16138. var width = size.width || size;
  16139. var height = size.height || size;
  16140. internalTexture.baseWidth = width;
  16141. internalTexture.baseHeight = height;
  16142. internalTexture.width = width;
  16143. internalTexture.height = height;
  16144. internalTexture.isReady = true;
  16145. internalTexture.samples = 1;
  16146. internalTexture.generateMipMaps = false;
  16147. internalTexture._generateDepthBuffer = true;
  16148. internalTexture._generateStencilBuffer = generateStencil;
  16149. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16150. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16151. internalTexture._comparisonFunction = comparisonFunction;
  16152. var gl = this._gl;
  16153. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16154. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16155. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16156. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16157. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16158. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16159. if (comparisonFunction === 0) {
  16160. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16161. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16162. }
  16163. else {
  16164. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16165. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16166. }
  16167. };
  16168. /**
  16169. * Creates a depth stencil texture.
  16170. * This is only available in WebGL 2 or with the depth texture extension available.
  16171. * @param size The size of face edge in the texture.
  16172. * @param options The options defining the texture.
  16173. * @returns The texture
  16174. */
  16175. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16176. if (options.isCube) {
  16177. var width = size.width || size;
  16178. return this._createDepthStencilCubeTexture(width, options);
  16179. }
  16180. else {
  16181. return this._createDepthStencilTexture(size, options);
  16182. }
  16183. };
  16184. /**
  16185. * Creates a depth stencil texture.
  16186. * This is only available in WebGL 2 or with the depth texture extension available.
  16187. * @param size The size of face edge in the texture.
  16188. * @param options The options defining the texture.
  16189. * @returns The texture
  16190. */
  16191. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16192. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16193. if (!this._caps.depthTextureExtension) {
  16194. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16195. return internalTexture;
  16196. }
  16197. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16198. var gl = this._gl;
  16199. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16200. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16201. if (this.webGLVersion > 1) {
  16202. if (internalOptions.generateStencil) {
  16203. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16204. }
  16205. else {
  16206. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16207. }
  16208. }
  16209. else {
  16210. if (internalOptions.generateStencil) {
  16211. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16212. }
  16213. else {
  16214. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16215. }
  16216. }
  16217. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16218. return internalTexture;
  16219. };
  16220. /**
  16221. * Creates a depth stencil cube texture.
  16222. * This is only available in WebGL 2.
  16223. * @param size The size of face edge in the cube texture.
  16224. * @param options The options defining the cube texture.
  16225. * @returns The cube texture
  16226. */
  16227. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16228. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16229. internalTexture.isCube = true;
  16230. if (this.webGLVersion === 1) {
  16231. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16232. return internalTexture;
  16233. }
  16234. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16235. var gl = this._gl;
  16236. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16237. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16238. // Create the depth/stencil buffer
  16239. for (var face = 0; face < 6; face++) {
  16240. if (internalOptions.generateStencil) {
  16241. 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);
  16242. }
  16243. else {
  16244. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16245. }
  16246. }
  16247. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16248. return internalTexture;
  16249. };
  16250. /**
  16251. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16252. * @param renderTarget The render target to set the frame buffer for
  16253. */
  16254. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16255. // Create the framebuffer
  16256. var internalTexture = renderTarget.getInternalTexture();
  16257. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16258. return;
  16259. }
  16260. var gl = this._gl;
  16261. var depthStencilTexture = renderTarget.depthStencilTexture;
  16262. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16263. if (depthStencilTexture.isCube) {
  16264. if (depthStencilTexture._generateStencilBuffer) {
  16265. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16266. }
  16267. else {
  16268. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16269. }
  16270. }
  16271. else {
  16272. if (depthStencilTexture._generateStencilBuffer) {
  16273. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16274. }
  16275. else {
  16276. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16277. }
  16278. }
  16279. this.bindUnboundFramebuffer(null);
  16280. };
  16281. /**
  16282. * Creates a new render target texture
  16283. * @param size defines the size of the texture
  16284. * @param options defines the options used to create the texture
  16285. * @returns a new render target texture stored in an InternalTexture
  16286. */
  16287. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16288. var fullOptions = new RenderTargetCreationOptions();
  16289. if (options !== undefined && typeof options === "object") {
  16290. fullOptions.generateMipMaps = options.generateMipMaps;
  16291. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16292. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16293. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16294. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16295. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16296. }
  16297. else {
  16298. fullOptions.generateMipMaps = options;
  16299. fullOptions.generateDepthBuffer = true;
  16300. fullOptions.generateStencilBuffer = false;
  16301. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16302. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16303. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16304. }
  16305. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16306. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16307. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16308. }
  16309. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16310. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16311. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16312. }
  16313. var gl = this._gl;
  16314. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16315. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16316. var width = size.width || size;
  16317. var height = size.height || size;
  16318. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16319. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16320. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16321. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16322. }
  16323. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16324. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16325. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16326. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16327. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16328. // Create the framebuffer
  16329. var currentFrameBuffer = this._currentFramebuffer;
  16330. var framebuffer = gl.createFramebuffer();
  16331. this.bindUnboundFramebuffer(framebuffer);
  16332. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16333. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16334. if (fullOptions.generateMipMaps) {
  16335. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16336. }
  16337. // Unbind
  16338. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16339. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16340. this.bindUnboundFramebuffer(currentFrameBuffer);
  16341. texture._framebuffer = framebuffer;
  16342. texture.baseWidth = width;
  16343. texture.baseHeight = height;
  16344. texture.width = width;
  16345. texture.height = height;
  16346. texture.isReady = true;
  16347. texture.samples = 1;
  16348. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16349. texture.samplingMode = fullOptions.samplingMode;
  16350. texture.type = fullOptions.type;
  16351. texture.format = fullOptions.format;
  16352. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16353. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16354. // this.resetTextureCache();
  16355. this._internalTexturesCache.push(texture);
  16356. return texture;
  16357. };
  16358. /**
  16359. * Create a multi render target texture
  16360. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16361. * @param size defines the size of the texture
  16362. * @param options defines the creation options
  16363. * @returns the cube texture as an InternalTexture
  16364. */
  16365. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16366. var generateMipMaps = false;
  16367. var generateDepthBuffer = true;
  16368. var generateStencilBuffer = false;
  16369. var generateDepthTexture = false;
  16370. var textureCount = 1;
  16371. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16372. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16373. var types = new Array();
  16374. var samplingModes = new Array();
  16375. if (options !== undefined) {
  16376. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16377. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16378. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16379. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16380. textureCount = options.textureCount || 1;
  16381. if (options.types) {
  16382. types = options.types;
  16383. }
  16384. if (options.samplingModes) {
  16385. samplingModes = options.samplingModes;
  16386. }
  16387. }
  16388. var gl = this._gl;
  16389. // Create the framebuffer
  16390. var framebuffer = gl.createFramebuffer();
  16391. this.bindUnboundFramebuffer(framebuffer);
  16392. var width = size.width || size;
  16393. var height = size.height || size;
  16394. var textures = [];
  16395. var attachments = [];
  16396. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16397. for (var i = 0; i < textureCount; i++) {
  16398. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16399. var type = types[i] || defaultType;
  16400. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16401. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16402. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16403. }
  16404. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16405. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16406. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16407. }
  16408. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16409. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16410. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16411. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16412. }
  16413. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16414. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16415. textures.push(texture);
  16416. attachments.push(attachment);
  16417. gl.activeTexture(gl["TEXTURE" + i]);
  16418. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16419. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16420. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16421. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16422. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16423. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16424. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16425. if (generateMipMaps) {
  16426. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16427. }
  16428. // Unbind
  16429. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16430. texture._framebuffer = framebuffer;
  16431. texture._depthStencilBuffer = depthStencilBuffer;
  16432. texture.baseWidth = width;
  16433. texture.baseHeight = height;
  16434. texture.width = width;
  16435. texture.height = height;
  16436. texture.isReady = true;
  16437. texture.samples = 1;
  16438. texture.generateMipMaps = generateMipMaps;
  16439. texture.samplingMode = samplingMode;
  16440. texture.type = type;
  16441. texture._generateDepthBuffer = generateDepthBuffer;
  16442. texture._generateStencilBuffer = generateStencilBuffer;
  16443. texture._attachments = attachments;
  16444. this._internalTexturesCache.push(texture);
  16445. }
  16446. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16447. // Depth texture
  16448. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16449. gl.activeTexture(gl.TEXTURE0);
  16450. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16451. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16452. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16453. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16454. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16455. 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);
  16456. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16457. depthTexture._framebuffer = framebuffer;
  16458. depthTexture.baseWidth = width;
  16459. depthTexture.baseHeight = height;
  16460. depthTexture.width = width;
  16461. depthTexture.height = height;
  16462. depthTexture.isReady = true;
  16463. depthTexture.samples = 1;
  16464. depthTexture.generateMipMaps = generateMipMaps;
  16465. depthTexture.samplingMode = gl.NEAREST;
  16466. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16467. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16468. textures.push(depthTexture);
  16469. this._internalTexturesCache.push(depthTexture);
  16470. }
  16471. gl.drawBuffers(attachments);
  16472. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16473. this.bindUnboundFramebuffer(null);
  16474. this.resetTextureCache();
  16475. return textures;
  16476. };
  16477. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16478. if (samples === void 0) { samples = 1; }
  16479. var depthStencilBuffer = null;
  16480. var gl = this._gl;
  16481. // Create the depth/stencil buffer
  16482. if (generateStencilBuffer) {
  16483. depthStencilBuffer = gl.createRenderbuffer();
  16484. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16485. if (samples > 1) {
  16486. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16487. }
  16488. else {
  16489. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16490. }
  16491. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16492. }
  16493. else if (generateDepthBuffer) {
  16494. depthStencilBuffer = gl.createRenderbuffer();
  16495. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16496. if (samples > 1) {
  16497. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16498. }
  16499. else {
  16500. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16501. }
  16502. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16503. }
  16504. return depthStencilBuffer;
  16505. };
  16506. /**
  16507. * Updates the sample count of a render target texture
  16508. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16509. * @param texture defines the texture to update
  16510. * @param samples defines the sample count to set
  16511. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16512. */
  16513. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16514. if (this.webGLVersion < 2 || !texture) {
  16515. return 1;
  16516. }
  16517. if (texture.samples === samples) {
  16518. return samples;
  16519. }
  16520. var gl = this._gl;
  16521. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16522. // Dispose previous render buffers
  16523. if (texture._depthStencilBuffer) {
  16524. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16525. texture._depthStencilBuffer = null;
  16526. }
  16527. if (texture._MSAAFramebuffer) {
  16528. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16529. texture._MSAAFramebuffer = null;
  16530. }
  16531. if (texture._MSAARenderBuffer) {
  16532. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16533. texture._MSAARenderBuffer = null;
  16534. }
  16535. if (samples > 1) {
  16536. var framebuffer = gl.createFramebuffer();
  16537. if (!framebuffer) {
  16538. throw new Error("Unable to create multi sampled framebuffer");
  16539. }
  16540. texture._MSAAFramebuffer = framebuffer;
  16541. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16542. var colorRenderbuffer = gl.createRenderbuffer();
  16543. if (!colorRenderbuffer) {
  16544. throw new Error("Unable to create multi sampled framebuffer");
  16545. }
  16546. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16547. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16548. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16549. texture._MSAARenderBuffer = colorRenderbuffer;
  16550. }
  16551. else {
  16552. this.bindUnboundFramebuffer(texture._framebuffer);
  16553. }
  16554. texture.samples = samples;
  16555. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16556. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16557. this.bindUnboundFramebuffer(null);
  16558. return samples;
  16559. };
  16560. /**
  16561. * Update the sample count for a given multiple render target texture
  16562. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16563. * @param textures defines the textures to update
  16564. * @param samples defines the sample count to set
  16565. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16566. */
  16567. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16568. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16569. return 1;
  16570. }
  16571. if (textures[0].samples === samples) {
  16572. return samples;
  16573. }
  16574. var gl = this._gl;
  16575. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16576. // Dispose previous render buffers
  16577. if (textures[0]._depthStencilBuffer) {
  16578. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16579. textures[0]._depthStencilBuffer = null;
  16580. }
  16581. if (textures[0]._MSAAFramebuffer) {
  16582. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16583. textures[0]._MSAAFramebuffer = null;
  16584. }
  16585. for (var i = 0; i < textures.length; i++) {
  16586. if (textures[i]._MSAARenderBuffer) {
  16587. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16588. textures[i]._MSAARenderBuffer = null;
  16589. }
  16590. }
  16591. if (samples > 1) {
  16592. var framebuffer = gl.createFramebuffer();
  16593. if (!framebuffer) {
  16594. throw new Error("Unable to create multi sampled framebuffer");
  16595. }
  16596. this.bindUnboundFramebuffer(framebuffer);
  16597. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16598. var attachments = [];
  16599. for (var i = 0; i < textures.length; i++) {
  16600. var texture = textures[i];
  16601. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16602. var colorRenderbuffer = gl.createRenderbuffer();
  16603. if (!colorRenderbuffer) {
  16604. throw new Error("Unable to create multi sampled framebuffer");
  16605. }
  16606. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16607. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16608. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16609. texture._MSAAFramebuffer = framebuffer;
  16610. texture._MSAARenderBuffer = colorRenderbuffer;
  16611. texture.samples = samples;
  16612. texture._depthStencilBuffer = depthStencilBuffer;
  16613. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16614. attachments.push(attachment);
  16615. }
  16616. gl.drawBuffers(attachments);
  16617. }
  16618. else {
  16619. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16620. }
  16621. this.bindUnboundFramebuffer(null);
  16622. return samples;
  16623. };
  16624. /** @hidden */
  16625. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16626. if (faceIndex === void 0) { faceIndex = 0; }
  16627. if (lod === void 0) { lod = 0; }
  16628. var gl = this._gl;
  16629. var target = gl.TEXTURE_2D;
  16630. if (texture.isCube) {
  16631. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16632. }
  16633. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16634. };
  16635. /** @hidden */
  16636. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16637. if (faceIndex === void 0) { faceIndex = 0; }
  16638. if (lod === void 0) { lod = 0; }
  16639. var gl = this._gl;
  16640. var textureType = this._getWebGLTextureType(texture.type);
  16641. var format = this._getInternalFormat(texture.format);
  16642. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16643. this._unpackFlipY(texture.invertY);
  16644. var target = gl.TEXTURE_2D;
  16645. if (texture.isCube) {
  16646. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16647. }
  16648. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16649. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16650. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16651. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16652. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16653. };
  16654. /** @hidden */
  16655. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16656. if (faceIndex === void 0) { faceIndex = 0; }
  16657. if (lod === void 0) { lod = 0; }
  16658. var gl = this._gl;
  16659. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16660. this._bindTextureDirectly(bindTarget, texture, true);
  16661. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16662. this._bindTextureDirectly(bindTarget, null, true);
  16663. };
  16664. /** @hidden */
  16665. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16666. if (faceIndex === void 0) { faceIndex = 0; }
  16667. if (lod === void 0) { lod = 0; }
  16668. var gl = this._gl;
  16669. var textureType = this._getWebGLTextureType(texture.type);
  16670. var format = this._getInternalFormat(texture.format);
  16671. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16672. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16673. this._bindTextureDirectly(bindTarget, texture, true);
  16674. this._unpackFlipY(texture.invertY);
  16675. var target = gl.TEXTURE_2D;
  16676. if (texture.isCube) {
  16677. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16678. }
  16679. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16680. this._bindTextureDirectly(bindTarget, null, true);
  16681. };
  16682. /**
  16683. * Creates a new render target cube texture
  16684. * @param size defines the size of the texture
  16685. * @param options defines the options used to create the texture
  16686. * @returns a new render target cube texture stored in an InternalTexture
  16687. */
  16688. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16689. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16690. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16691. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16692. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16693. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16694. }
  16695. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16696. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16697. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16698. }
  16699. var gl = this._gl;
  16700. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16701. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16702. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16703. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16704. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16705. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16706. }
  16707. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16708. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16709. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16710. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16711. for (var face = 0; face < 6; face++) {
  16712. 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);
  16713. }
  16714. // Create the framebuffer
  16715. var framebuffer = gl.createFramebuffer();
  16716. this.bindUnboundFramebuffer(framebuffer);
  16717. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16718. // MipMaps
  16719. if (fullOptions.generateMipMaps) {
  16720. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16721. }
  16722. // Unbind
  16723. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16724. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16725. this.bindUnboundFramebuffer(null);
  16726. texture._framebuffer = framebuffer;
  16727. texture.width = size;
  16728. texture.height = size;
  16729. texture.isReady = true;
  16730. texture.isCube = true;
  16731. texture.samples = 1;
  16732. texture.generateMipMaps = fullOptions.generateMipMaps;
  16733. texture.samplingMode = fullOptions.samplingMode;
  16734. texture.type = fullOptions.type;
  16735. texture.format = fullOptions.format;
  16736. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16737. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16738. this._internalTexturesCache.push(texture);
  16739. return texture;
  16740. };
  16741. /**
  16742. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16743. * @param rootUrl defines the url where the file to load is located
  16744. * @param scene defines the current scene
  16745. * @param lodScale defines scale to apply to the mip map selection
  16746. * @param lodOffset defines offset to apply to the mip map selection
  16747. * @param onLoad defines an optional callback raised when the texture is loaded
  16748. * @param onError defines an optional callback raised if there is an issue to load the texture
  16749. * @param format defines the format of the data
  16750. * @param forcedExtension defines the extension to use to pick the right loader
  16751. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16752. * @returns the cube texture as an InternalTexture
  16753. */
  16754. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16755. var _this = this;
  16756. if (onLoad === void 0) { onLoad = null; }
  16757. if (onError === void 0) { onError = null; }
  16758. if (forcedExtension === void 0) { forcedExtension = null; }
  16759. if (createPolynomials === void 0) { createPolynomials = true; }
  16760. var callback = function (loadData) {
  16761. if (!loadData) {
  16762. if (onLoad) {
  16763. onLoad(null);
  16764. }
  16765. return;
  16766. }
  16767. var texture = loadData.texture;
  16768. if (!createPolynomials) {
  16769. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16770. }
  16771. else if (loadData.info.sphericalPolynomial) {
  16772. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16773. }
  16774. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16775. if (_this._caps.textureLOD) {
  16776. // Do not add extra process if texture lod is supported.
  16777. if (onLoad) {
  16778. onLoad(texture);
  16779. }
  16780. return;
  16781. }
  16782. var mipSlices = 3;
  16783. var gl = _this._gl;
  16784. var width = loadData.width;
  16785. if (!width) {
  16786. return;
  16787. }
  16788. var textures = [];
  16789. for (var i = 0; i < mipSlices; i++) {
  16790. //compute LOD from even spacing in smoothness (matching shader calculation)
  16791. var smoothness = i / (mipSlices - 1);
  16792. var roughness = 1 - smoothness;
  16793. var minLODIndex = lodOffset; // roughness = 0
  16794. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16795. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16796. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16797. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16798. glTextureFromLod.type = texture.type;
  16799. glTextureFromLod.format = texture.format;
  16800. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16801. glTextureFromLod.height = glTextureFromLod.width;
  16802. glTextureFromLod.isCube = true;
  16803. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16804. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16805. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16806. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16807. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16808. if (loadData.isDDS) {
  16809. var info = loadData.info;
  16810. var data = loadData.data;
  16811. _this._unpackFlipY(info.isCompressed);
  16812. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16813. }
  16814. else {
  16815. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16816. }
  16817. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16818. // Wrap in a base texture for easy binding.
  16819. var lodTexture = new BABYLON.BaseTexture(scene);
  16820. lodTexture.isCube = true;
  16821. lodTexture._texture = glTextureFromLod;
  16822. glTextureFromLod.isReady = true;
  16823. textures.push(lodTexture);
  16824. }
  16825. texture._lodTextureHigh = textures[2];
  16826. texture._lodTextureMid = textures[1];
  16827. texture._lodTextureLow = textures[0];
  16828. if (onLoad) {
  16829. onLoad(texture);
  16830. }
  16831. };
  16832. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16833. };
  16834. /**
  16835. * Creates a cube texture
  16836. * @param rootUrl defines the url where the files to load is located
  16837. * @param scene defines the current scene
  16838. * @param files defines the list of files to load (1 per face)
  16839. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16840. * @param onLoad defines an optional callback raised when the texture is loaded
  16841. * @param onError defines an optional callback raised if there is an issue to load the texture
  16842. * @param format defines the format of the data
  16843. * @param forcedExtension defines the extension to use to pick the right loader
  16844. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16845. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16846. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16847. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16848. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16849. * @returns the cube texture as an InternalTexture
  16850. */
  16851. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16852. var _this = this;
  16853. if (onLoad === void 0) { onLoad = null; }
  16854. if (onError === void 0) { onError = null; }
  16855. if (forcedExtension === void 0) { forcedExtension = null; }
  16856. if (createPolynomials === void 0) { createPolynomials = false; }
  16857. if (lodScale === void 0) { lodScale = 0; }
  16858. if (lodOffset === void 0) { lodOffset = 0; }
  16859. if (fallback === void 0) { fallback = null; }
  16860. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16861. var gl = this._gl;
  16862. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16863. texture.isCube = true;
  16864. texture.url = rootUrl;
  16865. texture.generateMipMaps = !noMipmap;
  16866. texture._lodGenerationScale = lodScale;
  16867. texture._lodGenerationOffset = lodOffset;
  16868. if (!this._doNotHandleContextLost) {
  16869. texture._extension = forcedExtension;
  16870. texture._files = files;
  16871. }
  16872. var lastDot = rootUrl.lastIndexOf('.');
  16873. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16874. var loader = null;
  16875. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16876. var availableLoader = _a[_i];
  16877. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16878. loader = availableLoader;
  16879. break;
  16880. }
  16881. }
  16882. var onInternalError = function (request, exception) {
  16883. if (loader) {
  16884. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16885. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16886. if (fallbackUrl) {
  16887. excludeLoaders.push(loader);
  16888. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16889. return;
  16890. }
  16891. }
  16892. if (onError && request) {
  16893. onError(request.status + " " + request.statusText, exception);
  16894. }
  16895. };
  16896. if (loader) {
  16897. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16898. var onloaddata = function (data) {
  16899. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16900. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16901. };
  16902. if (files && files.length === 6) {
  16903. if (loader.supportCascades) {
  16904. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16905. }
  16906. else if (onError) {
  16907. onError("Textures type does not support cascades.");
  16908. }
  16909. }
  16910. else {
  16911. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16912. }
  16913. }
  16914. else {
  16915. if (!files) {
  16916. throw new Error("Cannot load cubemap because files were not defined");
  16917. }
  16918. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16919. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16920. var height = width;
  16921. _this._prepareWorkingCanvas();
  16922. if (!_this._workingCanvas || !_this._workingContext) {
  16923. return;
  16924. }
  16925. _this._workingCanvas.width = width;
  16926. _this._workingCanvas.height = height;
  16927. var faces = [
  16928. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16929. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16930. ];
  16931. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16932. _this._unpackFlipY(false);
  16933. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16934. for (var index = 0; index < faces.length; index++) {
  16935. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16936. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16937. }
  16938. if (!noMipmap) {
  16939. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16940. }
  16941. _this._setCubeMapTextureParams(!noMipmap);
  16942. texture.width = width;
  16943. texture.height = height;
  16944. texture.isReady = true;
  16945. if (format) {
  16946. texture.format = format;
  16947. }
  16948. texture.onLoadedObservable.notifyObservers(texture);
  16949. texture.onLoadedObservable.clear();
  16950. if (onLoad) {
  16951. onLoad();
  16952. }
  16953. }, files, onError);
  16954. }
  16955. this._internalTexturesCache.push(texture);
  16956. return texture;
  16957. };
  16958. /**
  16959. * @hidden
  16960. */
  16961. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16962. var gl = this._gl;
  16963. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16964. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16965. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16966. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16967. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16968. // this.resetTextureCache();
  16969. };
  16970. /**
  16971. * Update a raw cube texture
  16972. * @param texture defines the texture to udpdate
  16973. * @param data defines the data to store
  16974. * @param format defines the data format
  16975. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16976. * @param invertY defines if data must be stored with Y axis inverted
  16977. * @param compression defines the compression used (null by default)
  16978. * @param level defines which level of the texture to update
  16979. */
  16980. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16981. if (compression === void 0) { compression = null; }
  16982. if (level === void 0) { level = 0; }
  16983. texture._bufferViewArray = data;
  16984. texture.format = format;
  16985. texture.type = type;
  16986. texture.invertY = invertY;
  16987. texture._compression = compression;
  16988. var gl = this._gl;
  16989. var textureType = this._getWebGLTextureType(type);
  16990. var internalFormat = this._getInternalFormat(format);
  16991. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16992. var needConversion = false;
  16993. if (internalFormat === gl.RGB) {
  16994. internalFormat = gl.RGBA;
  16995. needConversion = true;
  16996. }
  16997. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16998. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16999. if (texture.width % 4 !== 0) {
  17000. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17001. }
  17002. // Data are known to be in +X +Y +Z -X -Y -Z
  17003. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17004. var faceData = data[faceIndex];
  17005. if (compression) {
  17006. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17007. }
  17008. else {
  17009. if (needConversion) {
  17010. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17011. }
  17012. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17013. }
  17014. }
  17015. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17016. if (isPot && texture.generateMipMaps && level === 0) {
  17017. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17018. }
  17019. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17020. // this.resetTextureCache();
  17021. texture.isReady = true;
  17022. };
  17023. /**
  17024. * Creates a new raw cube texture
  17025. * @param data defines the array of data to use to create each face
  17026. * @param size defines the size of the textures
  17027. * @param format defines the format of the data
  17028. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17029. * @param generateMipMaps defines if the engine should generate the mip levels
  17030. * @param invertY defines if data must be stored with Y axis inverted
  17031. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17032. * @param compression defines the compression used (null by default)
  17033. * @returns the cube texture as an InternalTexture
  17034. */
  17035. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17036. if (compression === void 0) { compression = null; }
  17037. var gl = this._gl;
  17038. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17039. texture.isCube = true;
  17040. texture.format = format;
  17041. texture.type = type;
  17042. if (!this._doNotHandleContextLost) {
  17043. texture._bufferViewArray = data;
  17044. }
  17045. var textureType = this._getWebGLTextureType(type);
  17046. var internalFormat = this._getInternalFormat(format);
  17047. if (internalFormat === gl.RGB) {
  17048. internalFormat = gl.RGBA;
  17049. }
  17050. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17051. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17052. generateMipMaps = false;
  17053. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17054. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17055. }
  17056. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17057. generateMipMaps = false;
  17058. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17059. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17060. }
  17061. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17062. generateMipMaps = false;
  17063. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17064. }
  17065. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17066. generateMipMaps = false;
  17067. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17068. }
  17069. var width = size;
  17070. var height = width;
  17071. texture.width = width;
  17072. texture.height = height;
  17073. // Double check on POT to generate Mips.
  17074. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17075. if (!isPot) {
  17076. generateMipMaps = false;
  17077. }
  17078. // Upload data if needed. The texture won't be ready until then.
  17079. if (data) {
  17080. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17081. }
  17082. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17083. // Filters
  17084. if (data && generateMipMaps) {
  17085. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17086. }
  17087. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17088. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17089. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17090. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17091. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17092. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17093. texture.generateMipMaps = generateMipMaps;
  17094. return texture;
  17095. };
  17096. /**
  17097. * Creates a new raw cube texture from a specified url
  17098. * @param url defines the url where the data is located
  17099. * @param scene defines the current scene
  17100. * @param size defines the size of the textures
  17101. * @param format defines the format of the data
  17102. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17103. * @param noMipmap defines if the engine should avoid generating the mip levels
  17104. * @param callback defines a callback used to extract texture data from loaded data
  17105. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17106. * @param onLoad defines a callback called when texture is loaded
  17107. * @param onError defines a callback called if there is an error
  17108. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17109. * @param invertY defines if data must be stored with Y axis inverted
  17110. * @returns the cube texture as an InternalTexture
  17111. */
  17112. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17113. var _this = this;
  17114. if (onLoad === void 0) { onLoad = null; }
  17115. if (onError === void 0) { onError = null; }
  17116. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17117. if (invertY === void 0) { invertY = false; }
  17118. var gl = this._gl;
  17119. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17120. scene._addPendingData(texture);
  17121. texture.url = url;
  17122. this._internalTexturesCache.push(texture);
  17123. var onerror = function (request, exception) {
  17124. scene._removePendingData(texture);
  17125. if (onError && request) {
  17126. onError(request.status + " " + request.statusText, exception);
  17127. }
  17128. };
  17129. var internalCallback = function (data) {
  17130. var width = texture.width;
  17131. var faceDataArrays = callback(data);
  17132. if (!faceDataArrays) {
  17133. return;
  17134. }
  17135. if (mipmapGenerator) {
  17136. var textureType = _this._getWebGLTextureType(type);
  17137. var internalFormat = _this._getInternalFormat(format);
  17138. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17139. var needConversion = false;
  17140. if (internalFormat === gl.RGB) {
  17141. internalFormat = gl.RGBA;
  17142. needConversion = true;
  17143. }
  17144. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17145. _this._unpackFlipY(false);
  17146. var mipData = mipmapGenerator(faceDataArrays);
  17147. for (var level = 0; level < mipData.length; level++) {
  17148. var mipSize = width >> level;
  17149. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17150. var mipFaceData = mipData[level][faceIndex];
  17151. if (needConversion) {
  17152. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17153. }
  17154. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17155. }
  17156. }
  17157. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17158. }
  17159. else {
  17160. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17161. }
  17162. texture.isReady = true;
  17163. // this.resetTextureCache();
  17164. scene._removePendingData(texture);
  17165. if (onLoad) {
  17166. onLoad();
  17167. }
  17168. };
  17169. this._loadFile(url, function (data) {
  17170. internalCallback(data);
  17171. }, undefined, scene.offlineProvider, true, onerror);
  17172. return texture;
  17173. };
  17174. /**
  17175. * Update a raw 3D texture
  17176. * @param texture defines the texture to update
  17177. * @param data defines the data to store
  17178. * @param format defines the data format
  17179. * @param invertY defines if data must be stored with Y axis inverted
  17180. * @param compression defines the used compression (can be null)
  17181. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17182. */
  17183. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17184. if (compression === void 0) { compression = null; }
  17185. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17186. var internalType = this._getWebGLTextureType(textureType);
  17187. var internalFormat = this._getInternalFormat(format);
  17188. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17189. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17190. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17191. if (!this._doNotHandleContextLost) {
  17192. texture._bufferView = data;
  17193. texture.format = format;
  17194. texture.invertY = invertY;
  17195. texture._compression = compression;
  17196. }
  17197. if (texture.width % 4 !== 0) {
  17198. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17199. }
  17200. if (compression && data) {
  17201. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17202. }
  17203. else {
  17204. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17205. }
  17206. if (texture.generateMipMaps) {
  17207. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17208. }
  17209. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17210. // this.resetTextureCache();
  17211. texture.isReady = true;
  17212. };
  17213. /**
  17214. * Creates a new raw 3D texture
  17215. * @param data defines the data used to create the texture
  17216. * @param width defines the width of the texture
  17217. * @param height defines the height of the texture
  17218. * @param depth defines the depth of the texture
  17219. * @param format defines the format of the texture
  17220. * @param generateMipMaps defines if the engine must generate mip levels
  17221. * @param invertY defines if data must be stored with Y axis inverted
  17222. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17223. * @param compression defines the compressed used (can be null)
  17224. * @param textureType defines the compressed used (can be null)
  17225. * @returns a new raw 3D texture (stored in an InternalTexture)
  17226. */
  17227. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17228. if (compression === void 0) { compression = null; }
  17229. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17230. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17231. texture.baseWidth = width;
  17232. texture.baseHeight = height;
  17233. texture.baseDepth = depth;
  17234. texture.width = width;
  17235. texture.height = height;
  17236. texture.depth = depth;
  17237. texture.format = format;
  17238. texture.type = textureType;
  17239. texture.generateMipMaps = generateMipMaps;
  17240. texture.samplingMode = samplingMode;
  17241. texture.is3D = true;
  17242. if (!this._doNotHandleContextLost) {
  17243. texture._bufferView = data;
  17244. }
  17245. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17246. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17247. // Filters
  17248. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17249. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17250. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17251. if (generateMipMaps) {
  17252. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17253. }
  17254. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17255. this._internalTexturesCache.push(texture);
  17256. return texture;
  17257. };
  17258. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17259. var gl = this._gl;
  17260. if (!gl) {
  17261. return;
  17262. }
  17263. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17264. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17265. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17266. if (!noMipmap && !isCompressed) {
  17267. gl.generateMipmap(gl.TEXTURE_2D);
  17268. }
  17269. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17270. // this.resetTextureCache();
  17271. if (scene) {
  17272. scene._removePendingData(texture);
  17273. }
  17274. texture.onLoadedObservable.notifyObservers(texture);
  17275. texture.onLoadedObservable.clear();
  17276. };
  17277. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17278. var _this = this;
  17279. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17280. var maxTextureSize = this.getCaps().maxTextureSize;
  17281. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17282. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17283. var gl = this._gl;
  17284. if (!gl) {
  17285. return;
  17286. }
  17287. if (!texture._webGLTexture) {
  17288. // this.resetTextureCache();
  17289. if (scene) {
  17290. scene._removePendingData(texture);
  17291. }
  17292. return;
  17293. }
  17294. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17295. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17296. texture.baseWidth = width;
  17297. texture.baseHeight = height;
  17298. texture.width = potWidth;
  17299. texture.height = potHeight;
  17300. texture.isReady = true;
  17301. if (processFunction(potWidth, potHeight, function () {
  17302. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17303. })) {
  17304. // Returning as texture needs extra async steps
  17305. return;
  17306. }
  17307. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17308. };
  17309. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17310. // Create new RGBA data container.
  17311. var rgbaData;
  17312. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17313. rgbaData = new Float32Array(width * height * 4);
  17314. }
  17315. else {
  17316. rgbaData = new Uint32Array(width * height * 4);
  17317. }
  17318. // Convert each pixel.
  17319. for (var x = 0; x < width; x++) {
  17320. for (var y = 0; y < height; y++) {
  17321. var index = (y * width + x) * 3;
  17322. var newIndex = (y * width + x) * 4;
  17323. // Map Old Value to new value.
  17324. rgbaData[newIndex + 0] = rgbData[index + 0];
  17325. rgbaData[newIndex + 1] = rgbData[index + 1];
  17326. rgbaData[newIndex + 2] = rgbData[index + 2];
  17327. // Add fully opaque alpha channel.
  17328. rgbaData[newIndex + 3] = 1;
  17329. }
  17330. }
  17331. return rgbaData;
  17332. };
  17333. /** @hidden */
  17334. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17335. var gl = this._gl;
  17336. if (texture._framebuffer) {
  17337. gl.deleteFramebuffer(texture._framebuffer);
  17338. texture._framebuffer = null;
  17339. }
  17340. if (texture._depthStencilBuffer) {
  17341. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17342. texture._depthStencilBuffer = null;
  17343. }
  17344. if (texture._MSAAFramebuffer) {
  17345. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17346. texture._MSAAFramebuffer = null;
  17347. }
  17348. if (texture._MSAARenderBuffer) {
  17349. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17350. texture._MSAARenderBuffer = null;
  17351. }
  17352. };
  17353. /** @hidden */
  17354. Engine.prototype._releaseTexture = function (texture) {
  17355. var gl = this._gl;
  17356. this._releaseFramebufferObjects(texture);
  17357. gl.deleteTexture(texture._webGLTexture);
  17358. // Unbind channels
  17359. this.unbindAllTextures();
  17360. var index = this._internalTexturesCache.indexOf(texture);
  17361. if (index !== -1) {
  17362. this._internalTexturesCache.splice(index, 1);
  17363. }
  17364. // Integrated fixed lod samplers.
  17365. if (texture._lodTextureHigh) {
  17366. texture._lodTextureHigh.dispose();
  17367. }
  17368. if (texture._lodTextureMid) {
  17369. texture._lodTextureMid.dispose();
  17370. }
  17371. if (texture._lodTextureLow) {
  17372. texture._lodTextureLow.dispose();
  17373. }
  17374. // Set output texture of post process to null if the texture has been released/disposed
  17375. this.scenes.forEach(function (scene) {
  17376. scene.postProcesses.forEach(function (postProcess) {
  17377. if (postProcess._outputTexture == texture) {
  17378. postProcess._outputTexture = null;
  17379. }
  17380. });
  17381. scene.cameras.forEach(function (camera) {
  17382. camera._postProcesses.forEach(function (postProcess) {
  17383. if (postProcess) {
  17384. if (postProcess._outputTexture == texture) {
  17385. postProcess._outputTexture = null;
  17386. }
  17387. }
  17388. });
  17389. });
  17390. });
  17391. };
  17392. Engine.prototype.setProgram = function (program) {
  17393. if (this._currentProgram !== program) {
  17394. this._gl.useProgram(program);
  17395. this._currentProgram = program;
  17396. }
  17397. };
  17398. /**
  17399. * Binds an effect to the webGL context
  17400. * @param effect defines the effect to bind
  17401. */
  17402. Engine.prototype.bindSamplers = function (effect) {
  17403. this.setProgram(effect.getProgram());
  17404. var samplers = effect.getSamplers();
  17405. for (var index = 0; index < samplers.length; index++) {
  17406. var uniform = effect.getUniform(samplers[index]);
  17407. if (uniform) {
  17408. this._boundUniforms[index] = uniform;
  17409. }
  17410. }
  17411. this._currentEffect = null;
  17412. };
  17413. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17414. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17415. return;
  17416. }
  17417. // Remove
  17418. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17419. // Bind last to it
  17420. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17421. // Bind to dummy
  17422. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17423. };
  17424. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17425. if (!internalTexture) {
  17426. return -1;
  17427. }
  17428. internalTexture._initialSlot = channel;
  17429. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17430. if (channel !== internalTexture._designatedSlot) {
  17431. this._textureCollisions.addCount(1, false);
  17432. }
  17433. }
  17434. else {
  17435. if (channel !== internalTexture._designatedSlot) {
  17436. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17437. return internalTexture._designatedSlot;
  17438. }
  17439. else {
  17440. // No slot for this texture, let's pick a new one (if we find a free slot)
  17441. if (this._nextFreeTextureSlots.length) {
  17442. return this._nextFreeTextureSlots[0];
  17443. }
  17444. // We need to recycle the oldest bound texture, sorry.
  17445. this._textureCollisions.addCount(1, false);
  17446. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17447. }
  17448. }
  17449. }
  17450. return channel;
  17451. };
  17452. Engine.prototype._linkTrackers = function (previous, next) {
  17453. previous.next = next;
  17454. next.previous = previous;
  17455. };
  17456. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17457. var currentSlot = internalTexture._designatedSlot;
  17458. if (currentSlot === -1) {
  17459. return -1;
  17460. }
  17461. internalTexture._designatedSlot = -1;
  17462. if (this.disableTextureBindingOptimization) {
  17463. return -1;
  17464. }
  17465. // Remove from bound list
  17466. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17467. // Free the slot
  17468. this._boundTexturesCache[currentSlot] = null;
  17469. this._nextFreeTextureSlots.push(currentSlot);
  17470. return currentSlot;
  17471. };
  17472. Engine.prototype._activateCurrentTexture = function () {
  17473. if (this._currentTextureChannel !== this._activeChannel) {
  17474. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17475. this._currentTextureChannel = this._activeChannel;
  17476. }
  17477. };
  17478. /** @hidden */
  17479. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17480. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17481. if (force === void 0) { force = false; }
  17482. var wasPreviouslyBound = false;
  17483. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17484. this._activeChannel = texture._designatedSlot;
  17485. }
  17486. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17487. var isTextureForRendering = texture && texture._initialSlot > -1;
  17488. if (currentTextureBound !== texture || force) {
  17489. if (currentTextureBound) {
  17490. this._removeDesignatedSlot(currentTextureBound);
  17491. }
  17492. this._activateCurrentTexture();
  17493. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17494. this._boundTexturesCache[this._activeChannel] = texture;
  17495. if (texture) {
  17496. if (!this.disableTextureBindingOptimization) {
  17497. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17498. if (slotIndex > -1) {
  17499. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17500. }
  17501. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17502. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17503. }
  17504. texture._designatedSlot = this._activeChannel;
  17505. }
  17506. }
  17507. else if (forTextureDataUpdate) {
  17508. wasPreviouslyBound = true;
  17509. this._activateCurrentTexture();
  17510. }
  17511. if (isTextureForRendering && !forTextureDataUpdate) {
  17512. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17513. }
  17514. return wasPreviouslyBound;
  17515. };
  17516. /** @hidden */
  17517. Engine.prototype._bindTexture = function (channel, texture) {
  17518. if (channel < 0) {
  17519. return;
  17520. }
  17521. if (texture) {
  17522. channel = this._getCorrectTextureChannel(channel, texture);
  17523. }
  17524. this._activeChannel = channel;
  17525. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17526. };
  17527. /**
  17528. * Sets a texture to the webGL context from a postprocess
  17529. * @param channel defines the channel to use
  17530. * @param postProcess defines the source postprocess
  17531. */
  17532. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17533. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17534. };
  17535. /**
  17536. * Binds the output of the passed in post process to the texture channel specified
  17537. * @param channel The channel the texture should be bound to
  17538. * @param postProcess The post process which's output should be bound
  17539. */
  17540. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17541. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17542. };
  17543. /**
  17544. * Unbind all textures from the webGL context
  17545. */
  17546. Engine.prototype.unbindAllTextures = function () {
  17547. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17548. this._activeChannel = channel;
  17549. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17550. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17551. if (this.webGLVersion > 1) {
  17552. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17553. }
  17554. }
  17555. };
  17556. /**
  17557. * Sets a texture to the according uniform.
  17558. * @param channel The texture channel
  17559. * @param uniform The uniform to set
  17560. * @param texture The texture to apply
  17561. */
  17562. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17563. if (channel < 0) {
  17564. return;
  17565. }
  17566. if (uniform) {
  17567. this._boundUniforms[channel] = uniform;
  17568. }
  17569. this._setTexture(channel, texture);
  17570. };
  17571. /**
  17572. * Sets a depth stencil texture from a render target to the according uniform.
  17573. * @param channel The texture channel
  17574. * @param uniform The uniform to set
  17575. * @param texture The render target texture containing the depth stencil texture to apply
  17576. */
  17577. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17578. if (channel < 0) {
  17579. return;
  17580. }
  17581. if (uniform) {
  17582. this._boundUniforms[channel] = uniform;
  17583. }
  17584. if (!texture || !texture.depthStencilTexture) {
  17585. this._setTexture(channel, null);
  17586. }
  17587. else {
  17588. this._setTexture(channel, texture, false, true);
  17589. }
  17590. };
  17591. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17592. var uniform = this._boundUniforms[sourceSlot];
  17593. if (uniform._currentState === destination) {
  17594. return;
  17595. }
  17596. this._gl.uniform1i(uniform, destination);
  17597. uniform._currentState = destination;
  17598. };
  17599. Engine.prototype._getTextureWrapMode = function (mode) {
  17600. switch (mode) {
  17601. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17602. return this._gl.REPEAT;
  17603. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17604. return this._gl.CLAMP_TO_EDGE;
  17605. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17606. return this._gl.MIRRORED_REPEAT;
  17607. }
  17608. return this._gl.REPEAT;
  17609. };
  17610. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17611. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17612. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17613. // Not ready?
  17614. if (!texture) {
  17615. if (this._boundTexturesCache[channel] != null) {
  17616. this._activeChannel = channel;
  17617. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17618. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17619. if (this.webGLVersion > 1) {
  17620. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17621. }
  17622. }
  17623. return false;
  17624. }
  17625. // Video
  17626. if (texture.video) {
  17627. this._activeChannel = channel;
  17628. texture.update();
  17629. }
  17630. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17631. texture.delayLoad();
  17632. return false;
  17633. }
  17634. var internalTexture;
  17635. if (depthStencilTexture) {
  17636. internalTexture = texture.depthStencilTexture;
  17637. }
  17638. else if (texture.isReady()) {
  17639. internalTexture = texture.getInternalTexture();
  17640. }
  17641. else if (texture.isCube) {
  17642. internalTexture = this.emptyCubeTexture;
  17643. }
  17644. else if (texture.is3D) {
  17645. internalTexture = this.emptyTexture3D;
  17646. }
  17647. else {
  17648. internalTexture = this.emptyTexture;
  17649. }
  17650. if (!isPartOfTextureArray) {
  17651. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17652. }
  17653. var needToBind = true;
  17654. if (this._boundTexturesCache[channel] === internalTexture) {
  17655. this._moveBoundTextureOnTop(internalTexture);
  17656. if (!isPartOfTextureArray) {
  17657. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17658. }
  17659. needToBind = false;
  17660. }
  17661. this._activeChannel = channel;
  17662. if (internalTexture && internalTexture.is3D) {
  17663. if (needToBind) {
  17664. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17665. }
  17666. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17667. internalTexture._cachedWrapU = texture.wrapU;
  17668. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17669. }
  17670. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17671. internalTexture._cachedWrapV = texture.wrapV;
  17672. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17673. }
  17674. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17675. internalTexture._cachedWrapR = texture.wrapR;
  17676. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17677. }
  17678. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17679. }
  17680. else if (internalTexture && internalTexture.isCube) {
  17681. if (needToBind) {
  17682. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17683. }
  17684. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17685. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17686. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17687. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17688. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17689. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17690. }
  17691. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17692. }
  17693. else {
  17694. if (needToBind) {
  17695. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17696. }
  17697. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17698. internalTexture._cachedWrapU = texture.wrapU;
  17699. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17700. }
  17701. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17702. internalTexture._cachedWrapV = texture.wrapV;
  17703. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17704. }
  17705. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17706. }
  17707. return true;
  17708. };
  17709. /**
  17710. * Sets an array of texture to the webGL context
  17711. * @param channel defines the channel where the texture array must be set
  17712. * @param uniform defines the associated uniform location
  17713. * @param textures defines the array of textures to bind
  17714. */
  17715. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17716. if (channel < 0 || !uniform) {
  17717. return;
  17718. }
  17719. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17720. this._textureUnits = new Int32Array(textures.length);
  17721. }
  17722. for (var i = 0; i < textures.length; i++) {
  17723. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17724. }
  17725. this._gl.uniform1iv(uniform, this._textureUnits);
  17726. for (var index = 0; index < textures.length; index++) {
  17727. this._setTexture(this._textureUnits[index], textures[index], true);
  17728. }
  17729. };
  17730. /** @hidden */
  17731. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17732. var internalTexture = texture.getInternalTexture();
  17733. if (!internalTexture) {
  17734. return;
  17735. }
  17736. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17737. var value = texture.anisotropicFilteringLevel;
  17738. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17739. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17740. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17741. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17742. }
  17743. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17744. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17745. internalTexture._cachedAnisotropicFilteringLevel = value;
  17746. }
  17747. };
  17748. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17749. this._bindTextureDirectly(target, texture, true, true);
  17750. this._gl.texParameterf(target, parameter, value);
  17751. };
  17752. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17753. if (texture) {
  17754. this._bindTextureDirectly(target, texture, true, true);
  17755. }
  17756. this._gl.texParameteri(target, parameter, value);
  17757. };
  17758. /**
  17759. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17760. * @param x defines the x coordinate of the rectangle where pixels must be read
  17761. * @param y defines the y coordinate of the rectangle where pixels must be read
  17762. * @param width defines the width of the rectangle where pixels must be read
  17763. * @param height defines the height of the rectangle where pixels must be read
  17764. * @returns a Uint8Array containing RGBA colors
  17765. */
  17766. Engine.prototype.readPixels = function (x, y, width, height) {
  17767. var data = new Uint8Array(height * width * 4);
  17768. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17769. return data;
  17770. };
  17771. /**
  17772. * Add an externaly attached data from its key.
  17773. * This method call will fail and return false, if such key already exists.
  17774. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17775. * @param key the unique key that identifies the data
  17776. * @param data the data object to associate to the key for this Engine instance
  17777. * @return true if no such key were already present and the data was added successfully, false otherwise
  17778. */
  17779. Engine.prototype.addExternalData = function (key, data) {
  17780. if (!this._externalData) {
  17781. this._externalData = new BABYLON.StringDictionary();
  17782. }
  17783. return this._externalData.add(key, data);
  17784. };
  17785. /**
  17786. * Get an externaly attached data from its key
  17787. * @param key the unique key that identifies the data
  17788. * @return the associated data, if present (can be null), or undefined if not present
  17789. */
  17790. Engine.prototype.getExternalData = function (key) {
  17791. if (!this._externalData) {
  17792. this._externalData = new BABYLON.StringDictionary();
  17793. }
  17794. return this._externalData.get(key);
  17795. };
  17796. /**
  17797. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17798. * @param key the unique key that identifies the data
  17799. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17800. * @return the associated data, can be null if the factory returned null.
  17801. */
  17802. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17803. if (!this._externalData) {
  17804. this._externalData = new BABYLON.StringDictionary();
  17805. }
  17806. return this._externalData.getOrAddWithFactory(key, factory);
  17807. };
  17808. /**
  17809. * Remove an externaly attached data from the Engine instance
  17810. * @param key the unique key that identifies the data
  17811. * @return true if the data was successfully removed, false if it doesn't exist
  17812. */
  17813. Engine.prototype.removeExternalData = function (key) {
  17814. if (!this._externalData) {
  17815. this._externalData = new BABYLON.StringDictionary();
  17816. }
  17817. return this._externalData.remove(key);
  17818. };
  17819. /**
  17820. * Unbind all vertex attributes from the webGL context
  17821. */
  17822. Engine.prototype.unbindAllAttributes = function () {
  17823. if (this._mustWipeVertexAttributes) {
  17824. this._mustWipeVertexAttributes = false;
  17825. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17826. this._gl.disableVertexAttribArray(i);
  17827. this._vertexAttribArraysEnabled[i] = false;
  17828. this._currentBufferPointers[i].active = false;
  17829. }
  17830. return;
  17831. }
  17832. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17833. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17834. continue;
  17835. }
  17836. this._gl.disableVertexAttribArray(i);
  17837. this._vertexAttribArraysEnabled[i] = false;
  17838. this._currentBufferPointers[i].active = false;
  17839. }
  17840. };
  17841. /**
  17842. * 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
  17843. */
  17844. Engine.prototype.releaseEffects = function () {
  17845. for (var name in this._compiledEffects) {
  17846. this._deleteProgram(this._compiledEffects[name]._program);
  17847. }
  17848. this._compiledEffects = {};
  17849. };
  17850. /**
  17851. * Dispose and release all associated resources
  17852. */
  17853. Engine.prototype.dispose = function () {
  17854. this.hideLoadingUI();
  17855. this.stopRenderLoop();
  17856. this.onNewSceneAddedObservable.clear();
  17857. // Release postProcesses
  17858. while (this.postProcesses.length) {
  17859. this.postProcesses[0].dispose();
  17860. }
  17861. // Empty texture
  17862. if (this._emptyTexture) {
  17863. this._releaseTexture(this._emptyTexture);
  17864. this._emptyTexture = null;
  17865. }
  17866. if (this._emptyCubeTexture) {
  17867. this._releaseTexture(this._emptyCubeTexture);
  17868. this._emptyCubeTexture = null;
  17869. }
  17870. // Rescale PP
  17871. if (this._rescalePostProcess) {
  17872. this._rescalePostProcess.dispose();
  17873. }
  17874. // Release scenes
  17875. while (this.scenes.length) {
  17876. this.scenes[0].dispose();
  17877. }
  17878. // Release audio engine
  17879. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17880. Engine.audioEngine.dispose();
  17881. }
  17882. // Release effects
  17883. this.releaseEffects();
  17884. // Unbind
  17885. this.unbindAllAttributes();
  17886. this._boundUniforms = [];
  17887. if (this._dummyFramebuffer) {
  17888. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17889. }
  17890. //WebVR
  17891. this.disableVR();
  17892. // Events
  17893. if (BABYLON.Tools.IsWindowObjectExist()) {
  17894. window.removeEventListener("blur", this._onBlur);
  17895. window.removeEventListener("focus", this._onFocus);
  17896. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17897. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17898. if (this._renderingCanvas) {
  17899. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17900. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17901. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17902. if (!this._doNotHandleContextLost) {
  17903. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17904. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17905. }
  17906. }
  17907. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17908. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17909. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17910. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17911. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17912. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17913. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17914. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17915. if (this._onVrDisplayConnect) {
  17916. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17917. if (this._onVrDisplayDisconnect) {
  17918. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17919. }
  17920. if (this._onVrDisplayPresentChange) {
  17921. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17922. }
  17923. this._onVrDisplayConnect = null;
  17924. this._onVrDisplayDisconnect = null;
  17925. }
  17926. }
  17927. // Remove from Instances
  17928. var index = Engine.Instances.indexOf(this);
  17929. if (index >= 0) {
  17930. Engine.Instances.splice(index, 1);
  17931. }
  17932. this._workingCanvas = null;
  17933. this._workingContext = null;
  17934. this._currentBufferPointers = [];
  17935. this._renderingCanvas = null;
  17936. this._currentProgram = null;
  17937. this._bindedRenderFunction = null;
  17938. this.onResizeObservable.clear();
  17939. this.onCanvasBlurObservable.clear();
  17940. this.onCanvasFocusObservable.clear();
  17941. this.onCanvasPointerOutObservable.clear();
  17942. this.onBeginFrameObservable.clear();
  17943. this.onEndFrameObservable.clear();
  17944. BABYLON.Effect.ResetCache();
  17945. // Abort active requests
  17946. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17947. var request = _a[_i];
  17948. request.abort();
  17949. }
  17950. };
  17951. // Loading screen
  17952. /**
  17953. * Display the loading screen
  17954. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17955. */
  17956. Engine.prototype.displayLoadingUI = function () {
  17957. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17958. return;
  17959. }
  17960. var loadingScreen = this.loadingScreen;
  17961. if (loadingScreen) {
  17962. loadingScreen.displayLoadingUI();
  17963. }
  17964. };
  17965. /**
  17966. * Hide the loading screen
  17967. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17968. */
  17969. Engine.prototype.hideLoadingUI = function () {
  17970. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17971. return;
  17972. }
  17973. var loadingScreen = this.loadingScreen;
  17974. if (loadingScreen) {
  17975. loadingScreen.hideLoadingUI();
  17976. }
  17977. };
  17978. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17979. /**
  17980. * Gets the current loading screen object
  17981. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17982. */
  17983. get: function () {
  17984. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17985. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17986. }
  17987. return this._loadingScreen;
  17988. },
  17989. /**
  17990. * Sets the current loading screen object
  17991. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17992. */
  17993. set: function (loadingScreen) {
  17994. this._loadingScreen = loadingScreen;
  17995. },
  17996. enumerable: true,
  17997. configurable: true
  17998. });
  17999. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18000. /**
  18001. * Sets the current loading screen text
  18002. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18003. */
  18004. set: function (text) {
  18005. this.loadingScreen.loadingUIText = text;
  18006. },
  18007. enumerable: true,
  18008. configurable: true
  18009. });
  18010. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18011. /**
  18012. * Sets the current loading screen background color
  18013. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18014. */
  18015. set: function (color) {
  18016. this.loadingScreen.loadingUIBackgroundColor = color;
  18017. },
  18018. enumerable: true,
  18019. configurable: true
  18020. });
  18021. /**
  18022. * Attach a new callback raised when context lost event is fired
  18023. * @param callback defines the callback to call
  18024. */
  18025. Engine.prototype.attachContextLostEvent = function (callback) {
  18026. if (this._renderingCanvas) {
  18027. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18028. }
  18029. };
  18030. /**
  18031. * Attach a new callback raised when context restored event is fired
  18032. * @param callback defines the callback to call
  18033. */
  18034. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18035. if (this._renderingCanvas) {
  18036. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18037. }
  18038. };
  18039. /**
  18040. * Gets the source code of the vertex shader associated with a specific webGL program
  18041. * @param program defines the program to use
  18042. * @returns a string containing the source code of the vertex shader associated with the program
  18043. */
  18044. Engine.prototype.getVertexShaderSource = function (program) {
  18045. var shaders = this._gl.getAttachedShaders(program);
  18046. if (!shaders) {
  18047. return null;
  18048. }
  18049. return this._gl.getShaderSource(shaders[0]);
  18050. };
  18051. /**
  18052. * Gets the source code of the fragment shader associated with a specific webGL program
  18053. * @param program defines the program to use
  18054. * @returns a string containing the source code of the fragment shader associated with the program
  18055. */
  18056. Engine.prototype.getFragmentShaderSource = function (program) {
  18057. var shaders = this._gl.getAttachedShaders(program);
  18058. if (!shaders) {
  18059. return null;
  18060. }
  18061. return this._gl.getShaderSource(shaders[1]);
  18062. };
  18063. /**
  18064. * Get the current error code of the webGL context
  18065. * @returns the error code
  18066. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18067. */
  18068. Engine.prototype.getError = function () {
  18069. return this._gl.getError();
  18070. };
  18071. // FPS
  18072. /**
  18073. * Gets the current framerate
  18074. * @returns a number representing the framerate
  18075. */
  18076. Engine.prototype.getFps = function () {
  18077. return this._fps;
  18078. };
  18079. /**
  18080. * Gets the time spent between current and previous frame
  18081. * @returns a number representing the delta time in ms
  18082. */
  18083. Engine.prototype.getDeltaTime = function () {
  18084. return this._deltaTime;
  18085. };
  18086. Engine.prototype._measureFps = function () {
  18087. this._performanceMonitor.sampleFrame();
  18088. this._fps = this._performanceMonitor.averageFPS;
  18089. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18090. };
  18091. /** @hidden */
  18092. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18093. if (faceIndex === void 0) { faceIndex = -1; }
  18094. if (level === void 0) { level = 0; }
  18095. if (buffer === void 0) { buffer = null; }
  18096. var gl = this._gl;
  18097. if (!this._dummyFramebuffer) {
  18098. var dummy = gl.createFramebuffer();
  18099. if (!dummy) {
  18100. throw new Error("Unable to create dummy framebuffer");
  18101. }
  18102. this._dummyFramebuffer = dummy;
  18103. }
  18104. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18105. if (faceIndex > -1) {
  18106. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18107. }
  18108. else {
  18109. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18110. }
  18111. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18112. switch (readType) {
  18113. case gl.UNSIGNED_BYTE:
  18114. if (!buffer) {
  18115. buffer = new Uint8Array(4 * width * height);
  18116. }
  18117. readType = gl.UNSIGNED_BYTE;
  18118. break;
  18119. default:
  18120. if (!buffer) {
  18121. buffer = new Float32Array(4 * width * height);
  18122. }
  18123. readType = gl.FLOAT;
  18124. break;
  18125. }
  18126. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18127. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18128. return buffer;
  18129. };
  18130. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18131. if (this._webGLVersion > 1) {
  18132. return this._caps.colorBufferFloat;
  18133. }
  18134. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18135. };
  18136. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18137. if (this._webGLVersion > 1) {
  18138. return this._caps.colorBufferFloat;
  18139. }
  18140. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18141. };
  18142. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18143. Engine.prototype._canRenderToFramebuffer = function (type) {
  18144. var gl = this._gl;
  18145. //clear existing errors
  18146. while (gl.getError() !== gl.NO_ERROR) { }
  18147. var successful = true;
  18148. var texture = gl.createTexture();
  18149. gl.bindTexture(gl.TEXTURE_2D, texture);
  18150. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18151. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18152. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18153. var fb = gl.createFramebuffer();
  18154. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18155. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18156. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18157. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18158. successful = successful && (gl.getError() === gl.NO_ERROR);
  18159. //try render by clearing frame buffer's color buffer
  18160. if (successful) {
  18161. gl.clear(gl.COLOR_BUFFER_BIT);
  18162. successful = successful && (gl.getError() === gl.NO_ERROR);
  18163. }
  18164. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18165. if (successful) {
  18166. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18167. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18168. var readFormat = gl.RGBA;
  18169. var readType = gl.UNSIGNED_BYTE;
  18170. var buffer = new Uint8Array(4);
  18171. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18172. successful = successful && (gl.getError() === gl.NO_ERROR);
  18173. }
  18174. //clean up
  18175. gl.deleteTexture(texture);
  18176. gl.deleteFramebuffer(fb);
  18177. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18178. //clear accumulated errors
  18179. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18180. return successful;
  18181. };
  18182. /** @hidden */
  18183. Engine.prototype._getWebGLTextureType = function (type) {
  18184. if (this._webGLVersion === 1) {
  18185. switch (type) {
  18186. case Engine.TEXTURETYPE_FLOAT:
  18187. return this._gl.FLOAT;
  18188. case Engine.TEXTURETYPE_HALF_FLOAT:
  18189. return this._gl.HALF_FLOAT_OES;
  18190. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18191. return this._gl.UNSIGNED_BYTE;
  18192. }
  18193. return this._gl.UNSIGNED_BYTE;
  18194. }
  18195. switch (type) {
  18196. case Engine.TEXTURETYPE_BYTE:
  18197. return this._gl.BYTE;
  18198. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18199. return this._gl.UNSIGNED_BYTE;
  18200. case Engine.TEXTURETYPE_SHORT:
  18201. return this._gl.SHORT;
  18202. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18203. return this._gl.UNSIGNED_SHORT;
  18204. case Engine.TEXTURETYPE_INT:
  18205. return this._gl.INT;
  18206. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18207. return this._gl.UNSIGNED_INT;
  18208. case Engine.TEXTURETYPE_FLOAT:
  18209. return this._gl.FLOAT;
  18210. case Engine.TEXTURETYPE_HALF_FLOAT:
  18211. return this._gl.HALF_FLOAT;
  18212. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18213. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18214. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18215. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18216. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18217. return this._gl.UNSIGNED_SHORT_5_6_5;
  18218. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18219. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18220. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18221. return this._gl.UNSIGNED_INT_24_8;
  18222. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18223. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18224. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18225. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18226. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18227. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18228. }
  18229. return this._gl.UNSIGNED_BYTE;
  18230. };
  18231. Engine.prototype._getInternalFormat = function (format) {
  18232. var internalFormat = this._gl.RGBA;
  18233. switch (format) {
  18234. case Engine.TEXTUREFORMAT_ALPHA:
  18235. internalFormat = this._gl.ALPHA;
  18236. break;
  18237. case Engine.TEXTUREFORMAT_LUMINANCE:
  18238. internalFormat = this._gl.LUMINANCE;
  18239. break;
  18240. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18241. internalFormat = this._gl.LUMINANCE_ALPHA;
  18242. break;
  18243. case Engine.TEXTUREFORMAT_RED:
  18244. internalFormat = this._gl.RED;
  18245. break;
  18246. case Engine.TEXTUREFORMAT_RG:
  18247. internalFormat = this._gl.RG;
  18248. break;
  18249. case Engine.TEXTUREFORMAT_RGB:
  18250. internalFormat = this._gl.RGB;
  18251. break;
  18252. case Engine.TEXTUREFORMAT_RGBA:
  18253. internalFormat = this._gl.RGBA;
  18254. break;
  18255. }
  18256. if (this._webGLVersion > 1) {
  18257. switch (format) {
  18258. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18259. internalFormat = this._gl.RED_INTEGER;
  18260. break;
  18261. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18262. internalFormat = this._gl.RG_INTEGER;
  18263. break;
  18264. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18265. internalFormat = this._gl.RGB_INTEGER;
  18266. break;
  18267. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18268. internalFormat = this._gl.RGBA_INTEGER;
  18269. break;
  18270. }
  18271. }
  18272. return internalFormat;
  18273. };
  18274. /** @hidden */
  18275. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18276. if (this._webGLVersion === 1) {
  18277. if (format !== undefined) {
  18278. switch (format) {
  18279. case Engine.TEXTUREFORMAT_ALPHA:
  18280. return this._gl.ALPHA;
  18281. case Engine.TEXTUREFORMAT_LUMINANCE:
  18282. return this._gl.LUMINANCE;
  18283. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18284. return this._gl.LUMINANCE_ALPHA;
  18285. }
  18286. }
  18287. return this._gl.RGBA;
  18288. }
  18289. switch (type) {
  18290. case Engine.TEXTURETYPE_BYTE:
  18291. switch (format) {
  18292. case Engine.TEXTUREFORMAT_RED:
  18293. return this._gl.R8_SNORM;
  18294. case Engine.TEXTUREFORMAT_RG:
  18295. return this._gl.RG8_SNORM;
  18296. case Engine.TEXTUREFORMAT_RGB:
  18297. return this._gl.RGB8_SNORM;
  18298. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18299. return this._gl.R8I;
  18300. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18301. return this._gl.RG8I;
  18302. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18303. return this._gl.RGB8I;
  18304. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18305. return this._gl.RGBA8I;
  18306. default:
  18307. return this._gl.RGBA8_SNORM;
  18308. }
  18309. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18310. switch (format) {
  18311. case Engine.TEXTUREFORMAT_RED:
  18312. return this._gl.R8;
  18313. case Engine.TEXTUREFORMAT_RG:
  18314. return this._gl.RG8;
  18315. case Engine.TEXTUREFORMAT_RGB:
  18316. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18317. case Engine.TEXTUREFORMAT_RGBA:
  18318. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18319. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18320. return this._gl.R8UI;
  18321. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18322. return this._gl.RG8UI;
  18323. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18324. return this._gl.RGB8UI;
  18325. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18326. return this._gl.RGBA8UI;
  18327. default:
  18328. return this._gl.RGBA8;
  18329. }
  18330. case Engine.TEXTURETYPE_SHORT:
  18331. switch (format) {
  18332. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18333. return this._gl.R16I;
  18334. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18335. return this._gl.RG16I;
  18336. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18337. return this._gl.RGB16I;
  18338. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18339. return this._gl.RGBA16I;
  18340. default:
  18341. return this._gl.RGBA16I;
  18342. }
  18343. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18344. switch (format) {
  18345. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18346. return this._gl.R16UI;
  18347. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18348. return this._gl.RG16UI;
  18349. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18350. return this._gl.RGB16UI;
  18351. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18352. return this._gl.RGBA16UI;
  18353. default:
  18354. return this._gl.RGBA16UI;
  18355. }
  18356. case Engine.TEXTURETYPE_INT:
  18357. switch (format) {
  18358. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18359. return this._gl.R32I;
  18360. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18361. return this._gl.RG32I;
  18362. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18363. return this._gl.RGB32I;
  18364. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18365. return this._gl.RGBA32I;
  18366. default:
  18367. return this._gl.RGBA32I;
  18368. }
  18369. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18370. switch (format) {
  18371. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18372. return this._gl.R32UI;
  18373. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18374. return this._gl.RG32UI;
  18375. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18376. return this._gl.RGB32UI;
  18377. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18378. return this._gl.RGBA32UI;
  18379. default:
  18380. return this._gl.RGBA32UI;
  18381. }
  18382. case Engine.TEXTURETYPE_FLOAT:
  18383. switch (format) {
  18384. case Engine.TEXTUREFORMAT_RED:
  18385. return this._gl.R32F; // By default. Other possibility is R16F.
  18386. case Engine.TEXTUREFORMAT_RG:
  18387. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18388. case Engine.TEXTUREFORMAT_RGB:
  18389. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18390. case Engine.TEXTUREFORMAT_RGBA:
  18391. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18392. default:
  18393. return this._gl.RGBA32F;
  18394. }
  18395. case Engine.TEXTURETYPE_HALF_FLOAT:
  18396. switch (format) {
  18397. case Engine.TEXTUREFORMAT_RED:
  18398. return this._gl.R16F;
  18399. case Engine.TEXTUREFORMAT_RG:
  18400. return this._gl.RG16F;
  18401. case Engine.TEXTUREFORMAT_RGB:
  18402. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18403. case Engine.TEXTUREFORMAT_RGBA:
  18404. return this._gl.RGBA16F;
  18405. default:
  18406. return this._gl.RGBA16F;
  18407. }
  18408. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18409. return this._gl.RGB565;
  18410. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18411. return this._gl.R11F_G11F_B10F;
  18412. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18413. return this._gl.RGB9_E5;
  18414. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18415. return this._gl.RGBA4;
  18416. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18417. return this._gl.RGB5_A1;
  18418. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18419. switch (format) {
  18420. case Engine.TEXTUREFORMAT_RGBA:
  18421. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18422. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18423. return this._gl.RGB10_A2UI;
  18424. default:
  18425. return this._gl.RGB10_A2;
  18426. }
  18427. }
  18428. return this._gl.RGBA8;
  18429. };
  18430. /** @hidden */
  18431. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18432. if (type === Engine.TEXTURETYPE_FLOAT) {
  18433. return this._gl.RGBA32F;
  18434. }
  18435. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18436. return this._gl.RGBA16F;
  18437. }
  18438. return this._gl.RGBA8;
  18439. };
  18440. /** @hidden */
  18441. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18442. var _this = this;
  18443. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18444. this._activeRequests.push(request);
  18445. request.onCompleteObservable.add(function (request) {
  18446. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18447. });
  18448. return request;
  18449. };
  18450. /** @hidden */
  18451. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18452. var _this = this;
  18453. return new Promise(function (resolve, reject) {
  18454. _this._loadFile(url, function (data) {
  18455. resolve(data);
  18456. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18457. reject(exception);
  18458. });
  18459. });
  18460. };
  18461. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18462. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18463. var onload = function (data) {
  18464. loadedFiles[index] = data;
  18465. loadedFiles._internalCount++;
  18466. if (loadedFiles._internalCount === 6) {
  18467. onfinish(loadedFiles);
  18468. }
  18469. };
  18470. var onerror = function (request, exception) {
  18471. if (onErrorCallBack && request) {
  18472. onErrorCallBack(request.status + " " + request.statusText, exception);
  18473. }
  18474. };
  18475. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18476. };
  18477. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18478. if (onError === void 0) { onError = null; }
  18479. var loadedFiles = [];
  18480. loadedFiles._internalCount = 0;
  18481. for (var index = 0; index < 6; index++) {
  18482. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18483. }
  18484. };
  18485. // Statics
  18486. /**
  18487. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18488. * @returns true if the engine can be created
  18489. * @ignorenaming
  18490. */
  18491. Engine.isSupported = function () {
  18492. try {
  18493. var tempcanvas = document.createElement("canvas");
  18494. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18495. return gl != null && !!window.WebGLRenderingContext;
  18496. }
  18497. catch (e) {
  18498. return false;
  18499. }
  18500. };
  18501. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18502. Engine.ExceptionList = [
  18503. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18504. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18505. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18506. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18507. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18508. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18509. ];
  18510. /** Gets the list of created engines */
  18511. Engine.Instances = new Array();
  18512. /**
  18513. * Hidden
  18514. */
  18515. Engine._TextureLoaders = [];
  18516. // Const statics
  18517. /** Defines that alpha blending is disabled */
  18518. Engine.ALPHA_DISABLE = 0;
  18519. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18520. Engine.ALPHA_ADD = 1;
  18521. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18522. Engine.ALPHA_COMBINE = 2;
  18523. /** Defines that alpha blending to DEST - SRC * DEST */
  18524. Engine.ALPHA_SUBTRACT = 3;
  18525. /** Defines that alpha blending to SRC * DEST */
  18526. Engine.ALPHA_MULTIPLY = 4;
  18527. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18528. Engine.ALPHA_MAXIMIZED = 5;
  18529. /** Defines that alpha blending to SRC + DEST */
  18530. Engine.ALPHA_ONEONE = 6;
  18531. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18532. Engine.ALPHA_PREMULTIPLIED = 7;
  18533. /**
  18534. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18535. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18536. */
  18537. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18538. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18539. Engine.ALPHA_INTERPOLATE = 9;
  18540. /**
  18541. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18542. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18543. */
  18544. Engine.ALPHA_SCREENMODE = 10;
  18545. /** Defines that the ressource is not delayed*/
  18546. Engine.DELAYLOADSTATE_NONE = 0;
  18547. /** Defines that the ressource was successfully delay loaded */
  18548. Engine.DELAYLOADSTATE_LOADED = 1;
  18549. /** Defines that the ressource is currently delay loading */
  18550. Engine.DELAYLOADSTATE_LOADING = 2;
  18551. /** Defines that the ressource is delayed and has not started loading */
  18552. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18553. // Depht or Stencil test Constants.
  18554. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18555. Engine.NEVER = 0x0200;
  18556. /** 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 */
  18557. Engine.ALWAYS = 0x0207;
  18558. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18559. Engine.LESS = 0x0201;
  18560. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18561. Engine.EQUAL = 0x0202;
  18562. /** 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 */
  18563. Engine.LEQUAL = 0x0203;
  18564. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18565. Engine.GREATER = 0x0204;
  18566. /** 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 */
  18567. Engine.GEQUAL = 0x0206;
  18568. /** 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 */
  18569. Engine.NOTEQUAL = 0x0205;
  18570. // Stencil Actions Constants.
  18571. /** Passed to stencilOperation to specify that stencil value must be kept */
  18572. Engine.KEEP = 0x1E00;
  18573. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18574. Engine.REPLACE = 0x1E01;
  18575. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18576. Engine.INCR = 0x1E02;
  18577. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18578. Engine.DECR = 0x1E03;
  18579. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18580. Engine.INVERT = 0x150A;
  18581. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18582. Engine.INCR_WRAP = 0x8507;
  18583. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18584. Engine.DECR_WRAP = 0x8508;
  18585. /** Texture is not repeating outside of 0..1 UVs */
  18586. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18587. /** Texture is repeating outside of 0..1 UVs */
  18588. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18589. /** Texture is repeating and mirrored */
  18590. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18591. /** ALPHA */
  18592. Engine.TEXTUREFORMAT_ALPHA = 0;
  18593. /** LUMINANCE */
  18594. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18595. /** LUMINANCE_ALPHA */
  18596. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18597. /** RGB */
  18598. Engine.TEXTUREFORMAT_RGB = 4;
  18599. /** RGBA */
  18600. Engine.TEXTUREFORMAT_RGBA = 5;
  18601. /** RED */
  18602. Engine.TEXTUREFORMAT_RED = 6;
  18603. /** RED (2nd reference) */
  18604. Engine.TEXTUREFORMAT_R = 6;
  18605. /** RG */
  18606. Engine.TEXTUREFORMAT_RG = 7;
  18607. /** RED_INTEGER */
  18608. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18609. /** RED_INTEGER (2nd reference) */
  18610. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18611. /** RG_INTEGER */
  18612. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18613. /** RGB_INTEGER */
  18614. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18615. /** RGBA_INTEGER */
  18616. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18617. /** UNSIGNED_BYTE */
  18618. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18619. /** UNSIGNED_BYTE (2nd reference) */
  18620. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18621. /** FLOAT */
  18622. Engine.TEXTURETYPE_FLOAT = 1;
  18623. /** HALF_FLOAT */
  18624. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18625. /** BYTE */
  18626. Engine.TEXTURETYPE_BYTE = 3;
  18627. /** SHORT */
  18628. Engine.TEXTURETYPE_SHORT = 4;
  18629. /** UNSIGNED_SHORT */
  18630. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18631. /** INT */
  18632. Engine.TEXTURETYPE_INT = 6;
  18633. /** UNSIGNED_INT */
  18634. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18635. /** UNSIGNED_SHORT_4_4_4_4 */
  18636. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18637. /** UNSIGNED_SHORT_5_5_5_1 */
  18638. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18639. /** UNSIGNED_SHORT_5_6_5 */
  18640. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18641. /** UNSIGNED_INT_2_10_10_10_REV */
  18642. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18643. /** UNSIGNED_INT_24_8 */
  18644. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18645. /** UNSIGNED_INT_10F_11F_11F_REV */
  18646. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18647. /** UNSIGNED_INT_5_9_9_9_REV */
  18648. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18649. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18650. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18651. /** nearest is mag = nearest and min = nearest and mip = linear */
  18652. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18653. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18654. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18655. /** Trilinear is mag = linear and min = linear and mip = linear */
  18656. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18657. /** nearest is mag = nearest and min = nearest and mip = linear */
  18658. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18659. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18660. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18661. /** Trilinear is mag = linear and min = linear and mip = linear */
  18662. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18663. /** mag = nearest and min = nearest and mip = nearest */
  18664. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18665. /** mag = nearest and min = linear and mip = nearest */
  18666. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18667. /** mag = nearest and min = linear and mip = linear */
  18668. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18669. /** mag = nearest and min = linear and mip = none */
  18670. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18671. /** mag = nearest and min = nearest and mip = none */
  18672. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18673. /** mag = linear and min = nearest and mip = nearest */
  18674. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18675. /** mag = linear and min = nearest and mip = linear */
  18676. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18677. /** mag = linear and min = linear and mip = none */
  18678. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18679. /** mag = linear and min = nearest and mip = none */
  18680. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18681. /** Explicit coordinates mode */
  18682. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18683. /** Spherical coordinates mode */
  18684. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18685. /** Planar coordinates mode */
  18686. Engine.TEXTURE_PLANAR_MODE = 2;
  18687. /** Cubic coordinates mode */
  18688. Engine.TEXTURE_CUBIC_MODE = 3;
  18689. /** Projection coordinates mode */
  18690. Engine.TEXTURE_PROJECTION_MODE = 4;
  18691. /** Skybox coordinates mode */
  18692. Engine.TEXTURE_SKYBOX_MODE = 5;
  18693. /** Inverse Cubic coordinates mode */
  18694. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18695. /** Equirectangular coordinates mode */
  18696. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18697. /** Equirectangular Fixed coordinates mode */
  18698. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18699. /** Equirectangular Fixed Mirrored coordinates mode */
  18700. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18701. // Texture rescaling mode
  18702. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18703. Engine.SCALEMODE_FLOOR = 1;
  18704. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18705. Engine.SCALEMODE_NEAREST = 2;
  18706. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18707. Engine.SCALEMODE_CEILING = 3;
  18708. // Updatable statics so stick with vars here
  18709. /**
  18710. * Gets or sets the epsilon value used by collision engine
  18711. */
  18712. Engine.CollisionsEpsilon = 0.001;
  18713. /**
  18714. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18715. */
  18716. Engine.CodeRepository = "src/";
  18717. /**
  18718. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18719. */
  18720. Engine.ShadersRepository = "src/Shaders/";
  18721. return Engine;
  18722. }());
  18723. BABYLON.Engine = Engine;
  18724. })(BABYLON || (BABYLON = {}));
  18725. //# sourceMappingURL=babylon.engine.js.map
  18726. var BABYLON;
  18727. (function (BABYLON) {
  18728. /**
  18729. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18730. */
  18731. var Node = /** @class */ (function () {
  18732. /**
  18733. * Creates a new Node
  18734. * @param name the name and id to be given to this node
  18735. * @param scene the scene this node will be added to
  18736. * @param addToRootNodes the node will be added to scene.rootNodes
  18737. */
  18738. function Node(name, scene, addToRootNodes) {
  18739. if (scene === void 0) { scene = null; }
  18740. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18741. /**
  18742. * Gets or sets a string used to store user defined state for the node
  18743. */
  18744. this.state = "";
  18745. /**
  18746. * Gets or sets an object used to store user defined information for the node
  18747. */
  18748. this.metadata = null;
  18749. /**
  18750. * For internal use only. Please do not use.
  18751. */
  18752. this.reservedDataStore = null;
  18753. /**
  18754. * Gets or sets a boolean used to define if the node must be serialized
  18755. */
  18756. this.doNotSerialize = false;
  18757. /** @hidden */
  18758. this._isDisposed = false;
  18759. /**
  18760. * Gets a list of Animations associated with the node
  18761. */
  18762. this.animations = new Array();
  18763. this._ranges = {};
  18764. this._isEnabled = true;
  18765. this._isParentEnabled = true;
  18766. this._isReady = true;
  18767. /** @hidden */
  18768. this._currentRenderId = -1;
  18769. this._parentRenderId = -1;
  18770. this._childRenderId = -1;
  18771. /** @hidden */
  18772. this._worldMatrix = BABYLON.Matrix.Identity();
  18773. /** @hidden */
  18774. this._worldMatrixDeterminant = 0;
  18775. /** @hidden */
  18776. this._sceneRootNodesIndex = -1;
  18777. this._animationPropertiesOverride = null;
  18778. /**
  18779. * An event triggered when the mesh is disposed
  18780. */
  18781. this.onDisposeObservable = new BABYLON.Observable();
  18782. // Behaviors
  18783. this._behaviors = new Array();
  18784. this.name = name;
  18785. this.id = name;
  18786. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18787. this.uniqueId = this._scene.getUniqueId();
  18788. this._initCache();
  18789. if (addToRootNodes) {
  18790. this.addToSceneRootNodes();
  18791. }
  18792. }
  18793. /**
  18794. * Add a new node constructor
  18795. * @param type defines the type name of the node to construct
  18796. * @param constructorFunc defines the constructor function
  18797. */
  18798. Node.AddNodeConstructor = function (type, constructorFunc) {
  18799. this._NodeConstructors[type] = constructorFunc;
  18800. };
  18801. /**
  18802. * Returns a node constructor based on type name
  18803. * @param type defines the type name
  18804. * @param name defines the new node name
  18805. * @param scene defines the hosting scene
  18806. * @param options defines optional options to transmit to constructors
  18807. * @returns the new constructor or null
  18808. */
  18809. Node.Construct = function (type, name, scene, options) {
  18810. var constructorFunc = this._NodeConstructors[type];
  18811. if (!constructorFunc) {
  18812. return null;
  18813. }
  18814. return constructorFunc(name, scene, options);
  18815. };
  18816. /**
  18817. * Gets a boolean indicating if the node has been disposed
  18818. * @returns true if the node was disposed
  18819. */
  18820. Node.prototype.isDisposed = function () {
  18821. return this._isDisposed;
  18822. };
  18823. Object.defineProperty(Node.prototype, "parent", {
  18824. get: function () {
  18825. return this._parentNode;
  18826. },
  18827. /**
  18828. * Gets or sets the parent of the node
  18829. */
  18830. set: function (parent) {
  18831. if (this._parentNode === parent) {
  18832. return;
  18833. }
  18834. var previousParentNode = this._parentNode;
  18835. // Remove self from list of children of parent
  18836. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18837. var index = this._parentNode._children.indexOf(this);
  18838. if (index !== -1) {
  18839. this._parentNode._children.splice(index, 1);
  18840. }
  18841. if (!parent && !this._isDisposed) {
  18842. this.addToSceneRootNodes();
  18843. }
  18844. }
  18845. // Store new parent
  18846. this._parentNode = parent;
  18847. // Add as child to new parent
  18848. if (this._parentNode) {
  18849. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18850. this._parentNode._children = new Array();
  18851. }
  18852. this._parentNode._children.push(this);
  18853. if (!previousParentNode) {
  18854. this.removeFromSceneRootNodes();
  18855. }
  18856. }
  18857. // Enabled state
  18858. this._syncParentEnabledState();
  18859. },
  18860. enumerable: true,
  18861. configurable: true
  18862. });
  18863. Node.prototype.addToSceneRootNodes = function () {
  18864. if (this._sceneRootNodesIndex === -1) {
  18865. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18866. this._scene.rootNodes.push(this);
  18867. }
  18868. };
  18869. Node.prototype.removeFromSceneRootNodes = function () {
  18870. if (this._sceneRootNodesIndex !== -1) {
  18871. var rootNodes = this._scene.rootNodes;
  18872. var lastIdx = rootNodes.length - 1;
  18873. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18874. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18875. this._scene.rootNodes.pop();
  18876. this._sceneRootNodesIndex = -1;
  18877. }
  18878. };
  18879. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18880. /**
  18881. * Gets or sets the animation properties override
  18882. */
  18883. get: function () {
  18884. if (!this._animationPropertiesOverride) {
  18885. return this._scene.animationPropertiesOverride;
  18886. }
  18887. return this._animationPropertiesOverride;
  18888. },
  18889. set: function (value) {
  18890. this._animationPropertiesOverride = value;
  18891. },
  18892. enumerable: true,
  18893. configurable: true
  18894. });
  18895. /**
  18896. * Gets a string idenfifying the name of the class
  18897. * @returns "Node" string
  18898. */
  18899. Node.prototype.getClassName = function () {
  18900. return "Node";
  18901. };
  18902. Object.defineProperty(Node.prototype, "onDispose", {
  18903. /**
  18904. * Sets a callback that will be raised when the node will be disposed
  18905. */
  18906. set: function (callback) {
  18907. if (this._onDisposeObserver) {
  18908. this.onDisposeObservable.remove(this._onDisposeObserver);
  18909. }
  18910. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18911. },
  18912. enumerable: true,
  18913. configurable: true
  18914. });
  18915. /**
  18916. * Gets the scene of the node
  18917. * @returns a scene
  18918. */
  18919. Node.prototype.getScene = function () {
  18920. return this._scene;
  18921. };
  18922. /**
  18923. * Gets the engine of the node
  18924. * @returns a Engine
  18925. */
  18926. Node.prototype.getEngine = function () {
  18927. return this._scene.getEngine();
  18928. };
  18929. /**
  18930. * Attach a behavior to the node
  18931. * @see http://doc.babylonjs.com/features/behaviour
  18932. * @param behavior defines the behavior to attach
  18933. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18934. * @returns the current Node
  18935. */
  18936. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18937. var _this = this;
  18938. if (attachImmediately === void 0) { attachImmediately = false; }
  18939. var index = this._behaviors.indexOf(behavior);
  18940. if (index !== -1) {
  18941. return this;
  18942. }
  18943. behavior.init();
  18944. if (this._scene.isLoading && !attachImmediately) {
  18945. // We defer the attach when the scene will be loaded
  18946. this._scene.onDataLoadedObservable.addOnce(function () {
  18947. behavior.attach(_this);
  18948. });
  18949. }
  18950. else {
  18951. behavior.attach(this);
  18952. }
  18953. this._behaviors.push(behavior);
  18954. return this;
  18955. };
  18956. /**
  18957. * Remove an attached behavior
  18958. * @see http://doc.babylonjs.com/features/behaviour
  18959. * @param behavior defines the behavior to attach
  18960. * @returns the current Node
  18961. */
  18962. Node.prototype.removeBehavior = function (behavior) {
  18963. var index = this._behaviors.indexOf(behavior);
  18964. if (index === -1) {
  18965. return this;
  18966. }
  18967. this._behaviors[index].detach();
  18968. this._behaviors.splice(index, 1);
  18969. return this;
  18970. };
  18971. Object.defineProperty(Node.prototype, "behaviors", {
  18972. /**
  18973. * Gets the list of attached behaviors
  18974. * @see http://doc.babylonjs.com/features/behaviour
  18975. */
  18976. get: function () {
  18977. return this._behaviors;
  18978. },
  18979. enumerable: true,
  18980. configurable: true
  18981. });
  18982. /**
  18983. * Gets an attached behavior by name
  18984. * @param name defines the name of the behavior to look for
  18985. * @see http://doc.babylonjs.com/features/behaviour
  18986. * @returns null if behavior was not found else the requested behavior
  18987. */
  18988. Node.prototype.getBehaviorByName = function (name) {
  18989. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18990. var behavior = _a[_i];
  18991. if (behavior.name === name) {
  18992. return behavior;
  18993. }
  18994. }
  18995. return null;
  18996. };
  18997. /**
  18998. * Returns the latest update of the World matrix
  18999. * @returns a Matrix
  19000. */
  19001. Node.prototype.getWorldMatrix = function () {
  19002. if (this._currentRenderId !== this._scene.getRenderId()) {
  19003. this.computeWorldMatrix();
  19004. }
  19005. return this._worldMatrix;
  19006. };
  19007. /** @hidden */
  19008. Node.prototype._getWorldMatrixDeterminant = function () {
  19009. return this._worldMatrixDeterminant;
  19010. };
  19011. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19012. /**
  19013. * Returns directly the latest state of the mesh World matrix.
  19014. * A Matrix is returned.
  19015. */
  19016. get: function () {
  19017. return this._worldMatrix;
  19018. },
  19019. enumerable: true,
  19020. configurable: true
  19021. });
  19022. // override it in derived class if you add new variables to the cache
  19023. // and call the parent class method
  19024. /** @hidden */
  19025. Node.prototype._initCache = function () {
  19026. this._cache = {};
  19027. this._cache.parent = undefined;
  19028. };
  19029. /** @hidden */
  19030. Node.prototype.updateCache = function (force) {
  19031. if (!force && this.isSynchronized()) {
  19032. return;
  19033. }
  19034. this._cache.parent = this.parent;
  19035. this._updateCache();
  19036. };
  19037. // override it in derived class if you add new variables to the cache
  19038. // and call the parent class method if !ignoreParentClass
  19039. /** @hidden */
  19040. Node.prototype._updateCache = function (ignoreParentClass) {
  19041. };
  19042. // override it in derived class if you add new variables to the cache
  19043. /** @hidden */
  19044. Node.prototype._isSynchronized = function () {
  19045. return true;
  19046. };
  19047. /** @hidden */
  19048. Node.prototype._markSyncedWithParent = function () {
  19049. if (this._parentNode) {
  19050. this._parentRenderId = this._parentNode._childRenderId;
  19051. }
  19052. };
  19053. /** @hidden */
  19054. Node.prototype.isSynchronizedWithParent = function () {
  19055. if (!this._parentNode) {
  19056. return true;
  19057. }
  19058. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19059. return false;
  19060. }
  19061. return this._parentNode.isSynchronized();
  19062. };
  19063. /** @hidden */
  19064. Node.prototype.isSynchronized = function () {
  19065. if (this._cache.parent != this._parentNode) {
  19066. this._cache.parent = this._parentNode;
  19067. return false;
  19068. }
  19069. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19070. return false;
  19071. }
  19072. return this._isSynchronized();
  19073. };
  19074. /**
  19075. * Is this node ready to be used/rendered
  19076. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19077. * @return true if the node is ready
  19078. */
  19079. Node.prototype.isReady = function (completeCheck) {
  19080. if (completeCheck === void 0) { completeCheck = false; }
  19081. return this._isReady;
  19082. };
  19083. /**
  19084. * Is this node enabled?
  19085. * 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
  19086. * @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
  19087. * @return whether this node (and its parent) is enabled
  19088. */
  19089. Node.prototype.isEnabled = function (checkAncestors) {
  19090. if (checkAncestors === void 0) { checkAncestors = true; }
  19091. if (checkAncestors === false) {
  19092. return this._isEnabled;
  19093. }
  19094. if (!this._isEnabled) {
  19095. return false;
  19096. }
  19097. return this._isParentEnabled;
  19098. };
  19099. /** @hidden */
  19100. Node.prototype._syncParentEnabledState = function () {
  19101. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19102. if (this._children) {
  19103. this._children.forEach(function (c) {
  19104. c._syncParentEnabledState(); // Force children to update accordingly
  19105. });
  19106. }
  19107. };
  19108. /**
  19109. * Set the enabled state of this node
  19110. * @param value defines the new enabled state
  19111. */
  19112. Node.prototype.setEnabled = function (value) {
  19113. this._isEnabled = value;
  19114. this._syncParentEnabledState();
  19115. };
  19116. /**
  19117. * Is this node a descendant of the given node?
  19118. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19119. * @param ancestor defines the parent node to inspect
  19120. * @returns a boolean indicating if this node is a descendant of the given node
  19121. */
  19122. Node.prototype.isDescendantOf = function (ancestor) {
  19123. if (this.parent) {
  19124. if (this.parent === ancestor) {
  19125. return true;
  19126. }
  19127. return this.parent.isDescendantOf(ancestor);
  19128. }
  19129. return false;
  19130. };
  19131. /** @hidden */
  19132. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19133. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19134. if (!this._children) {
  19135. return;
  19136. }
  19137. for (var index = 0; index < this._children.length; index++) {
  19138. var item = this._children[index];
  19139. if (!predicate || predicate(item)) {
  19140. results.push(item);
  19141. }
  19142. if (!directDescendantsOnly) {
  19143. item._getDescendants(results, false, predicate);
  19144. }
  19145. }
  19146. };
  19147. /**
  19148. * Will return all nodes that have this node as ascendant
  19149. * @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
  19150. * @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
  19151. * @return all children nodes of all types
  19152. */
  19153. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19154. var results = new Array();
  19155. this._getDescendants(results, directDescendantsOnly, predicate);
  19156. return results;
  19157. };
  19158. /**
  19159. * Get all child-meshes of this node
  19160. * @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
  19161. * @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
  19162. * @returns an array of AbstractMesh
  19163. */
  19164. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19165. var results = [];
  19166. this._getDescendants(results, directDescendantsOnly, function (node) {
  19167. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19168. });
  19169. return results;
  19170. };
  19171. /**
  19172. * Get all child-transformNodes of this node
  19173. * @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
  19174. * @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
  19175. * @returns an array of TransformNode
  19176. */
  19177. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19178. var results = [];
  19179. this._getDescendants(results, directDescendantsOnly, function (node) {
  19180. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19181. });
  19182. return results;
  19183. };
  19184. /**
  19185. * Get all direct children of this node
  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. * @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)
  19188. * @returns an array of Node
  19189. */
  19190. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19191. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19192. return this.getDescendants(directDescendantsOnly, predicate);
  19193. };
  19194. /** @hidden */
  19195. Node.prototype._setReady = function (state) {
  19196. if (state === this._isReady) {
  19197. return;
  19198. }
  19199. if (!state) {
  19200. this._isReady = false;
  19201. return;
  19202. }
  19203. if (this.onReady) {
  19204. this.onReady(this);
  19205. }
  19206. this._isReady = true;
  19207. };
  19208. /**
  19209. * Get an animation by name
  19210. * @param name defines the name of the animation to look for
  19211. * @returns null if not found else the requested animation
  19212. */
  19213. Node.prototype.getAnimationByName = function (name) {
  19214. for (var i = 0; i < this.animations.length; i++) {
  19215. var animation = this.animations[i];
  19216. if (animation.name === name) {
  19217. return animation;
  19218. }
  19219. }
  19220. return null;
  19221. };
  19222. /**
  19223. * Creates an animation range for this node
  19224. * @param name defines the name of the range
  19225. * @param from defines the starting key
  19226. * @param to defines the end key
  19227. */
  19228. Node.prototype.createAnimationRange = function (name, from, to) {
  19229. // check name not already in use
  19230. if (!this._ranges[name]) {
  19231. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19232. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19233. if (this.animations[i]) {
  19234. this.animations[i].createRange(name, from, to);
  19235. }
  19236. }
  19237. }
  19238. };
  19239. /**
  19240. * Delete a specific animation range
  19241. * @param name defines the name of the range to delete
  19242. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19243. */
  19244. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19245. if (deleteFrames === void 0) { deleteFrames = true; }
  19246. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19247. if (this.animations[i]) {
  19248. this.animations[i].deleteRange(name, deleteFrames);
  19249. }
  19250. }
  19251. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19252. };
  19253. /**
  19254. * Get an animation range by name
  19255. * @param name defines the name of the animation range to look for
  19256. * @returns null if not found else the requested animation range
  19257. */
  19258. Node.prototype.getAnimationRange = function (name) {
  19259. return this._ranges[name];
  19260. };
  19261. /**
  19262. * Will start the animation sequence
  19263. * @param name defines the range frames for animation sequence
  19264. * @param loop defines if the animation should loop (false by default)
  19265. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19266. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19267. * @returns the object created for this animation. If range does not exist, it will return null
  19268. */
  19269. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19270. var range = this.getAnimationRange(name);
  19271. if (!range) {
  19272. return null;
  19273. }
  19274. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19275. };
  19276. /**
  19277. * Serialize animation ranges into a JSON compatible object
  19278. * @returns serialization object
  19279. */
  19280. Node.prototype.serializeAnimationRanges = function () {
  19281. var serializationRanges = [];
  19282. for (var name in this._ranges) {
  19283. var localRange = this._ranges[name];
  19284. if (!localRange) {
  19285. continue;
  19286. }
  19287. var range = {};
  19288. range.name = name;
  19289. range.from = localRange.from;
  19290. range.to = localRange.to;
  19291. serializationRanges.push(range);
  19292. }
  19293. return serializationRanges;
  19294. };
  19295. /**
  19296. * Computes the world matrix of the node
  19297. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19298. * @returns the world matrix
  19299. */
  19300. Node.prototype.computeWorldMatrix = function (force) {
  19301. if (!this._worldMatrix) {
  19302. this._worldMatrix = BABYLON.Matrix.Identity();
  19303. }
  19304. return this._worldMatrix;
  19305. };
  19306. /**
  19307. * Releases resources associated with this node.
  19308. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19309. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19310. */
  19311. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19312. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19313. this._isDisposed = true;
  19314. if (!doNotRecurse) {
  19315. var nodes = this.getDescendants(true);
  19316. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19317. var node = nodes_1[_i];
  19318. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19319. }
  19320. }
  19321. else {
  19322. var transformNodes = this.getChildTransformNodes(true);
  19323. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19324. var transformNode = transformNodes_1[_a];
  19325. transformNode.parent = null;
  19326. transformNode.computeWorldMatrix(true);
  19327. }
  19328. }
  19329. if (!this.parent) {
  19330. this.removeFromSceneRootNodes();
  19331. }
  19332. else {
  19333. this.parent = null;
  19334. }
  19335. // Callback
  19336. this.onDisposeObservable.notifyObservers(this);
  19337. this.onDisposeObservable.clear();
  19338. // Behaviors
  19339. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19340. var behavior = _c[_b];
  19341. behavior.detach();
  19342. }
  19343. this._behaviors = [];
  19344. };
  19345. /**
  19346. * Parse animation range data from a serialization object and store them into a given node
  19347. * @param node defines where to store the animation ranges
  19348. * @param parsedNode defines the serialization object to read data from
  19349. * @param scene defines the hosting scene
  19350. */
  19351. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19352. if (parsedNode.ranges) {
  19353. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19354. var data = parsedNode.ranges[index];
  19355. node.createAnimationRange(data.name, data.from, data.to);
  19356. }
  19357. }
  19358. };
  19359. Node._NodeConstructors = {};
  19360. __decorate([
  19361. BABYLON.serialize()
  19362. ], Node.prototype, "name", void 0);
  19363. __decorate([
  19364. BABYLON.serialize()
  19365. ], Node.prototype, "id", void 0);
  19366. __decorate([
  19367. BABYLON.serialize()
  19368. ], Node.prototype, "uniqueId", void 0);
  19369. __decorate([
  19370. BABYLON.serialize()
  19371. ], Node.prototype, "state", void 0);
  19372. __decorate([
  19373. BABYLON.serialize()
  19374. ], Node.prototype, "metadata", void 0);
  19375. return Node;
  19376. }());
  19377. BABYLON.Node = Node;
  19378. })(BABYLON || (BABYLON = {}));
  19379. //# sourceMappingURL=babylon.node.js.map
  19380. var BABYLON;
  19381. (function (BABYLON) {
  19382. /**
  19383. * Class used to store bounding sphere information
  19384. */
  19385. var BoundingSphere = /** @class */ (function () {
  19386. /**
  19387. * Creates a new bounding sphere
  19388. * @param min defines the minimum vector (in local space)
  19389. * @param max defines the maximum vector (in local space)
  19390. * @param worldMatrix defines the new world matrix
  19391. */
  19392. function BoundingSphere(min, max, worldMatrix) {
  19393. /**
  19394. * Gets the center of the bounding sphere in local space
  19395. */
  19396. this.center = BABYLON.Vector3.Zero();
  19397. /**
  19398. * Gets the center of the bounding sphere in world space
  19399. */
  19400. this.centerWorld = BABYLON.Vector3.Zero();
  19401. /**
  19402. * Gets the minimum vector in local space
  19403. */
  19404. this.minimum = BABYLON.Vector3.Zero();
  19405. /**
  19406. * Gets the maximum vector in local space
  19407. */
  19408. this.maximum = BABYLON.Vector3.Zero();
  19409. this.reConstruct(min, max, worldMatrix);
  19410. }
  19411. /**
  19412. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19413. * @param min defines the new minimum vector (in local space)
  19414. * @param max defines the new maximum vector (in local space)
  19415. * @param worldMatrix defines the new world matrix
  19416. */
  19417. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19418. this.minimum.copyFrom(min);
  19419. this.maximum.copyFrom(max);
  19420. var distance = BABYLON.Vector3.Distance(min, max);
  19421. max.addToRef(min, this.center).scaleInPlace(0.5);
  19422. this.radius = distance * 0.5;
  19423. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19424. };
  19425. /**
  19426. * Scale the current bounding sphere by applying a scale factor
  19427. * @param factor defines the scale factor to apply
  19428. * @returns the current bounding box
  19429. */
  19430. BoundingSphere.prototype.scale = function (factor) {
  19431. var newRadius = this.radius * factor;
  19432. var tmpVectors = BoundingSphere.TmpVector3;
  19433. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19434. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19435. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19436. this.reConstruct(min, max, this._worldMatrix);
  19437. return this;
  19438. };
  19439. /**
  19440. * Gets the world matrix of the bounding box
  19441. * @returns a matrix
  19442. */
  19443. BoundingSphere.prototype.getWorldMatrix = function () {
  19444. return this._worldMatrix;
  19445. };
  19446. // Methods
  19447. /** @hidden */
  19448. BoundingSphere.prototype._update = function (worldMatrix) {
  19449. if (!worldMatrix.isIdentity()) {
  19450. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19451. var tempVector = BoundingSphere.TmpVector3[0];
  19452. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19453. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19454. }
  19455. else {
  19456. this.centerWorld.copyFrom(this.center);
  19457. this.radiusWorld = this.radius;
  19458. }
  19459. };
  19460. /**
  19461. * Tests if the bounding sphere is intersecting the frustum planes
  19462. * @param frustumPlanes defines the frustum planes to test
  19463. * @returns true if there is an intersection
  19464. */
  19465. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19466. for (var i = 0; i < 6; i++) {
  19467. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19468. return false;
  19469. }
  19470. }
  19471. return true;
  19472. };
  19473. /**
  19474. * Tests if a point is inside the bounding sphere
  19475. * @param point defines the point to test
  19476. * @returns true if the point is inside the bounding sphere
  19477. */
  19478. BoundingSphere.prototype.intersectsPoint = function (point) {
  19479. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19480. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19481. return false;
  19482. }
  19483. return true;
  19484. };
  19485. // Statics
  19486. /**
  19487. * Checks if two sphere intersct
  19488. * @param sphere0 sphere 0
  19489. * @param sphere1 sphere 1
  19490. * @returns true if the speres intersect
  19491. */
  19492. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19493. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19494. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19495. if (radiusSum * radiusSum < squareDistance) {
  19496. return false;
  19497. }
  19498. return true;
  19499. };
  19500. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19501. return BoundingSphere;
  19502. }());
  19503. BABYLON.BoundingSphere = BoundingSphere;
  19504. })(BABYLON || (BABYLON = {}));
  19505. //# sourceMappingURL=babylon.boundingSphere.js.map
  19506. var BABYLON;
  19507. (function (BABYLON) {
  19508. /**
  19509. * Class used to store bounding box information
  19510. */
  19511. var BoundingBox = /** @class */ (function () {
  19512. /**
  19513. * Creates a new bounding box
  19514. * @param min defines the minimum vector (in local space)
  19515. * @param max defines the maximum vector (in local space)
  19516. * @param worldMatrix defines the new world matrix
  19517. */
  19518. function BoundingBox(min, max, worldMatrix) {
  19519. /**
  19520. * Gets the 8 vectors representing the bounding box in local space
  19521. */
  19522. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19523. /**
  19524. * Gets the center of the bounding box in local space
  19525. */
  19526. this.center = BABYLON.Vector3.Zero();
  19527. /**
  19528. * Gets the center of the bounding box in world space
  19529. */
  19530. this.centerWorld = BABYLON.Vector3.Zero();
  19531. /**
  19532. * Gets the extend size in local space
  19533. */
  19534. this.extendSize = BABYLON.Vector3.Zero();
  19535. /**
  19536. * Gets the extend size in world space
  19537. */
  19538. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19539. /**
  19540. * Gets the OBB (object bounding box) directions
  19541. */
  19542. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19543. /**
  19544. * Gets the 8 vectors representing the bounding box in world space
  19545. */
  19546. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19547. /**
  19548. * Gets the minimum vector in world space
  19549. */
  19550. this.minimumWorld = BABYLON.Vector3.Zero();
  19551. /**
  19552. * Gets the maximum vector in world space
  19553. */
  19554. this.maximumWorld = BABYLON.Vector3.Zero();
  19555. /**
  19556. * Gets the minimum vector in local space
  19557. */
  19558. this.minimum = BABYLON.Vector3.Zero();
  19559. /**
  19560. * Gets the maximum vector in local space
  19561. */
  19562. this.maximum = BABYLON.Vector3.Zero();
  19563. this.reConstruct(min, max, worldMatrix);
  19564. }
  19565. // Methods
  19566. /**
  19567. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19568. * @param min defines the new minimum vector (in local space)
  19569. * @param max defines the new maximum vector (in local space)
  19570. * @param worldMatrix defines the new world matrix
  19571. */
  19572. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19573. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19574. var vectors = this.vectors;
  19575. this.minimum.copyFromFloats(minX, minY, minZ);
  19576. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19577. vectors[0].copyFromFloats(minX, minY, minZ);
  19578. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19579. vectors[2].copyFromFloats(maxX, minY, minZ);
  19580. vectors[3].copyFromFloats(minX, maxY, minZ);
  19581. vectors[4].copyFromFloats(minX, minY, maxZ);
  19582. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19583. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19584. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19585. // OBB
  19586. max.addToRef(min, this.center).scaleInPlace(0.5);
  19587. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19588. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19589. };
  19590. /**
  19591. * Scale the current bounding box by applying a scale factor
  19592. * @param factor defines the scale factor to apply
  19593. * @returns the current bounding box
  19594. */
  19595. BoundingBox.prototype.scale = function (factor) {
  19596. var tmpVectors = BoundingBox.TmpVector3;
  19597. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19598. var len = diff.length();
  19599. diff.normalizeFromLength(len);
  19600. var distance = len * factor;
  19601. var newRadius = diff.scaleInPlace(distance * 0.5);
  19602. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19603. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19604. this.reConstruct(min, max, this._worldMatrix);
  19605. return this;
  19606. };
  19607. /**
  19608. * Gets the world matrix of the bounding box
  19609. * @returns a matrix
  19610. */
  19611. BoundingBox.prototype.getWorldMatrix = function () {
  19612. return this._worldMatrix;
  19613. };
  19614. /** @hidden */
  19615. BoundingBox.prototype._update = function (world) {
  19616. var minWorld = this.minimumWorld;
  19617. var maxWorld = this.maximumWorld;
  19618. var directions = this.directions;
  19619. var vectorsWorld = this.vectorsWorld;
  19620. var vectors = this.vectors;
  19621. if (!world.isIdentity()) {
  19622. minWorld.setAll(Number.MAX_VALUE);
  19623. maxWorld.setAll(-Number.MAX_VALUE);
  19624. for (var index = 0; index < 8; ++index) {
  19625. var v = vectorsWorld[index];
  19626. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19627. minWorld.minimizeInPlace(v);
  19628. maxWorld.maximizeInPlace(v);
  19629. }
  19630. // Extend
  19631. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19632. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19633. }
  19634. else {
  19635. minWorld.copyFrom(this.minimum);
  19636. maxWorld.copyFrom(this.maximum);
  19637. for (var index = 0; index < 8; ++index) {
  19638. vectorsWorld[index].copyFrom(vectors[index]);
  19639. }
  19640. // Extend
  19641. this.extendSizeWorld.copyFrom(this.extendSize);
  19642. this.centerWorld.copyFrom(this.center);
  19643. }
  19644. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19645. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19646. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19647. this._worldMatrix = world;
  19648. };
  19649. /**
  19650. * Tests if the bounding box is intersecting the frustum planes
  19651. * @param frustumPlanes defines the frustum planes to test
  19652. * @returns true if there is an intersection
  19653. */
  19654. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19655. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19656. };
  19657. /**
  19658. * Tests if the bounding box is entirely inside the frustum planes
  19659. * @param frustumPlanes defines the frustum planes to test
  19660. * @returns true if there is an inclusion
  19661. */
  19662. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19663. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19664. };
  19665. /**
  19666. * Tests if a point is inside the bounding box
  19667. * @param point defines the point to test
  19668. * @returns true if the point is inside the bounding box
  19669. */
  19670. BoundingBox.prototype.intersectsPoint = function (point) {
  19671. var min = this.minimumWorld;
  19672. var max = this.maximumWorld;
  19673. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19674. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19675. var delta = -BABYLON.Epsilon;
  19676. if (maxX - pointX < delta || delta > pointX - minX) {
  19677. return false;
  19678. }
  19679. if (maxY - pointY < delta || delta > pointY - minY) {
  19680. return false;
  19681. }
  19682. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19683. return false;
  19684. }
  19685. return true;
  19686. };
  19687. /**
  19688. * Tests if the bounding box intersects with a bounding sphere
  19689. * @param sphere defines the sphere to test
  19690. * @returns true if there is an intersection
  19691. */
  19692. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19693. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19694. };
  19695. /**
  19696. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19697. * @param min defines the min vector to use
  19698. * @param max defines the max vector to use
  19699. * @returns true if there is an intersection
  19700. */
  19701. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19702. var myMin = this.minimumWorld;
  19703. var myMax = this.maximumWorld;
  19704. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19705. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19706. if (myMaxX < minX || myMinX > maxX) {
  19707. return false;
  19708. }
  19709. if (myMaxY < minY || myMinY > maxY) {
  19710. return false;
  19711. }
  19712. if (myMaxZ < minZ || myMinZ > maxZ) {
  19713. return false;
  19714. }
  19715. return true;
  19716. };
  19717. // Statics
  19718. /**
  19719. * Tests if two bounding boxes are intersections
  19720. * @param box0 defines the first box to test
  19721. * @param box1 defines the second box to test
  19722. * @returns true if there is an intersection
  19723. */
  19724. BoundingBox.Intersects = function (box0, box1) {
  19725. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19726. };
  19727. /**
  19728. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19729. * @param minPoint defines the minimum vector of the bounding box
  19730. * @param maxPoint defines the maximum vector of the bounding box
  19731. * @param sphereCenter defines the sphere center
  19732. * @param sphereRadius defines the sphere radius
  19733. * @returns true if there is an intersection
  19734. */
  19735. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19736. var vector = BoundingBox.TmpVector3[0];
  19737. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19738. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19739. return (num <= (sphereRadius * sphereRadius));
  19740. };
  19741. /**
  19742. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19743. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19744. * @param frustumPlanes defines the frustum planes to test
  19745. * @return true if there is an inclusion
  19746. */
  19747. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19748. for (var p = 0; p < 6; ++p) {
  19749. var frustumPlane = frustumPlanes[p];
  19750. for (var i = 0; i < 8; ++i) {
  19751. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19752. return false;
  19753. }
  19754. }
  19755. }
  19756. return true;
  19757. };
  19758. /**
  19759. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19760. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19761. * @param frustumPlanes defines the frustum planes to test
  19762. * @return true if there is an intersection
  19763. */
  19764. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19765. for (var p = 0; p < 6; ++p) {
  19766. var canReturnFalse = true;
  19767. var frustumPlane = frustumPlanes[p];
  19768. for (var i = 0; i < 8; ++i) {
  19769. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19770. canReturnFalse = false;
  19771. break;
  19772. }
  19773. }
  19774. if (canReturnFalse) {
  19775. return false;
  19776. }
  19777. }
  19778. return true;
  19779. };
  19780. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19781. return BoundingBox;
  19782. }());
  19783. BABYLON.BoundingBox = BoundingBox;
  19784. })(BABYLON || (BABYLON = {}));
  19785. //# sourceMappingURL=babylon.boundingBox.js.map
  19786. var BABYLON;
  19787. (function (BABYLON) {
  19788. var _result0 = { min: 0, max: 0 };
  19789. var _result1 = { min: 0, max: 0 };
  19790. var computeBoxExtents = function (axis, box, result) {
  19791. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19792. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19793. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19794. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19795. var r = r0 + r1 + r2;
  19796. result.min = p - r;
  19797. result.max = p + r;
  19798. };
  19799. var axisOverlap = function (axis, box0, box1) {
  19800. computeBoxExtents(axis, box0, _result0);
  19801. computeBoxExtents(axis, box1, _result1);
  19802. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19803. };
  19804. /**
  19805. * Info for a bounding data of a mesh
  19806. */
  19807. var BoundingInfo = /** @class */ (function () {
  19808. /**
  19809. * Constructs bounding info
  19810. * @param minimum min vector of the bounding box/sphere
  19811. * @param maximum max vector of the bounding box/sphere
  19812. * @param worldMatrix defines the new world matrix
  19813. */
  19814. function BoundingInfo(minimum, maximum, worldMatrix) {
  19815. this._isLocked = false;
  19816. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19817. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19818. }
  19819. /**
  19820. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19821. * @param min defines the new minimum vector (in local space)
  19822. * @param max defines the new maximum vector (in local space)
  19823. * @param worldMatrix defines the new world matrix
  19824. */
  19825. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19826. this.boundingBox.reConstruct(min, max, worldMatrix);
  19827. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19828. };
  19829. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19830. /**
  19831. * min vector of the bounding box/sphere
  19832. */
  19833. get: function () {
  19834. return this.boundingBox.minimum;
  19835. },
  19836. enumerable: true,
  19837. configurable: true
  19838. });
  19839. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19840. /**
  19841. * max vector of the bounding box/sphere
  19842. */
  19843. get: function () {
  19844. return this.boundingBox.maximum;
  19845. },
  19846. enumerable: true,
  19847. configurable: true
  19848. });
  19849. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19850. /**
  19851. * If the info is locked and won't be updated to avoid perf overhead
  19852. */
  19853. get: function () {
  19854. return this._isLocked;
  19855. },
  19856. set: function (value) {
  19857. this._isLocked = value;
  19858. },
  19859. enumerable: true,
  19860. configurable: true
  19861. });
  19862. // Methods
  19863. /**
  19864. * Updates the bounding sphere and box
  19865. * @param world world matrix to be used to update
  19866. */
  19867. BoundingInfo.prototype.update = function (world) {
  19868. if (this._isLocked) {
  19869. return;
  19870. }
  19871. this.boundingBox._update(world);
  19872. this.boundingSphere._update(world);
  19873. };
  19874. /**
  19875. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19876. * @param center New center of the bounding info
  19877. * @param extend New extend of the bounding info
  19878. * @returns the current bounding info
  19879. */
  19880. BoundingInfo.prototype.centerOn = function (center, extend) {
  19881. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19882. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19883. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19884. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19885. return this;
  19886. };
  19887. /**
  19888. * Scale the current bounding info by applying a scale factor
  19889. * @param factor defines the scale factor to apply
  19890. * @returns the current bounding info
  19891. */
  19892. BoundingInfo.prototype.scale = function (factor) {
  19893. this.boundingBox.scale(factor);
  19894. this.boundingSphere.scale(factor);
  19895. return this;
  19896. };
  19897. /**
  19898. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19899. * @param frustumPlanes defines the frustum to test
  19900. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19901. * @returns true if the bounding info is in the frustum planes
  19902. */
  19903. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19904. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19905. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19906. return false;
  19907. }
  19908. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19909. return true;
  19910. }
  19911. return this.boundingBox.isInFrustum(frustumPlanes);
  19912. };
  19913. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19914. /**
  19915. * Gets the world distance between the min and max points of the bounding box
  19916. */
  19917. get: function () {
  19918. var boundingBox = this.boundingBox;
  19919. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19920. return diag.length();
  19921. },
  19922. enumerable: true,
  19923. configurable: true
  19924. });
  19925. /**
  19926. * Checks if a cullable object (mesh...) is in the camera frustum
  19927. * Unlike isInFrustum this cheks the full bounding box
  19928. * @param frustumPlanes Camera near/planes
  19929. * @returns true if the object is in frustum otherwise false
  19930. */
  19931. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19932. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19933. };
  19934. /** @hidden */
  19935. BoundingInfo.prototype._checkCollision = function (collider) {
  19936. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19937. };
  19938. /**
  19939. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19940. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19941. * @param point the point to check intersection with
  19942. * @returns if the point intersects
  19943. */
  19944. BoundingInfo.prototype.intersectsPoint = function (point) {
  19945. if (!this.boundingSphere.centerWorld) {
  19946. return false;
  19947. }
  19948. if (!this.boundingSphere.intersectsPoint(point)) {
  19949. return false;
  19950. }
  19951. if (!this.boundingBox.intersectsPoint(point)) {
  19952. return false;
  19953. }
  19954. return true;
  19955. };
  19956. /**
  19957. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19958. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19959. * @param boundingInfo the bounding info to check intersection with
  19960. * @param precise if the intersection should be done using OBB
  19961. * @returns if the bounding info intersects
  19962. */
  19963. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19964. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19965. return false;
  19966. }
  19967. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19968. return false;
  19969. }
  19970. if (!precise) {
  19971. return true;
  19972. }
  19973. var box0 = this.boundingBox;
  19974. var box1 = boundingInfo.boundingBox;
  19975. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19976. return false;
  19977. }
  19978. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19979. return false;
  19980. }
  19981. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19982. return false;
  19983. }
  19984. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19985. return false;
  19986. }
  19987. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19988. return false;
  19989. }
  19990. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19991. return false;
  19992. }
  19993. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19994. return false;
  19995. }
  19996. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19997. return false;
  19998. }
  19999. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20000. return false;
  20001. }
  20002. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20003. return false;
  20004. }
  20005. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20006. return false;
  20007. }
  20008. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20009. return false;
  20010. }
  20011. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20012. return false;
  20013. }
  20014. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20015. return false;
  20016. }
  20017. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20018. return false;
  20019. }
  20020. return true;
  20021. };
  20022. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20023. return BoundingInfo;
  20024. }());
  20025. BABYLON.BoundingInfo = BoundingInfo;
  20026. })(BABYLON || (BABYLON = {}));
  20027. //# sourceMappingURL=babylon.boundingInfo.js.map
  20028. var BABYLON;
  20029. (function (BABYLON) {
  20030. /**
  20031. * 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.
  20032. * @see https://doc.babylonjs.com/how_to/transformnode
  20033. */
  20034. var TransformNode = /** @class */ (function (_super) {
  20035. __extends(TransformNode, _super);
  20036. function TransformNode(name, scene, isPure) {
  20037. if (scene === void 0) { scene = null; }
  20038. if (isPure === void 0) { isPure = true; }
  20039. var _this = _super.call(this, name, scene) || this;
  20040. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20041. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20042. _this._up = new BABYLON.Vector3(0, 1, 0);
  20043. _this._right = new BABYLON.Vector3(1, 0, 0);
  20044. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20045. // Properties
  20046. _this._position = BABYLON.Vector3.Zero();
  20047. _this._rotation = BABYLON.Vector3.Zero();
  20048. _this._scaling = BABYLON.Vector3.One();
  20049. _this._isDirty = false;
  20050. /**
  20051. * Set the billboard mode. Default is 0.
  20052. *
  20053. * | Value | Type | Description |
  20054. * | --- | --- | --- |
  20055. * | 0 | BILLBOARDMODE_NONE | |
  20056. * | 1 | BILLBOARDMODE_X | |
  20057. * | 2 | BILLBOARDMODE_Y | |
  20058. * | 4 | BILLBOARDMODE_Z | |
  20059. * | 7 | BILLBOARDMODE_ALL | |
  20060. *
  20061. */
  20062. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20063. /**
  20064. * 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
  20065. */
  20066. _this.scalingDeterminant = 1;
  20067. /**
  20068. * Sets the distance of the object to max, often used by skybox
  20069. */
  20070. _this.infiniteDistance = false;
  20071. /**
  20072. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20073. * By default the system will update normals to compensate
  20074. */
  20075. _this.ignoreNonUniformScaling = false;
  20076. /** @hidden */
  20077. _this._localMatrix = BABYLON.Matrix.Zero();
  20078. _this._absolutePosition = BABYLON.Vector3.Zero();
  20079. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20080. _this._postMultiplyPivotMatrix = false;
  20081. _this._isWorldMatrixFrozen = false;
  20082. /** @hidden */
  20083. _this._indexInSceneTransformNodesArray = -1;
  20084. /**
  20085. * An event triggered after the world matrix is updated
  20086. */
  20087. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20088. _this._nonUniformScaling = false;
  20089. if (isPure) {
  20090. _this.getScene().addTransformNode(_this);
  20091. }
  20092. return _this;
  20093. }
  20094. /**
  20095. * Gets a string identifying the name of the class
  20096. * @returns "TransformNode" string
  20097. */
  20098. TransformNode.prototype.getClassName = function () {
  20099. return "TransformNode";
  20100. };
  20101. Object.defineProperty(TransformNode.prototype, "position", {
  20102. /**
  20103. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20104. */
  20105. get: function () {
  20106. return this._position;
  20107. },
  20108. set: function (newPosition) {
  20109. this._position = newPosition;
  20110. this._isDirty = true;
  20111. },
  20112. enumerable: true,
  20113. configurable: true
  20114. });
  20115. Object.defineProperty(TransformNode.prototype, "rotation", {
  20116. /**
  20117. * 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)).
  20118. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20119. */
  20120. get: function () {
  20121. return this._rotation;
  20122. },
  20123. set: function (newRotation) {
  20124. this._rotation = newRotation;
  20125. this._isDirty = true;
  20126. },
  20127. enumerable: true,
  20128. configurable: true
  20129. });
  20130. Object.defineProperty(TransformNode.prototype, "scaling", {
  20131. /**
  20132. * 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)).
  20133. */
  20134. get: function () {
  20135. return this._scaling;
  20136. },
  20137. set: function (newScaling) {
  20138. this._scaling = newScaling;
  20139. this._isDirty = true;
  20140. },
  20141. enumerable: true,
  20142. configurable: true
  20143. });
  20144. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20145. /**
  20146. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20147. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20148. */
  20149. get: function () {
  20150. return this._rotationQuaternion;
  20151. },
  20152. set: function (quaternion) {
  20153. this._rotationQuaternion = quaternion;
  20154. //reset the rotation vector.
  20155. if (quaternion) {
  20156. this.rotation.setAll(0.0);
  20157. }
  20158. },
  20159. enumerable: true,
  20160. configurable: true
  20161. });
  20162. Object.defineProperty(TransformNode.prototype, "forward", {
  20163. /**
  20164. * The forward direction of that transform in world space.
  20165. */
  20166. get: function () {
  20167. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20168. },
  20169. enumerable: true,
  20170. configurable: true
  20171. });
  20172. Object.defineProperty(TransformNode.prototype, "up", {
  20173. /**
  20174. * The up direction of that transform in world space.
  20175. */
  20176. get: function () {
  20177. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20178. },
  20179. enumerable: true,
  20180. configurable: true
  20181. });
  20182. Object.defineProperty(TransformNode.prototype, "right", {
  20183. /**
  20184. * The right direction of that transform in world space.
  20185. */
  20186. get: function () {
  20187. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20188. },
  20189. enumerable: true,
  20190. configurable: true
  20191. });
  20192. /**
  20193. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20194. * @param matrix the matrix to copy the pose from
  20195. * @returns this TransformNode.
  20196. */
  20197. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20198. this._poseMatrix.copyFrom(matrix);
  20199. return this;
  20200. };
  20201. /**
  20202. * Returns the mesh Pose matrix.
  20203. * @returns the pose matrix
  20204. */
  20205. TransformNode.prototype.getPoseMatrix = function () {
  20206. return this._poseMatrix;
  20207. };
  20208. /** @hidden */
  20209. TransformNode.prototype._isSynchronized = function () {
  20210. if (this._isDirty) {
  20211. return false;
  20212. }
  20213. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20214. return false;
  20215. }
  20216. if (this._cache.pivotMatrixUpdated) {
  20217. return false;
  20218. }
  20219. if (this.infiniteDistance !== this._cache.infiniteDistance) {
  20220. return false;
  20221. }
  20222. if (!this._cache.position.equals(this._position)) {
  20223. return false;
  20224. }
  20225. if (this._rotationQuaternion) {
  20226. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20227. return false;
  20228. }
  20229. }
  20230. if (!this._cache.rotation.equals(this._rotation)) {
  20231. return false;
  20232. }
  20233. if (!this._cache.scaling.equals(this._scaling)) {
  20234. return false;
  20235. }
  20236. return true;
  20237. };
  20238. /** @hidden */
  20239. TransformNode.prototype._initCache = function () {
  20240. _super.prototype._initCache.call(this);
  20241. this._cache.localMatrixUpdated = false;
  20242. this._cache.position = BABYLON.Vector3.Zero();
  20243. this._cache.scaling = BABYLON.Vector3.Zero();
  20244. this._cache.rotation = BABYLON.Vector3.Zero();
  20245. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20246. this._cache.billboardMode = -1;
  20247. this._cache.infiniteDistance = false;
  20248. };
  20249. /**
  20250. * Flag the transform node as dirty (Forcing it to update everything)
  20251. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20252. * @returns this transform node
  20253. */
  20254. TransformNode.prototype.markAsDirty = function (property) {
  20255. if (property === "rotation") {
  20256. this.rotationQuaternion = null;
  20257. }
  20258. this._currentRenderId = Number.MAX_VALUE;
  20259. this._isDirty = true;
  20260. return this;
  20261. };
  20262. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20263. /**
  20264. * Returns the current mesh absolute position.
  20265. * Returns a Vector3.
  20266. */
  20267. get: function () {
  20268. return this._absolutePosition;
  20269. },
  20270. enumerable: true,
  20271. configurable: true
  20272. });
  20273. /**
  20274. * Sets a new matrix to apply before all other transformation
  20275. * @param matrix defines the transform matrix
  20276. * @returns the current TransformNode
  20277. */
  20278. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20279. return this.setPivotMatrix(matrix, false);
  20280. };
  20281. /**
  20282. * Sets a new pivot matrix to the current node
  20283. * @param matrix defines the new pivot matrix to use
  20284. * @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
  20285. * @returns the current TransformNode
  20286. */
  20287. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20288. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20289. this._pivotMatrix.copyFrom(matrix);
  20290. this._cache.pivotMatrixUpdated = true;
  20291. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20292. if (this._postMultiplyPivotMatrix) {
  20293. if (!this._pivotMatrixInverse) {
  20294. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20295. }
  20296. else {
  20297. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20298. }
  20299. }
  20300. return this;
  20301. };
  20302. /**
  20303. * Returns the mesh pivot matrix.
  20304. * Default : Identity.
  20305. * @returns the matrix
  20306. */
  20307. TransformNode.prototype.getPivotMatrix = function () {
  20308. return this._pivotMatrix;
  20309. };
  20310. /**
  20311. * Prevents the World matrix to be computed any longer.
  20312. * @returns the TransformNode.
  20313. */
  20314. TransformNode.prototype.freezeWorldMatrix = function () {
  20315. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20316. this.computeWorldMatrix(true);
  20317. this._isWorldMatrixFrozen = true;
  20318. return this;
  20319. };
  20320. /**
  20321. * Allows back the World matrix computation.
  20322. * @returns the TransformNode.
  20323. */
  20324. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20325. this._isWorldMatrixFrozen = false;
  20326. this.computeWorldMatrix(true);
  20327. return this;
  20328. };
  20329. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20330. /**
  20331. * True if the World matrix has been frozen.
  20332. */
  20333. get: function () {
  20334. return this._isWorldMatrixFrozen;
  20335. },
  20336. enumerable: true,
  20337. configurable: true
  20338. });
  20339. /**
  20340. * Retuns the mesh absolute position in the World.
  20341. * @returns a Vector3.
  20342. */
  20343. TransformNode.prototype.getAbsolutePosition = function () {
  20344. this.computeWorldMatrix();
  20345. return this._absolutePosition;
  20346. };
  20347. /**
  20348. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20349. * @param absolutePosition the absolute position to set
  20350. * @returns the TransformNode.
  20351. */
  20352. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20353. if (!absolutePosition) {
  20354. return this;
  20355. }
  20356. var absolutePositionX;
  20357. var absolutePositionY;
  20358. var absolutePositionZ;
  20359. if (absolutePosition.x === undefined) {
  20360. if (arguments.length < 3) {
  20361. return this;
  20362. }
  20363. absolutePositionX = arguments[0];
  20364. absolutePositionY = arguments[1];
  20365. absolutePositionZ = arguments[2];
  20366. }
  20367. else {
  20368. absolutePositionX = absolutePosition.x;
  20369. absolutePositionY = absolutePosition.y;
  20370. absolutePositionZ = absolutePosition.z;
  20371. }
  20372. if (this.parent) {
  20373. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20374. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20375. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20376. }
  20377. else {
  20378. this.position.x = absolutePositionX;
  20379. this.position.y = absolutePositionY;
  20380. this.position.z = absolutePositionZ;
  20381. }
  20382. return this;
  20383. };
  20384. /**
  20385. * Sets the mesh position in its local space.
  20386. * @param vector3 the position to set in localspace
  20387. * @returns the TransformNode.
  20388. */
  20389. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20390. this.computeWorldMatrix();
  20391. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20392. return this;
  20393. };
  20394. /**
  20395. * Returns the mesh position in the local space from the current World matrix values.
  20396. * @returns a new Vector3.
  20397. */
  20398. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20399. this.computeWorldMatrix();
  20400. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20401. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20402. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20403. };
  20404. /**
  20405. * Translates the mesh along the passed Vector3 in its local space.
  20406. * @param vector3 the distance to translate in localspace
  20407. * @returns the TransformNode.
  20408. */
  20409. TransformNode.prototype.locallyTranslate = function (vector3) {
  20410. this.computeWorldMatrix(true);
  20411. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20412. return this;
  20413. };
  20414. /**
  20415. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20416. * @param targetPoint the position (must be in same space as current mesh) to look at
  20417. * @param yawCor optional yaw (y-axis) correction in radians
  20418. * @param pitchCor optional pitch (x-axis) correction in radians
  20419. * @param rollCor optional roll (z-axis) correction in radians
  20420. * @param space the choosen space of the target
  20421. * @returns the TransformNode.
  20422. */
  20423. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20424. if (yawCor === void 0) { yawCor = 0; }
  20425. if (pitchCor === void 0) { pitchCor = 0; }
  20426. if (rollCor === void 0) { rollCor = 0; }
  20427. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20428. var dv = TransformNode._lookAtVectorCache;
  20429. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20430. targetPoint.subtractToRef(pos, dv);
  20431. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20432. // Correct for parent's rotation offset
  20433. if (space === BABYLON.Space.WORLD && this.parent) {
  20434. if (this.rotationQuaternion) {
  20435. // Get local rotation matrix of the looking object
  20436. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20437. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20438. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20439. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20440. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20441. parentRotationMatrix.invert();
  20442. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20443. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20444. }
  20445. else {
  20446. // Get local rotation matrix of the looking object
  20447. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20448. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20449. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20450. quaternionRotation.toRotationMatrix(rotationMatrix);
  20451. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20452. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20453. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20454. parentRotationMatrix.invert();
  20455. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20456. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20457. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20458. }
  20459. }
  20460. return this;
  20461. };
  20462. /**
  20463. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20464. * This Vector3 is expressed in the World space.
  20465. * @param localAxis axis to rotate
  20466. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20467. */
  20468. TransformNode.prototype.getDirection = function (localAxis) {
  20469. var result = BABYLON.Vector3.Zero();
  20470. this.getDirectionToRef(localAxis, result);
  20471. return result;
  20472. };
  20473. /**
  20474. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20475. * localAxis is expressed in the mesh local space.
  20476. * result is computed in the Wordl space from the mesh World matrix.
  20477. * @param localAxis axis to rotate
  20478. * @param result the resulting transformnode
  20479. * @returns this TransformNode.
  20480. */
  20481. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20482. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20483. return this;
  20484. };
  20485. /**
  20486. * Sets this transform node rotation to the given local axis.
  20487. * @param localAxis the axis in local space
  20488. * @param yawCor optional yaw (y-axis) correction in radians
  20489. * @param pitchCor optional pitch (x-axis) correction in radians
  20490. * @param rollCor optional roll (z-axis) correction in radians
  20491. * @returns this TransformNode
  20492. */
  20493. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20494. if (yawCor === void 0) { yawCor = 0; }
  20495. if (pitchCor === void 0) { pitchCor = 0; }
  20496. if (rollCor === void 0) { rollCor = 0; }
  20497. var yaw = -Math.atan2(localAxis.z, localAxis.x) - Math.PI / 2;
  20498. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20499. var pitch = Math.atan2(localAxis.y, len);
  20500. if (this.rotationQuaternion) {
  20501. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20502. }
  20503. else {
  20504. this.rotation.x = pitch + pitchCor;
  20505. this.rotation.y = yaw + yawCor;
  20506. this.rotation.z = rollCor;
  20507. }
  20508. return this;
  20509. };
  20510. /**
  20511. * Sets a new pivot point to the current node
  20512. * @param point defines the new pivot point to use
  20513. * @param space defines if the point is in world or local space (local by default)
  20514. * @returns the current TransformNode
  20515. */
  20516. TransformNode.prototype.setPivotPoint = function (point, space) {
  20517. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20518. if (this.getScene().getRenderId() == 0) {
  20519. this.computeWorldMatrix(true);
  20520. }
  20521. var wm = this.getWorldMatrix();
  20522. if (space == BABYLON.Space.WORLD) {
  20523. var tmat = BABYLON.Tmp.Matrix[0];
  20524. wm.invertToRef(tmat);
  20525. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20526. }
  20527. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20528. };
  20529. /**
  20530. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20531. * @returns the pivot point
  20532. */
  20533. TransformNode.prototype.getPivotPoint = function () {
  20534. var point = BABYLON.Vector3.Zero();
  20535. this.getPivotPointToRef(point);
  20536. return point;
  20537. };
  20538. /**
  20539. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20540. * @param result the vector3 to store the result
  20541. * @returns this TransformNode.
  20542. */
  20543. TransformNode.prototype.getPivotPointToRef = function (result) {
  20544. result.x = -this._pivotMatrix.m[12];
  20545. result.y = -this._pivotMatrix.m[13];
  20546. result.z = -this._pivotMatrix.m[14];
  20547. return this;
  20548. };
  20549. /**
  20550. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20551. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20552. */
  20553. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20554. var point = BABYLON.Vector3.Zero();
  20555. this.getAbsolutePivotPointToRef(point);
  20556. return point;
  20557. };
  20558. /**
  20559. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20560. * @param result vector3 to store the result
  20561. * @returns this TransformNode.
  20562. */
  20563. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20564. result.x = this._pivotMatrix.m[12];
  20565. result.y = this._pivotMatrix.m[13];
  20566. result.z = this._pivotMatrix.m[14];
  20567. this.getPivotPointToRef(result);
  20568. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20569. return this;
  20570. };
  20571. /**
  20572. * Defines the passed node as the parent of the current node.
  20573. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20574. * @param node the node ot set as the parent
  20575. * @returns this TransformNode.
  20576. */
  20577. TransformNode.prototype.setParent = function (node) {
  20578. if (!node && !this.parent) {
  20579. return this;
  20580. }
  20581. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20582. var position = BABYLON.Tmp.Vector3[0];
  20583. var scale = BABYLON.Tmp.Vector3[1];
  20584. if (!node) {
  20585. if (this.parent && this.parent.computeWorldMatrix) {
  20586. this.parent.computeWorldMatrix(true);
  20587. }
  20588. this.computeWorldMatrix(true);
  20589. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20590. }
  20591. else {
  20592. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20593. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20594. this.computeWorldMatrix(true);
  20595. node.computeWorldMatrix(true);
  20596. node.getWorldMatrix().invertToRef(invParentMatrix);
  20597. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20598. diffMatrix.decompose(scale, quatRotation, position);
  20599. }
  20600. if (this.rotationQuaternion) {
  20601. this.rotationQuaternion.copyFrom(quatRotation);
  20602. }
  20603. else {
  20604. quatRotation.toEulerAnglesToRef(this.rotation);
  20605. }
  20606. this.scaling.copyFrom(scale);
  20607. this.position.copyFrom(position);
  20608. this.parent = node;
  20609. return this;
  20610. };
  20611. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20612. /**
  20613. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20614. */
  20615. get: function () {
  20616. return this._nonUniformScaling;
  20617. },
  20618. enumerable: true,
  20619. configurable: true
  20620. });
  20621. /** @hidden */
  20622. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20623. if (this._nonUniformScaling === value) {
  20624. return false;
  20625. }
  20626. this._nonUniformScaling = value;
  20627. return true;
  20628. };
  20629. /**
  20630. * Attach the current TransformNode to another TransformNode associated with a bone
  20631. * @param bone Bone affecting the TransformNode
  20632. * @param affectedTransformNode TransformNode associated with the bone
  20633. * @returns this object
  20634. */
  20635. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20636. this._transformToBoneReferal = affectedTransformNode;
  20637. this.parent = bone;
  20638. if (bone.getWorldMatrix().determinant() < 0) {
  20639. this.scalingDeterminant *= -1;
  20640. }
  20641. return this;
  20642. };
  20643. /**
  20644. * Detach the transform node if its associated with a bone
  20645. * @returns this object
  20646. */
  20647. TransformNode.prototype.detachFromBone = function () {
  20648. if (!this.parent) {
  20649. return this;
  20650. }
  20651. if (this.parent.getWorldMatrix().determinant() < 0) {
  20652. this.scalingDeterminant *= -1;
  20653. }
  20654. this._transformToBoneReferal = null;
  20655. this.parent = null;
  20656. return this;
  20657. };
  20658. /**
  20659. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20660. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20661. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20662. * The passed axis is also normalized.
  20663. * @param axis the axis to rotate around
  20664. * @param amount the amount to rotate in radians
  20665. * @param space Space to rotate in (Default: local)
  20666. * @returns the TransformNode.
  20667. */
  20668. TransformNode.prototype.rotate = function (axis, amount, space) {
  20669. axis.normalize();
  20670. if (!this.rotationQuaternion) {
  20671. this.rotationQuaternion = this.rotation.toQuaternion();
  20672. this.rotation.setAll(0);
  20673. }
  20674. var rotationQuaternion;
  20675. if (!space || space === BABYLON.Space.LOCAL) {
  20676. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20677. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20678. }
  20679. else {
  20680. if (this.parent) {
  20681. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20682. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20683. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20684. }
  20685. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20686. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20687. }
  20688. return this;
  20689. };
  20690. /**
  20691. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20692. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20693. * The passed axis is also normalized. .
  20694. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20695. * @param point the point to rotate around
  20696. * @param axis the axis to rotate around
  20697. * @param amount the amount to rotate in radians
  20698. * @returns the TransformNode
  20699. */
  20700. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20701. axis.normalize();
  20702. if (!this.rotationQuaternion) {
  20703. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20704. this.rotation.setAll(0);
  20705. }
  20706. var tmpVector = BABYLON.Tmp.Vector3[0];
  20707. var finalScale = BABYLON.Tmp.Vector3[1];
  20708. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20709. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20710. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20711. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20712. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20713. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20714. point.subtractToRef(this.position, tmpVector);
  20715. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20716. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20717. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20718. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20719. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20720. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20721. this.position.addInPlace(finalTranslation);
  20722. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20723. return this;
  20724. };
  20725. /**
  20726. * Translates the mesh along the axis vector for the passed distance in the given space.
  20727. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20728. * @param axis the axis to translate in
  20729. * @param distance the distance to translate
  20730. * @param space Space to rotate in (Default: local)
  20731. * @returns the TransformNode.
  20732. */
  20733. TransformNode.prototype.translate = function (axis, distance, space) {
  20734. var displacementVector = axis.scale(distance);
  20735. if (!space || space === BABYLON.Space.LOCAL) {
  20736. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20737. this.setPositionWithLocalVector(tempV3);
  20738. }
  20739. else {
  20740. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20741. }
  20742. return this;
  20743. };
  20744. /**
  20745. * Adds a rotation step to the mesh current rotation.
  20746. * x, y, z are Euler angles expressed in radians.
  20747. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20748. * This means this rotation is made in the mesh local space only.
  20749. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20750. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20751. * ```javascript
  20752. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20753. * ```
  20754. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20755. * 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.
  20756. * @param x Rotation to add
  20757. * @param y Rotation to add
  20758. * @param z Rotation to add
  20759. * @returns the TransformNode.
  20760. */
  20761. TransformNode.prototype.addRotation = function (x, y, z) {
  20762. var rotationQuaternion;
  20763. if (this.rotationQuaternion) {
  20764. rotationQuaternion = this.rotationQuaternion;
  20765. }
  20766. else {
  20767. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20768. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20769. }
  20770. var accumulation = BABYLON.Tmp.Quaternion[0];
  20771. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20772. rotationQuaternion.multiplyInPlace(accumulation);
  20773. if (!this.rotationQuaternion) {
  20774. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20775. }
  20776. return this;
  20777. };
  20778. /**
  20779. * Computes the world matrix of the node
  20780. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20781. * @returns the world matrix
  20782. */
  20783. TransformNode.prototype.computeWorldMatrix = function (force) {
  20784. if (this._isWorldMatrixFrozen) {
  20785. return this._worldMatrix;
  20786. }
  20787. if (!force && this.isSynchronized()) {
  20788. this._currentRenderId = this.getScene().getRenderId();
  20789. return this._worldMatrix;
  20790. }
  20791. this._updateCache();
  20792. this._cache.position.copyFrom(this.position);
  20793. this._cache.scaling.copyFrom(this.scaling);
  20794. this._cache.pivotMatrixUpdated = false;
  20795. this._cache.billboardMode = this.billboardMode;
  20796. this._cache.infiniteDistance = this.infiniteDistance;
  20797. this._currentRenderId = this.getScene().getRenderId();
  20798. this._childRenderId = this.getScene().getRenderId();
  20799. this._isDirty = false;
  20800. // Scaling
  20801. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20802. // Rotation
  20803. //rotate, if quaternion is set and rotation was used
  20804. if (this.rotationQuaternion) {
  20805. var len = this.rotation.length();
  20806. if (len) {
  20807. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20808. this.rotation.copyFromFloats(0, 0, 0);
  20809. }
  20810. }
  20811. if (this.rotationQuaternion) {
  20812. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20813. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20814. }
  20815. else {
  20816. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20817. this._cache.rotation.copyFrom(this.rotation);
  20818. }
  20819. // Translation
  20820. var camera = this.getScene().activeCamera;
  20821. if (this.infiniteDistance && !this.parent && camera) {
  20822. var cameraWorldMatrix = camera.getWorldMatrix();
  20823. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20824. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20825. }
  20826. else {
  20827. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20828. }
  20829. // Composing transformations
  20830. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20831. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20832. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20833. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20834. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20835. // Need to decompose each rotation here
  20836. var currentPosition = BABYLON.Tmp.Vector3[3];
  20837. if (this.parent && this.parent.getWorldMatrix) {
  20838. if (this._transformToBoneReferal) {
  20839. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20840. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20841. }
  20842. else {
  20843. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20844. }
  20845. }
  20846. else {
  20847. currentPosition.copyFrom(this.position);
  20848. }
  20849. currentPosition.subtractInPlace(camera.globalPosition);
  20850. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20851. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20852. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20853. }
  20854. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20855. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20856. }
  20857. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20858. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20859. }
  20860. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20861. }
  20862. else {
  20863. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20864. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20865. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20866. }
  20867. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20868. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20869. }
  20870. // Post multiply inverse of pivotMatrix
  20871. if (this._postMultiplyPivotMatrix) {
  20872. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20873. }
  20874. // Local world
  20875. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20876. // Parent
  20877. if (this.parent && this.parent.getWorldMatrix) {
  20878. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20879. if (this._transformToBoneReferal) {
  20880. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20881. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20882. }
  20883. else {
  20884. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20885. }
  20886. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20887. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20888. this._worldMatrix.copyFrom(this._localMatrix);
  20889. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20890. }
  20891. else {
  20892. if (this._transformToBoneReferal) {
  20893. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20894. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20895. }
  20896. else {
  20897. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20898. }
  20899. }
  20900. this._markSyncedWithParent();
  20901. }
  20902. else {
  20903. this._worldMatrix.copyFrom(this._localMatrix);
  20904. }
  20905. // Normal matrix
  20906. if (!this.ignoreNonUniformScaling) {
  20907. if (this.scaling.isNonUniform) {
  20908. this._updateNonUniformScalingState(true);
  20909. }
  20910. else if (this.parent && this.parent._nonUniformScaling) {
  20911. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20912. }
  20913. else {
  20914. this._updateNonUniformScalingState(false);
  20915. }
  20916. }
  20917. else {
  20918. this._updateNonUniformScalingState(false);
  20919. }
  20920. this._afterComputeWorldMatrix();
  20921. // Absolute position
  20922. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20923. // Callbacks
  20924. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20925. if (!this._poseMatrix) {
  20926. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20927. }
  20928. // Cache the determinant
  20929. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20930. return this._worldMatrix;
  20931. };
  20932. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20933. };
  20934. /**
  20935. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20936. * @param func callback function to add
  20937. *
  20938. * @returns the TransformNode.
  20939. */
  20940. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20941. this.onAfterWorldMatrixUpdateObservable.add(func);
  20942. return this;
  20943. };
  20944. /**
  20945. * Removes a registered callback function.
  20946. * @param func callback function to remove
  20947. * @returns the TransformNode.
  20948. */
  20949. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20950. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20951. return this;
  20952. };
  20953. /**
  20954. * Gets the position of the current mesh in camera space
  20955. * @param camera defines the camera to use
  20956. * @returns a position
  20957. */
  20958. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20959. if (camera === void 0) { camera = null; }
  20960. if (!camera) {
  20961. camera = this.getScene().activeCamera;
  20962. }
  20963. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20964. };
  20965. /**
  20966. * Returns the distance from the mesh to the active camera
  20967. * @param camera defines the camera to use
  20968. * @returns the distance
  20969. */
  20970. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20971. if (camera === void 0) { camera = null; }
  20972. if (!camera) {
  20973. camera = this.getScene().activeCamera;
  20974. }
  20975. return this.absolutePosition.subtract(camera.position).length();
  20976. };
  20977. /**
  20978. * Clone the current transform node
  20979. * @param name Name of the new clone
  20980. * @param newParent New parent for the clone
  20981. * @param doNotCloneChildren Do not clone children hierarchy
  20982. * @returns the new transform node
  20983. */
  20984. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20985. var _this = this;
  20986. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20987. result.name = name;
  20988. result.id = name;
  20989. if (newParent) {
  20990. result.parent = newParent;
  20991. }
  20992. if (!doNotCloneChildren) {
  20993. // Children
  20994. var directDescendants = this.getDescendants(true);
  20995. for (var index = 0; index < directDescendants.length; index++) {
  20996. var child = directDescendants[index];
  20997. if (child.clone) {
  20998. child.clone(name + "." + child.name, result);
  20999. }
  21000. }
  21001. }
  21002. return result;
  21003. };
  21004. /**
  21005. * Serializes the objects information.
  21006. * @param currentSerializationObject defines the object to serialize in
  21007. * @returns the serialized object
  21008. */
  21009. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21010. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21011. serializationObject.type = this.getClassName();
  21012. // Parent
  21013. if (this.parent) {
  21014. serializationObject.parentId = this.parent.id;
  21015. }
  21016. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21017. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21018. }
  21019. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21020. serializationObject.isEnabled = this.isEnabled();
  21021. // Parent
  21022. if (this.parent) {
  21023. serializationObject.parentId = this.parent.id;
  21024. }
  21025. return serializationObject;
  21026. };
  21027. // Statics
  21028. /**
  21029. * Returns a new TransformNode object parsed from the source provided.
  21030. * @param parsedTransformNode is the source.
  21031. * @param scene the scne the object belongs to
  21032. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21033. * @returns a new TransformNode object parsed from the source provided.
  21034. */
  21035. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21036. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21037. if (BABYLON.Tags) {
  21038. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21039. }
  21040. if (parsedTransformNode.localMatrix) {
  21041. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21042. }
  21043. else if (parsedTransformNode.pivotMatrix) {
  21044. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21045. }
  21046. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21047. // Parent
  21048. if (parsedTransformNode.parentId) {
  21049. transformNode._waitingParentId = parsedTransformNode.parentId;
  21050. }
  21051. return transformNode;
  21052. };
  21053. /**
  21054. * Releases resources associated with this transform node.
  21055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21057. */
  21058. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21059. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21060. // Animations
  21061. this.getScene().stopAnimation(this);
  21062. // Remove from scene
  21063. this.getScene().removeTransformNode(this);
  21064. this.onAfterWorldMatrixUpdateObservable.clear();
  21065. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21066. };
  21067. // Statics
  21068. /**
  21069. * Object will not rotate to face the camera
  21070. */
  21071. TransformNode.BILLBOARDMODE_NONE = 0;
  21072. /**
  21073. * Object will rotate to face the camera but only on the x axis
  21074. */
  21075. TransformNode.BILLBOARDMODE_X = 1;
  21076. /**
  21077. * Object will rotate to face the camera but only on the y axis
  21078. */
  21079. TransformNode.BILLBOARDMODE_Y = 2;
  21080. /**
  21081. * Object will rotate to face the camera but only on the z axis
  21082. */
  21083. TransformNode.BILLBOARDMODE_Z = 4;
  21084. /**
  21085. * Object will rotate to face the camera
  21086. */
  21087. TransformNode.BILLBOARDMODE_ALL = 7;
  21088. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21089. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21090. __decorate([
  21091. BABYLON.serializeAsVector3("position")
  21092. ], TransformNode.prototype, "_position", void 0);
  21093. __decorate([
  21094. BABYLON.serializeAsVector3("rotation")
  21095. ], TransformNode.prototype, "_rotation", void 0);
  21096. __decorate([
  21097. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21098. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21099. __decorate([
  21100. BABYLON.serializeAsVector3("scaling")
  21101. ], TransformNode.prototype, "_scaling", void 0);
  21102. __decorate([
  21103. BABYLON.serialize()
  21104. ], TransformNode.prototype, "billboardMode", void 0);
  21105. __decorate([
  21106. BABYLON.serialize()
  21107. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21108. __decorate([
  21109. BABYLON.serialize()
  21110. ], TransformNode.prototype, "infiniteDistance", void 0);
  21111. __decorate([
  21112. BABYLON.serialize()
  21113. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21114. return TransformNode;
  21115. }(BABYLON.Node));
  21116. BABYLON.TransformNode = TransformNode;
  21117. })(BABYLON || (BABYLON = {}));
  21118. //# sourceMappingURL=babylon.transformNode.js.map
  21119. var BABYLON;
  21120. (function (BABYLON) {
  21121. /** @hidden */
  21122. var _FacetDataStorage = /** @class */ (function () {
  21123. function _FacetDataStorage() {
  21124. this.facetNb = 0; // facet number
  21125. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21126. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21127. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21128. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21129. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21130. this.subDiv = {
  21131. max: 1,
  21132. X: 1,
  21133. Y: 1,
  21134. Z: 1
  21135. };
  21136. this.facetDepthSort = false; // is the facet depth sort to be computed
  21137. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21138. }
  21139. return _FacetDataStorage;
  21140. }());
  21141. /**
  21142. * Class used to store all common mesh properties
  21143. */
  21144. var AbstractMesh = /** @class */ (function (_super) {
  21145. __extends(AbstractMesh, _super);
  21146. // Constructor
  21147. /**
  21148. * Creates a new AbstractMesh
  21149. * @param name defines the name of the mesh
  21150. * @param scene defines the hosting scene
  21151. */
  21152. function AbstractMesh(name, scene) {
  21153. if (scene === void 0) { scene = null; }
  21154. var _this = _super.call(this, name, scene, false) || this;
  21155. _this._facetData = new _FacetDataStorage();
  21156. /** Gets ot sets the culling strategy to use to find visible meshes */
  21157. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21158. // Events
  21159. /**
  21160. * An event triggered when this mesh collides with another one
  21161. */
  21162. _this.onCollideObservable = new BABYLON.Observable();
  21163. /**
  21164. * An event triggered when the collision's position changes
  21165. */
  21166. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21167. /**
  21168. * An event triggered when material is changed
  21169. */
  21170. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21171. // Properties
  21172. /**
  21173. * Gets or sets the orientation for POV movement & rotation
  21174. */
  21175. _this.definedFacingForward = true;
  21176. _this._visibility = 1.0;
  21177. /** Gets or sets the alpha index used to sort transparent meshes
  21178. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21179. */
  21180. _this.alphaIndex = Number.MAX_VALUE;
  21181. /**
  21182. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21183. */
  21184. _this.isVisible = true;
  21185. /**
  21186. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21187. */
  21188. _this.isPickable = true;
  21189. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21190. _this.showSubMeshesBoundingBox = false;
  21191. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21192. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21193. */
  21194. _this.isBlocker = false;
  21195. /**
  21196. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21197. */
  21198. _this.enablePointerMoveEvents = false;
  21199. /**
  21200. * Specifies the rendering group id for this mesh (0 by default)
  21201. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21202. */
  21203. _this.renderingGroupId = 0;
  21204. _this._receiveShadows = false;
  21205. /** Defines color to use when rendering outline */
  21206. _this.outlineColor = BABYLON.Color3.Red();
  21207. /** Define width to use when rendering outline */
  21208. _this.outlineWidth = 0.02;
  21209. /** Defines color to use when rendering overlay */
  21210. _this.overlayColor = BABYLON.Color3.Red();
  21211. /** Defines alpha to use when rendering overlay */
  21212. _this.overlayAlpha = 0.5;
  21213. _this._hasVertexAlpha = false;
  21214. _this._useVertexColors = true;
  21215. _this._computeBonesUsingShaders = true;
  21216. _this._numBoneInfluencers = 4;
  21217. _this._applyFog = true;
  21218. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21219. _this.useOctreeForRenderingSelection = true;
  21220. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21221. _this.useOctreeForPicking = true;
  21222. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21223. _this.useOctreeForCollisions = true;
  21224. _this._layerMask = 0x0FFFFFFF;
  21225. /**
  21226. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21227. */
  21228. _this.alwaysSelectAsActiveMesh = false;
  21229. /**
  21230. * Gets or sets the current action manager
  21231. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21232. */
  21233. _this.actionManager = null;
  21234. // Collisions
  21235. _this._checkCollisions = false;
  21236. _this._collisionMask = -1;
  21237. _this._collisionGroup = -1;
  21238. /**
  21239. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21240. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21241. */
  21242. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21243. /**
  21244. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21245. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21246. */
  21247. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21248. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21249. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21250. // Edges
  21251. /**
  21252. * Defines edge width used when edgesRenderer is enabled
  21253. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21254. */
  21255. _this.edgesWidth = 1;
  21256. /**
  21257. * Defines edge color used when edgesRenderer is enabled
  21258. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21259. */
  21260. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21261. /** @hidden */
  21262. _this._renderId = 0;
  21263. /** @hidden */
  21264. _this._intersectionsInProgress = new Array();
  21265. /** @hidden */
  21266. _this._unIndexed = false;
  21267. /** @hidden */
  21268. _this._lightSources = new Array();
  21269. /**
  21270. * An event triggered when the mesh is rebuilt.
  21271. */
  21272. _this.onRebuildObservable = new BABYLON.Observable();
  21273. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21274. if (collidedMesh === void 0) { collidedMesh = null; }
  21275. //TODO move this to the collision coordinator!
  21276. if (_this.getScene().workerCollisions) {
  21277. newPosition.multiplyInPlace(_this._collider._radius);
  21278. }
  21279. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21280. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21281. _this.position.addInPlace(_this._diffPositionForCollisions);
  21282. }
  21283. if (collidedMesh) {
  21284. _this.onCollideObservable.notifyObservers(collidedMesh);
  21285. }
  21286. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21287. };
  21288. _this.getScene().addMesh(_this);
  21289. _this._resyncLightSources();
  21290. return _this;
  21291. }
  21292. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21293. /**
  21294. * No billboard
  21295. */
  21296. get: function () {
  21297. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21298. },
  21299. enumerable: true,
  21300. configurable: true
  21301. });
  21302. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21303. /** Billboard on X axis */
  21304. get: function () {
  21305. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21306. },
  21307. enumerable: true,
  21308. configurable: true
  21309. });
  21310. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21311. /** Billboard on Y axis */
  21312. get: function () {
  21313. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21314. },
  21315. enumerable: true,
  21316. configurable: true
  21317. });
  21318. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21319. /** Billboard on Z axis */
  21320. get: function () {
  21321. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21322. },
  21323. enumerable: true,
  21324. configurable: true
  21325. });
  21326. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21327. /** Billboard on all axes */
  21328. get: function () {
  21329. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21330. },
  21331. enumerable: true,
  21332. configurable: true
  21333. });
  21334. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21335. /**
  21336. * Gets the number of facets in the mesh
  21337. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21338. */
  21339. get: function () {
  21340. return this._facetData.facetNb;
  21341. },
  21342. enumerable: true,
  21343. configurable: true
  21344. });
  21345. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21346. /**
  21347. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21348. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21349. */
  21350. get: function () {
  21351. return this._facetData.partitioningSubdivisions;
  21352. },
  21353. set: function (nb) {
  21354. this._facetData.partitioningSubdivisions = nb;
  21355. },
  21356. enumerable: true,
  21357. configurable: true
  21358. });
  21359. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21360. /**
  21361. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21362. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21363. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21364. */
  21365. get: function () {
  21366. return this._facetData.partitioningBBoxRatio;
  21367. },
  21368. set: function (ratio) {
  21369. this._facetData.partitioningBBoxRatio = ratio;
  21370. },
  21371. enumerable: true,
  21372. configurable: true
  21373. });
  21374. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21375. /**
  21376. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21377. * Works only for updatable meshes.
  21378. * Doesn't work with multi-materials
  21379. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21380. */
  21381. get: function () {
  21382. return this._facetData.facetDepthSort;
  21383. },
  21384. set: function (sort) {
  21385. this._facetData.facetDepthSort = sort;
  21386. },
  21387. enumerable: true,
  21388. configurable: true
  21389. });
  21390. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21391. /**
  21392. * The location (Vector3) where the facet depth sort must be computed from.
  21393. * By default, the active camera position.
  21394. * Used only when facet depth sort is enabled
  21395. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21396. */
  21397. get: function () {
  21398. return this._facetData.facetDepthSortFrom;
  21399. },
  21400. set: function (location) {
  21401. this._facetData.facetDepthSortFrom = location;
  21402. },
  21403. enumerable: true,
  21404. configurable: true
  21405. });
  21406. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21407. /**
  21408. * gets a boolean indicating if facetData is enabled
  21409. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21410. */
  21411. get: function () {
  21412. return this._facetData.facetDataEnabled;
  21413. },
  21414. enumerable: true,
  21415. configurable: true
  21416. });
  21417. /** @hidden */
  21418. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21419. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21420. return false;
  21421. }
  21422. this._markSubMeshesAsMiscDirty();
  21423. return true;
  21424. };
  21425. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21426. /** Set a function to call when this mesh collides with another one */
  21427. set: function (callback) {
  21428. if (this._onCollideObserver) {
  21429. this.onCollideObservable.remove(this._onCollideObserver);
  21430. }
  21431. this._onCollideObserver = this.onCollideObservable.add(callback);
  21432. },
  21433. enumerable: true,
  21434. configurable: true
  21435. });
  21436. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21437. /** Set a function to call when the collision's position changes */
  21438. set: function (callback) {
  21439. if (this._onCollisionPositionChangeObserver) {
  21440. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21441. }
  21442. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21443. },
  21444. enumerable: true,
  21445. configurable: true
  21446. });
  21447. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21448. /**
  21449. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21450. */
  21451. get: function () {
  21452. return this._visibility;
  21453. },
  21454. /**
  21455. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21456. */
  21457. set: function (value) {
  21458. if (this._visibility === value) {
  21459. return;
  21460. }
  21461. this._visibility = value;
  21462. this._markSubMeshesAsMiscDirty();
  21463. },
  21464. enumerable: true,
  21465. configurable: true
  21466. });
  21467. Object.defineProperty(AbstractMesh.prototype, "material", {
  21468. /** Gets or sets current material */
  21469. get: function () {
  21470. return this._material;
  21471. },
  21472. set: function (value) {
  21473. if (this._material === value) {
  21474. return;
  21475. }
  21476. // remove from material mesh map id needed
  21477. if (this._material && this._material.meshMap) {
  21478. this._material.meshMap[this.uniqueId] = undefined;
  21479. }
  21480. this._material = value;
  21481. if (value && value.meshMap) {
  21482. value.meshMap[this.uniqueId] = this;
  21483. }
  21484. if (this.onMaterialChangedObservable.hasObservers) {
  21485. this.onMaterialChangedObservable.notifyObservers(this);
  21486. }
  21487. if (!this.subMeshes) {
  21488. return;
  21489. }
  21490. this._unBindEffect();
  21491. },
  21492. enumerable: true,
  21493. configurable: true
  21494. });
  21495. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21496. /**
  21497. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21498. * @see http://doc.babylonjs.com/babylon101/shadows
  21499. */
  21500. get: function () {
  21501. return this._receiveShadows;
  21502. },
  21503. set: function (value) {
  21504. if (this._receiveShadows === value) {
  21505. return;
  21506. }
  21507. this._receiveShadows = value;
  21508. this._markSubMeshesAsLightDirty();
  21509. },
  21510. enumerable: true,
  21511. configurable: true
  21512. });
  21513. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21514. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21515. get: function () {
  21516. return this._hasVertexAlpha;
  21517. },
  21518. set: function (value) {
  21519. if (this._hasVertexAlpha === value) {
  21520. return;
  21521. }
  21522. this._hasVertexAlpha = value;
  21523. this._markSubMeshesAsAttributesDirty();
  21524. this._markSubMeshesAsMiscDirty();
  21525. },
  21526. enumerable: true,
  21527. configurable: true
  21528. });
  21529. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21530. /** 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) */
  21531. get: function () {
  21532. return this._useVertexColors;
  21533. },
  21534. set: function (value) {
  21535. if (this._useVertexColors === value) {
  21536. return;
  21537. }
  21538. this._useVertexColors = value;
  21539. this._markSubMeshesAsAttributesDirty();
  21540. },
  21541. enumerable: true,
  21542. configurable: true
  21543. });
  21544. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21545. /**
  21546. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21547. */
  21548. get: function () {
  21549. return this._computeBonesUsingShaders;
  21550. },
  21551. set: function (value) {
  21552. if (this._computeBonesUsingShaders === value) {
  21553. return;
  21554. }
  21555. this._computeBonesUsingShaders = value;
  21556. this._markSubMeshesAsAttributesDirty();
  21557. },
  21558. enumerable: true,
  21559. configurable: true
  21560. });
  21561. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21562. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21563. get: function () {
  21564. return this._numBoneInfluencers;
  21565. },
  21566. set: function (value) {
  21567. if (this._numBoneInfluencers === value) {
  21568. return;
  21569. }
  21570. this._numBoneInfluencers = value;
  21571. this._markSubMeshesAsAttributesDirty();
  21572. },
  21573. enumerable: true,
  21574. configurable: true
  21575. });
  21576. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21577. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21578. get: function () {
  21579. return this._applyFog;
  21580. },
  21581. set: function (value) {
  21582. if (this._applyFog === value) {
  21583. return;
  21584. }
  21585. this._applyFog = value;
  21586. this._markSubMeshesAsMiscDirty();
  21587. },
  21588. enumerable: true,
  21589. configurable: true
  21590. });
  21591. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21592. /**
  21593. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21594. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21595. */
  21596. get: function () {
  21597. return this._layerMask;
  21598. },
  21599. set: function (value) {
  21600. if (value === this._layerMask) {
  21601. return;
  21602. }
  21603. this._layerMask = value;
  21604. this._resyncLightSources();
  21605. },
  21606. enumerable: true,
  21607. configurable: true
  21608. });
  21609. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21610. /**
  21611. * Gets or sets a collision mask used to mask collisions (default is -1).
  21612. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21613. */
  21614. get: function () {
  21615. return this._collisionMask;
  21616. },
  21617. set: function (mask) {
  21618. this._collisionMask = !isNaN(mask) ? mask : -1;
  21619. },
  21620. enumerable: true,
  21621. configurable: true
  21622. });
  21623. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21624. /**
  21625. * Gets or sets the current collision group mask (-1 by default).
  21626. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21627. */
  21628. get: function () {
  21629. return this._collisionGroup;
  21630. },
  21631. set: function (mask) {
  21632. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21633. },
  21634. enumerable: true,
  21635. configurable: true
  21636. });
  21637. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21638. /** @hidden */
  21639. get: function () {
  21640. return null;
  21641. },
  21642. enumerable: true,
  21643. configurable: true
  21644. });
  21645. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21646. get: function () {
  21647. return this._skeleton;
  21648. },
  21649. /**
  21650. * Gets or sets a skeleton to apply skining transformations
  21651. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21652. */
  21653. set: function (value) {
  21654. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21655. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21656. }
  21657. if (value && value.needInitialSkinMatrix) {
  21658. value._registerMeshWithPoseMatrix(this);
  21659. }
  21660. this._skeleton = value;
  21661. if (!this._skeleton) {
  21662. this._bonesTransformMatrices = null;
  21663. }
  21664. this._markSubMeshesAsAttributesDirty();
  21665. },
  21666. enumerable: true,
  21667. configurable: true
  21668. });
  21669. /**
  21670. * Returns the string "AbstractMesh"
  21671. * @returns "AbstractMesh"
  21672. */
  21673. AbstractMesh.prototype.getClassName = function () {
  21674. return "AbstractMesh";
  21675. };
  21676. /**
  21677. * Gets a string representation of the current mesh
  21678. * @param fullDetails defines a boolean indicating if full details must be included
  21679. * @returns a string representation of the current mesh
  21680. */
  21681. AbstractMesh.prototype.toString = function (fullDetails) {
  21682. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21683. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21684. if (this._skeleton) {
  21685. ret += ", skeleton: " + this._skeleton.name;
  21686. }
  21687. if (fullDetails) {
  21688. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21689. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21690. }
  21691. return ret;
  21692. };
  21693. /** @hidden */
  21694. AbstractMesh.prototype._rebuild = function () {
  21695. this.onRebuildObservable.notifyObservers(this);
  21696. if (this._occlusionQuery) {
  21697. this._occlusionQuery = null;
  21698. }
  21699. if (!this.subMeshes) {
  21700. return;
  21701. }
  21702. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21703. var subMesh = _a[_i];
  21704. subMesh._rebuild();
  21705. }
  21706. };
  21707. /** @hidden */
  21708. AbstractMesh.prototype._resyncLightSources = function () {
  21709. this._lightSources.length = 0;
  21710. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21711. var light = _a[_i];
  21712. if (!light.isEnabled()) {
  21713. continue;
  21714. }
  21715. if (light.canAffectMesh(this)) {
  21716. this._lightSources.push(light);
  21717. }
  21718. }
  21719. this._markSubMeshesAsLightDirty();
  21720. };
  21721. /** @hidden */
  21722. AbstractMesh.prototype._resyncLighSource = function (light) {
  21723. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21724. var index = this._lightSources.indexOf(light);
  21725. if (index === -1) {
  21726. if (!isIn) {
  21727. return;
  21728. }
  21729. this._lightSources.push(light);
  21730. }
  21731. else {
  21732. if (isIn) {
  21733. return;
  21734. }
  21735. this._lightSources.splice(index, 1);
  21736. }
  21737. this._markSubMeshesAsLightDirty();
  21738. };
  21739. /** @hidden */
  21740. AbstractMesh.prototype._unBindEffect = function () {
  21741. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21742. var subMesh = _a[_i];
  21743. subMesh.setEffect(null);
  21744. }
  21745. };
  21746. /** @hidden */
  21747. AbstractMesh.prototype._removeLightSource = function (light) {
  21748. var index = this._lightSources.indexOf(light);
  21749. if (index === -1) {
  21750. return;
  21751. }
  21752. this._lightSources.splice(index, 1);
  21753. this._markSubMeshesAsLightDirty();
  21754. };
  21755. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21756. if (!this.subMeshes) {
  21757. return;
  21758. }
  21759. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21760. var subMesh = _a[_i];
  21761. if (subMesh._materialDefines) {
  21762. func(subMesh._materialDefines);
  21763. }
  21764. }
  21765. };
  21766. /** @hidden */
  21767. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21768. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21769. };
  21770. /** @hidden */
  21771. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21772. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21773. };
  21774. /** @hidden */
  21775. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21776. if (!this.subMeshes) {
  21777. return;
  21778. }
  21779. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21780. var subMesh = _a[_i];
  21781. var material = subMesh.getMaterial();
  21782. if (material) {
  21783. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21784. }
  21785. }
  21786. };
  21787. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21788. /**
  21789. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21790. */
  21791. get: function () {
  21792. return this._scaling;
  21793. },
  21794. set: function (newScaling) {
  21795. this._scaling = newScaling;
  21796. if (this.physicsImpostor) {
  21797. this.physicsImpostor.forceUpdate();
  21798. }
  21799. },
  21800. enumerable: true,
  21801. configurable: true
  21802. });
  21803. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21804. // Methods
  21805. /**
  21806. * Returns true if the mesh is blocked. Implemented by child classes
  21807. */
  21808. get: function () {
  21809. return false;
  21810. },
  21811. enumerable: true,
  21812. configurable: true
  21813. });
  21814. /**
  21815. * Returns the mesh itself by default. Implemented by child classes
  21816. * @param camera defines the camera to use to pick the right LOD level
  21817. * @returns the currentAbstractMesh
  21818. */
  21819. AbstractMesh.prototype.getLOD = function (camera) {
  21820. return this;
  21821. };
  21822. /**
  21823. * Returns 0 by default. Implemented by child classes
  21824. * @returns an integer
  21825. */
  21826. AbstractMesh.prototype.getTotalVertices = function () {
  21827. return 0;
  21828. };
  21829. /**
  21830. * Returns a positive integer : the total number of indices in this mesh geometry.
  21831. * @returns the numner of indices or zero if the mesh has no geometry.
  21832. */
  21833. AbstractMesh.prototype.getTotalIndices = function () {
  21834. return 0;
  21835. };
  21836. /**
  21837. * Returns null by default. Implemented by child classes
  21838. * @returns null
  21839. */
  21840. AbstractMesh.prototype.getIndices = function () {
  21841. return null;
  21842. };
  21843. /**
  21844. * Returns the array of the requested vertex data kind. Implemented by child classes
  21845. * @param kind defines the vertex data kind to use
  21846. * @returns null
  21847. */
  21848. AbstractMesh.prototype.getVerticesData = function (kind) {
  21849. return null;
  21850. };
  21851. /**
  21852. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21853. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21854. * Note that a new underlying VertexBuffer object is created each call.
  21855. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21856. * @param kind defines vertex data kind:
  21857. * * BABYLON.VertexBuffer.PositionKind
  21858. * * BABYLON.VertexBuffer.UVKind
  21859. * * BABYLON.VertexBuffer.UV2Kind
  21860. * * BABYLON.VertexBuffer.UV3Kind
  21861. * * BABYLON.VertexBuffer.UV4Kind
  21862. * * BABYLON.VertexBuffer.UV5Kind
  21863. * * BABYLON.VertexBuffer.UV6Kind
  21864. * * BABYLON.VertexBuffer.ColorKind
  21865. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21866. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21867. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21868. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21869. * @param data defines the data source
  21870. * @param updatable defines if the data must be flagged as updatable (or static)
  21871. * @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
  21872. * @returns the current mesh
  21873. */
  21874. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21875. return this;
  21876. };
  21877. /**
  21878. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21879. * If the mesh has no geometry, it is simply returned as it is.
  21880. * @param kind defines vertex data kind:
  21881. * * BABYLON.VertexBuffer.PositionKind
  21882. * * BABYLON.VertexBuffer.UVKind
  21883. * * BABYLON.VertexBuffer.UV2Kind
  21884. * * BABYLON.VertexBuffer.UV3Kind
  21885. * * BABYLON.VertexBuffer.UV4Kind
  21886. * * BABYLON.VertexBuffer.UV5Kind
  21887. * * BABYLON.VertexBuffer.UV6Kind
  21888. * * BABYLON.VertexBuffer.ColorKind
  21889. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21890. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21891. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21892. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21893. * @param data defines the data source
  21894. * @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
  21895. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21896. * @returns the current mesh
  21897. */
  21898. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21899. return this;
  21900. };
  21901. /**
  21902. * Sets the mesh indices,
  21903. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21904. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21905. * @param totalVertices Defines the total number of vertices
  21906. * @returns the current mesh
  21907. */
  21908. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21909. return this;
  21910. };
  21911. /**
  21912. * Gets a boolean indicating if specific vertex data is present
  21913. * @param kind defines the vertex data kind to use
  21914. * @returns true is data kind is present
  21915. */
  21916. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21917. return false;
  21918. };
  21919. /**
  21920. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21921. * @returns a BoundingInfo
  21922. */
  21923. AbstractMesh.prototype.getBoundingInfo = function () {
  21924. if (this._masterMesh) {
  21925. return this._masterMesh.getBoundingInfo();
  21926. }
  21927. if (!this._boundingInfo) {
  21928. // this._boundingInfo is being created here
  21929. this._updateBoundingInfo();
  21930. }
  21931. // cannot be null.
  21932. return this._boundingInfo;
  21933. };
  21934. /**
  21935. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21936. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21937. * @returns the current mesh
  21938. */
  21939. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21940. if (includeDescendants === void 0) { includeDescendants = true; }
  21941. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21942. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21943. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21944. if (maxDimension === 0) {
  21945. return this;
  21946. }
  21947. var scale = 1 / maxDimension;
  21948. this.scaling.scaleInPlace(scale);
  21949. return this;
  21950. };
  21951. /**
  21952. * Overwrite the current bounding info
  21953. * @param boundingInfo defines the new bounding info
  21954. * @returns the current mesh
  21955. */
  21956. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21957. this._boundingInfo = boundingInfo;
  21958. return this;
  21959. };
  21960. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21961. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21962. get: function () {
  21963. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21964. },
  21965. enumerable: true,
  21966. configurable: true
  21967. });
  21968. /** @hidden */
  21969. AbstractMesh.prototype._preActivate = function () {
  21970. };
  21971. /** @hidden */
  21972. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21973. };
  21974. /** @hidden */
  21975. AbstractMesh.prototype._activate = function (renderId) {
  21976. this._renderId = renderId;
  21977. };
  21978. /**
  21979. * Gets the current world matrix
  21980. * @returns a Matrix
  21981. */
  21982. AbstractMesh.prototype.getWorldMatrix = function () {
  21983. if (this._masterMesh) {
  21984. return this._masterMesh.getWorldMatrix();
  21985. }
  21986. return _super.prototype.getWorldMatrix.call(this);
  21987. };
  21988. /** @hidden */
  21989. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21990. if (this._masterMesh) {
  21991. return this._masterMesh._getWorldMatrixDeterminant();
  21992. }
  21993. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21994. };
  21995. // ================================== Point of View Movement =================================
  21996. /**
  21997. * Perform relative position change from the point of view of behind the front of the mesh.
  21998. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21999. * Supports definition of mesh facing forward or backward
  22000. * @param amountRight defines the distance on the right axis
  22001. * @param amountUp defines the distance on the up axis
  22002. * @param amountForward defines the distance on the forward axis
  22003. * @returns the current mesh
  22004. */
  22005. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22006. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22007. return this;
  22008. };
  22009. /**
  22010. * Calculate relative position change from the point of view of behind the front of the mesh.
  22011. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22012. * Supports definition of mesh facing forward or backward
  22013. * @param amountRight defines the distance on the right axis
  22014. * @param amountUp defines the distance on the up axis
  22015. * @param amountForward defines the distance on the forward axis
  22016. * @returns the new displacement vector
  22017. */
  22018. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22019. var rotMatrix = new BABYLON.Matrix();
  22020. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22021. rotQuaternion.toRotationMatrix(rotMatrix);
  22022. var translationDelta = BABYLON.Vector3.Zero();
  22023. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22024. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22025. return translationDelta;
  22026. };
  22027. // ================================== Point of View Rotation =================================
  22028. /**
  22029. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22030. * Supports definition of mesh facing forward or backward
  22031. * @param flipBack defines the flip
  22032. * @param twirlClockwise defines the twirl
  22033. * @param tiltRight defines the tilt
  22034. * @returns the current mesh
  22035. */
  22036. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22037. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22038. return this;
  22039. };
  22040. /**
  22041. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22042. * Supports definition of mesh facing forward or backward.
  22043. * @param flipBack defines the flip
  22044. * @param twirlClockwise defines the twirl
  22045. * @param tiltRight defines the tilt
  22046. * @returns the new rotation vector
  22047. */
  22048. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22049. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22050. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22051. };
  22052. /**
  22053. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22054. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22055. * @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
  22056. * @returns the new bounding vectors
  22057. */
  22058. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22059. if (includeDescendants === void 0) { includeDescendants = true; }
  22060. if (predicate === void 0) { predicate = null; }
  22061. // Ensures that all world matrix will be recomputed.
  22062. this.getScene().incrementRenderId();
  22063. this.computeWorldMatrix(true);
  22064. var min;
  22065. var max;
  22066. var boundingInfo = this.getBoundingInfo();
  22067. if (!this.subMeshes) {
  22068. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22069. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22070. }
  22071. else {
  22072. min = boundingInfo.boundingBox.minimumWorld;
  22073. max = boundingInfo.boundingBox.maximumWorld;
  22074. }
  22075. if (includeDescendants) {
  22076. var descendants = this.getDescendants(false);
  22077. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22078. var descendant = descendants_1[_i];
  22079. var childMesh = descendant;
  22080. childMesh.computeWorldMatrix(true);
  22081. // Filters meshes based on custom predicate function.
  22082. if (predicate && !predicate(childMesh)) {
  22083. continue;
  22084. }
  22085. //make sure we have the needed params to get mix and max
  22086. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22087. continue;
  22088. }
  22089. var childBoundingInfo = childMesh.getBoundingInfo();
  22090. var boundingBox = childBoundingInfo.boundingBox;
  22091. var minBox = boundingBox.minimumWorld;
  22092. var maxBox = boundingBox.maximumWorld;
  22093. BABYLON.Tools.CheckExtends(minBox, min, max);
  22094. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22095. }
  22096. }
  22097. return {
  22098. min: min,
  22099. max: max
  22100. };
  22101. };
  22102. /**
  22103. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22104. * This means the mesh underlying bounding box and sphere are recomputed.
  22105. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22106. * @returns the current mesh
  22107. */
  22108. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22109. if (applySkeleton === void 0) { applySkeleton = false; }
  22110. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22111. return this;
  22112. }
  22113. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22114. return this;
  22115. };
  22116. /** @hidden */
  22117. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22118. if (data) {
  22119. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22120. if (this._boundingInfo) {
  22121. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22122. }
  22123. else {
  22124. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22125. }
  22126. }
  22127. if (this.subMeshes) {
  22128. for (var index = 0; index < this.subMeshes.length; index++) {
  22129. this.subMeshes[index].refreshBoundingInfo();
  22130. }
  22131. }
  22132. this._updateBoundingInfo();
  22133. };
  22134. /** @hidden */
  22135. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22136. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22137. if (data && applySkeleton && this.skeleton) {
  22138. data = BABYLON.Tools.Slice(data);
  22139. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22140. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22141. if (matricesWeightsData && matricesIndicesData) {
  22142. var needExtras = this.numBoneInfluencers > 4;
  22143. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22144. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22145. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22146. var tempVector = BABYLON.Tmp.Vector3[0];
  22147. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22148. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22149. var matWeightIdx = 0;
  22150. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22151. finalMatrix.reset();
  22152. var inf;
  22153. var weight;
  22154. for (inf = 0; inf < 4; inf++) {
  22155. weight = matricesWeightsData[matWeightIdx + inf];
  22156. if (weight > 0) {
  22157. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22158. finalMatrix.addToSelf(tempMatrix);
  22159. }
  22160. }
  22161. if (needExtras) {
  22162. for (inf = 0; inf < 4; inf++) {
  22163. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22164. if (weight > 0) {
  22165. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22166. finalMatrix.addToSelf(tempMatrix);
  22167. }
  22168. }
  22169. }
  22170. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22171. tempVector.toArray(data, index);
  22172. }
  22173. }
  22174. }
  22175. return data;
  22176. };
  22177. /** @hidden */
  22178. AbstractMesh.prototype._updateBoundingInfo = function () {
  22179. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22180. if (this._boundingInfo) {
  22181. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22182. }
  22183. else {
  22184. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22185. }
  22186. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22187. return this;
  22188. };
  22189. /** @hidden */
  22190. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22191. if (!this.subMeshes) {
  22192. return this;
  22193. }
  22194. var count = this.subMeshes.length;
  22195. for (var subIndex = 0; subIndex < count; subIndex++) {
  22196. var subMesh = this.subMeshes[subIndex];
  22197. if (count > 1 || !subMesh.IsGlobal) {
  22198. subMesh.updateBoundingInfo(matrix);
  22199. }
  22200. }
  22201. return this;
  22202. };
  22203. /** @hidden */
  22204. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22205. // Bounding info
  22206. this._updateBoundingInfo();
  22207. };
  22208. /**
  22209. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22210. * A mesh is in the frustum if its bounding box intersects the frustum
  22211. * @param frustumPlanes defines the frustum to test
  22212. * @returns true if the mesh is in the frustum planes
  22213. */
  22214. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22215. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22216. };
  22217. /**
  22218. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22219. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22220. * @param frustumPlanes defines the frustum to test
  22221. * @returns true if the mesh is completely in the frustum planes
  22222. */
  22223. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22224. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22225. };
  22226. /**
  22227. * True if the mesh intersects another mesh or a SolidParticle object
  22228. * @param mesh defines a target mesh or SolidParticle to test
  22229. * @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)
  22230. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22231. * @returns true if there is an intersection
  22232. */
  22233. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22234. if (precise === void 0) { precise = false; }
  22235. if (!this._boundingInfo || !mesh._boundingInfo) {
  22236. return false;
  22237. }
  22238. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22239. return true;
  22240. }
  22241. if (includeDescendants) {
  22242. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22243. var child = _a[_i];
  22244. if (child.intersectsMesh(mesh, precise, true)) {
  22245. return true;
  22246. }
  22247. }
  22248. }
  22249. return false;
  22250. };
  22251. /**
  22252. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22253. * @param point defines the point to test
  22254. * @returns true if there is an intersection
  22255. */
  22256. AbstractMesh.prototype.intersectsPoint = function (point) {
  22257. if (!this._boundingInfo) {
  22258. return false;
  22259. }
  22260. return this._boundingInfo.intersectsPoint(point);
  22261. };
  22262. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22263. // Collisions
  22264. /**
  22265. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22266. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22267. */
  22268. get: function () {
  22269. return this._checkCollisions;
  22270. },
  22271. set: function (collisionEnabled) {
  22272. this._checkCollisions = collisionEnabled;
  22273. if (this.getScene().workerCollisions) {
  22274. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22275. }
  22276. },
  22277. enumerable: true,
  22278. configurable: true
  22279. });
  22280. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22281. /**
  22282. * Gets Collider object used to compute collisions (not physics)
  22283. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22284. */
  22285. get: function () {
  22286. return this._collider;
  22287. },
  22288. enumerable: true,
  22289. configurable: true
  22290. });
  22291. /**
  22292. * Move the mesh using collision engine
  22293. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22294. * @param displacement defines the requested displacement vector
  22295. * @returns the current mesh
  22296. */
  22297. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22298. var globalPosition = this.getAbsolutePosition();
  22299. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22300. if (!this._collider) {
  22301. this._collider = new BABYLON.Collider();
  22302. }
  22303. this._collider._radius = this.ellipsoid;
  22304. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22305. return this;
  22306. };
  22307. // Collisions
  22308. /** @hidden */
  22309. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22310. this._generatePointsArray();
  22311. if (!this._positions) {
  22312. return this;
  22313. }
  22314. // Transformation
  22315. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22316. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22317. subMesh._lastColliderWorldVertices = [];
  22318. subMesh._trianglePlanes = [];
  22319. var start = subMesh.verticesStart;
  22320. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22321. for (var i = start; i < end; i++) {
  22322. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22323. }
  22324. }
  22325. // Collide
  22326. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22327. if (collider.collisionFound) {
  22328. collider.collidedMesh = this;
  22329. }
  22330. return this;
  22331. };
  22332. /** @hidden */
  22333. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22334. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22335. var len = subMeshes.length;
  22336. for (var index = 0; index < len; index++) {
  22337. var subMesh = subMeshes.data[index];
  22338. // Bounding test
  22339. if (len > 1 && !subMesh._checkCollision(collider)) {
  22340. continue;
  22341. }
  22342. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22343. }
  22344. return this;
  22345. };
  22346. /** @hidden */
  22347. AbstractMesh.prototype._checkCollision = function (collider) {
  22348. // Bounding box test
  22349. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22350. return this;
  22351. }
  22352. // Transformation matrix
  22353. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22354. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22355. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22356. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22357. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22358. return this;
  22359. };
  22360. // Picking
  22361. /** @hidden */
  22362. AbstractMesh.prototype._generatePointsArray = function () {
  22363. return false;
  22364. };
  22365. /**
  22366. * Checks if the passed Ray intersects with the mesh
  22367. * @param ray defines the ray to use
  22368. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22369. * @returns the picking info
  22370. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22371. */
  22372. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22373. var pickingInfo = new BABYLON.PickingInfo();
  22374. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22375. var boundingInfo = this._boundingInfo;
  22376. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22377. return pickingInfo;
  22378. }
  22379. if (!this._generatePointsArray()) {
  22380. return pickingInfo;
  22381. }
  22382. var intersectInfo = null;
  22383. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22384. var len = subMeshes.length;
  22385. for (var index = 0; index < len; index++) {
  22386. var subMesh = subMeshes.data[index];
  22387. // Bounding test
  22388. if (len > 1 && !subMesh.canIntersects(ray)) {
  22389. continue;
  22390. }
  22391. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22392. if (currentIntersectInfo) {
  22393. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22394. intersectInfo = currentIntersectInfo;
  22395. intersectInfo.subMeshId = index;
  22396. if (fastCheck) {
  22397. break;
  22398. }
  22399. }
  22400. }
  22401. }
  22402. if (intersectInfo) {
  22403. // Get picked point
  22404. var world = this.getWorldMatrix();
  22405. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22406. var direction = BABYLON.Tmp.Vector3[1];
  22407. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22408. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22409. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22410. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22411. // Return result
  22412. pickingInfo.hit = true;
  22413. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22414. pickingInfo.pickedPoint = pickedPoint;
  22415. pickingInfo.pickedMesh = this;
  22416. pickingInfo.bu = intersectInfo.bu || 0;
  22417. pickingInfo.bv = intersectInfo.bv || 0;
  22418. pickingInfo.faceId = intersectInfo.faceId;
  22419. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22420. return pickingInfo;
  22421. }
  22422. return pickingInfo;
  22423. };
  22424. /**
  22425. * Clones the current mesh
  22426. * @param name defines the mesh name
  22427. * @param newParent defines the new mesh parent
  22428. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22429. * @returns the new mesh
  22430. */
  22431. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22432. return null;
  22433. };
  22434. /**
  22435. * Disposes all the submeshes of the current meshnp
  22436. * @returns the current mesh
  22437. */
  22438. AbstractMesh.prototype.releaseSubMeshes = function () {
  22439. if (this.subMeshes) {
  22440. while (this.subMeshes.length) {
  22441. this.subMeshes[0].dispose();
  22442. }
  22443. }
  22444. else {
  22445. this.subMeshes = new Array();
  22446. }
  22447. return this;
  22448. };
  22449. /**
  22450. * Releases resources associated with this abstract mesh.
  22451. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22452. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22453. */
  22454. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22455. var _this = this;
  22456. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22457. var index;
  22458. // Smart Array Retainers.
  22459. this.getScene().freeActiveMeshes();
  22460. this.getScene().freeRenderingGroups();
  22461. // Action manager
  22462. if (this.actionManager !== undefined && this.actionManager !== null) {
  22463. this.actionManager.dispose();
  22464. this.actionManager = null;
  22465. }
  22466. // Skeleton
  22467. this._skeleton = null;
  22468. // Intersections in progress
  22469. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22470. var other = this._intersectionsInProgress[index];
  22471. var pos = other._intersectionsInProgress.indexOf(this);
  22472. other._intersectionsInProgress.splice(pos, 1);
  22473. }
  22474. this._intersectionsInProgress = [];
  22475. // Lights
  22476. var lights = this.getScene().lights;
  22477. lights.forEach(function (light) {
  22478. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22479. if (meshIndex !== -1) {
  22480. light.includedOnlyMeshes.splice(meshIndex, 1);
  22481. }
  22482. meshIndex = light.excludedMeshes.indexOf(_this);
  22483. if (meshIndex !== -1) {
  22484. light.excludedMeshes.splice(meshIndex, 1);
  22485. }
  22486. // Shadow generators
  22487. var generator = light.getShadowGenerator();
  22488. if (generator) {
  22489. var shadowMap = generator.getShadowMap();
  22490. if (shadowMap && shadowMap.renderList) {
  22491. meshIndex = shadowMap.renderList.indexOf(_this);
  22492. if (meshIndex !== -1) {
  22493. shadowMap.renderList.splice(meshIndex, 1);
  22494. }
  22495. }
  22496. }
  22497. });
  22498. // SubMeshes
  22499. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22500. this.releaseSubMeshes();
  22501. }
  22502. // Query
  22503. var engine = this.getScene().getEngine();
  22504. if (this._occlusionQuery) {
  22505. this.isOcclusionQueryInProgress = false;
  22506. engine.deleteQuery(this._occlusionQuery);
  22507. this._occlusionQuery = null;
  22508. }
  22509. // Engine
  22510. engine.wipeCaches();
  22511. // Remove from scene
  22512. this.getScene().removeMesh(this);
  22513. if (disposeMaterialAndTextures) {
  22514. if (this.material) {
  22515. this.material.dispose(false, true);
  22516. }
  22517. }
  22518. if (!doNotRecurse) {
  22519. // Particles
  22520. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22521. if (this.getScene().particleSystems[index].emitter === this) {
  22522. this.getScene().particleSystems[index].dispose();
  22523. index--;
  22524. }
  22525. }
  22526. }
  22527. // facet data
  22528. if (this._facetData.facetDataEnabled) {
  22529. this.disableFacetData();
  22530. }
  22531. this.onAfterWorldMatrixUpdateObservable.clear();
  22532. this.onCollideObservable.clear();
  22533. this.onCollisionPositionChangeObservable.clear();
  22534. this.onRebuildObservable.clear();
  22535. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22536. };
  22537. /**
  22538. * Adds the passed mesh as a child to the current mesh
  22539. * @param mesh defines the child mesh
  22540. * @returns the current mesh
  22541. */
  22542. AbstractMesh.prototype.addChild = function (mesh) {
  22543. mesh.setParent(this);
  22544. return this;
  22545. };
  22546. /**
  22547. * Removes the passed mesh from the current mesh children list
  22548. * @param mesh defines the child mesh
  22549. * @returns the current mesh
  22550. */
  22551. AbstractMesh.prototype.removeChild = function (mesh) {
  22552. mesh.setParent(null);
  22553. return this;
  22554. };
  22555. // Facet data
  22556. /** @hidden */
  22557. AbstractMesh.prototype._initFacetData = function () {
  22558. var data = this._facetData;
  22559. if (!data.facetNormals) {
  22560. data.facetNormals = new Array();
  22561. }
  22562. if (!data.facetPositions) {
  22563. data.facetPositions = new Array();
  22564. }
  22565. if (!data.facetPartitioning) {
  22566. data.facetPartitioning = new Array();
  22567. }
  22568. data.facetNb = (this.getIndices().length / 3) | 0;
  22569. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22570. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22571. for (var f = 0; f < data.facetNb; f++) {
  22572. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22573. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22574. }
  22575. data.facetDataEnabled = true;
  22576. return this;
  22577. };
  22578. /**
  22579. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22580. * This method can be called within the render loop.
  22581. * 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
  22582. * @returns the current mesh
  22583. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22584. */
  22585. AbstractMesh.prototype.updateFacetData = function () {
  22586. var data = this._facetData;
  22587. if (!data.facetDataEnabled) {
  22588. this._initFacetData();
  22589. }
  22590. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22591. var indices = this.getIndices();
  22592. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22593. var bInfo = this.getBoundingInfo();
  22594. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22595. // init arrays, matrix and sort function on first call
  22596. data.facetDepthSortEnabled = true;
  22597. if (indices instanceof Uint16Array) {
  22598. data.depthSortedIndices = new Uint16Array(indices);
  22599. }
  22600. else if (indices instanceof Uint32Array) {
  22601. data.depthSortedIndices = new Uint32Array(indices);
  22602. }
  22603. else {
  22604. var needs32bits = false;
  22605. for (var i = 0; i < indices.length; i++) {
  22606. if (indices[i] > 65535) {
  22607. needs32bits = true;
  22608. break;
  22609. }
  22610. }
  22611. if (needs32bits) {
  22612. data.depthSortedIndices = new Uint32Array(indices);
  22613. }
  22614. else {
  22615. data.depthSortedIndices = new Uint16Array(indices);
  22616. }
  22617. }
  22618. data.facetDepthSortFunction = function (f1, f2) {
  22619. return (f2.sqDistance - f1.sqDistance);
  22620. };
  22621. if (!data.facetDepthSortFrom) {
  22622. var camera = this.getScene().activeCamera;
  22623. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22624. }
  22625. data.depthSortedFacets = [];
  22626. for (var f = 0; f < data.facetNb; f++) {
  22627. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22628. data.depthSortedFacets.push(depthSortedFacet);
  22629. }
  22630. data.invertedMatrix = BABYLON.Matrix.Identity();
  22631. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22632. }
  22633. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22634. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22635. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22636. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22637. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22638. data.subDiv.max = data.partitioningSubdivisions;
  22639. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22640. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22641. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22642. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22643. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22644. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22645. // set the parameters for ComputeNormals()
  22646. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22647. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22648. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22649. data.facetParameters.bInfo = bInfo;
  22650. data.facetParameters.bbSize = data.bbSize;
  22651. data.facetParameters.subDiv = data.subDiv;
  22652. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22653. data.facetParameters.depthSort = data.facetDepthSort;
  22654. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22655. this.computeWorldMatrix(true);
  22656. this._worldMatrix.invertToRef(data.invertedMatrix);
  22657. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22658. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22659. }
  22660. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22661. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22662. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22663. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22664. var l = (data.depthSortedIndices.length / 3) | 0;
  22665. for (var f = 0; f < l; f++) {
  22666. var sind = data.depthSortedFacets[f].ind;
  22667. data.depthSortedIndices[f * 3] = indices[sind];
  22668. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22669. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22670. }
  22671. this.updateIndices(data.depthSortedIndices);
  22672. }
  22673. return this;
  22674. };
  22675. /**
  22676. * Returns the facetLocalNormals array.
  22677. * The normals are expressed in the mesh local spac
  22678. * @returns an array of Vector3
  22679. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22680. */
  22681. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22682. if (!this._facetData.facetNormals) {
  22683. this.updateFacetData();
  22684. }
  22685. return this._facetData.facetNormals;
  22686. };
  22687. /**
  22688. * Returns the facetLocalPositions array.
  22689. * The facet positions are expressed in the mesh local space
  22690. * @returns an array of Vector3
  22691. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22692. */
  22693. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22694. if (!this._facetData.facetPositions) {
  22695. this.updateFacetData();
  22696. }
  22697. return this._facetData.facetPositions;
  22698. };
  22699. /**
  22700. * Returns the facetLocalPartioning array
  22701. * @returns an array of array of numbers
  22702. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22703. */
  22704. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22705. if (!this._facetData.facetPartitioning) {
  22706. this.updateFacetData();
  22707. }
  22708. return this._facetData.facetPartitioning;
  22709. };
  22710. /**
  22711. * Returns the i-th facet position in the world system.
  22712. * This method allocates a new Vector3 per call
  22713. * @param i defines the facet index
  22714. * @returns a new Vector3
  22715. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22716. */
  22717. AbstractMesh.prototype.getFacetPosition = function (i) {
  22718. var pos = BABYLON.Vector3.Zero();
  22719. this.getFacetPositionToRef(i, pos);
  22720. return pos;
  22721. };
  22722. /**
  22723. * Sets the reference Vector3 with the i-th facet position in the world system
  22724. * @param i defines the facet index
  22725. * @param ref defines the target vector
  22726. * @returns the current mesh
  22727. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22728. */
  22729. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22730. var localPos = (this.getFacetLocalPositions())[i];
  22731. var world = this.getWorldMatrix();
  22732. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22733. return this;
  22734. };
  22735. /**
  22736. * Returns the i-th facet normal in the world system.
  22737. * This method allocates a new Vector3 per call
  22738. * @param i defines the facet index
  22739. * @returns a new Vector3
  22740. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22741. */
  22742. AbstractMesh.prototype.getFacetNormal = function (i) {
  22743. var norm = BABYLON.Vector3.Zero();
  22744. this.getFacetNormalToRef(i, norm);
  22745. return norm;
  22746. };
  22747. /**
  22748. * Sets the reference Vector3 with the i-th facet normal in the world system
  22749. * @param i defines the facet index
  22750. * @param ref defines the target vector
  22751. * @returns the current mesh
  22752. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22753. */
  22754. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22755. var localNorm = (this.getFacetLocalNormals())[i];
  22756. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22757. return this;
  22758. };
  22759. /**
  22760. * 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)
  22761. * @param x defines x coordinate
  22762. * @param y defines y coordinate
  22763. * @param z defines z coordinate
  22764. * @returns the array of facet indexes
  22765. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22766. */
  22767. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22768. var bInfo = this.getBoundingInfo();
  22769. var data = this._facetData;
  22770. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22771. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22772. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22773. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22774. return null;
  22775. }
  22776. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22777. };
  22778. /**
  22779. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22780. * @param projected sets as the (x,y,z) world projection on the facet
  22781. * @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
  22782. * @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
  22783. * @param x defines x coordinate
  22784. * @param y defines y coordinate
  22785. * @param z defines z coordinate
  22786. * @returns the face index if found (or null instead)
  22787. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22788. */
  22789. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22790. if (checkFace === void 0) { checkFace = false; }
  22791. if (facing === void 0) { facing = true; }
  22792. var world = this.getWorldMatrix();
  22793. var invMat = BABYLON.Tmp.Matrix[5];
  22794. world.invertToRef(invMat);
  22795. var invVect = BABYLON.Tmp.Vector3[8];
  22796. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22797. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22798. if (projected) {
  22799. // tranform the local computed projected vector to world coordinates
  22800. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22801. }
  22802. return closest;
  22803. };
  22804. /**
  22805. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22806. * @param projected sets as the (x,y,z) local projection on the facet
  22807. * @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
  22808. * @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
  22809. * @param x defines x coordinate
  22810. * @param y defines y coordinate
  22811. * @param z defines z coordinate
  22812. * @returns the face index if found (or null instead)
  22813. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22814. */
  22815. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22816. if (checkFace === void 0) { checkFace = false; }
  22817. if (facing === void 0) { facing = true; }
  22818. var closest = null;
  22819. var tmpx = 0.0;
  22820. var tmpy = 0.0;
  22821. var tmpz = 0.0;
  22822. var d = 0.0; // tmp dot facet normal * facet position
  22823. var t0 = 0.0;
  22824. var projx = 0.0;
  22825. var projy = 0.0;
  22826. var projz = 0.0;
  22827. // Get all the facets in the same partitioning block than (x, y, z)
  22828. var facetPositions = this.getFacetLocalPositions();
  22829. var facetNormals = this.getFacetLocalNormals();
  22830. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22831. if (!facetsInBlock) {
  22832. return null;
  22833. }
  22834. // Get the closest facet to (x, y, z)
  22835. var shortest = Number.MAX_VALUE; // init distance vars
  22836. var tmpDistance = shortest;
  22837. var fib; // current facet in the block
  22838. var norm; // current facet normal
  22839. var p0; // current facet barycenter position
  22840. // loop on all the facets in the current partitioning block
  22841. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22842. fib = facetsInBlock[idx];
  22843. norm = facetNormals[fib];
  22844. p0 = facetPositions[fib];
  22845. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22846. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22847. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22848. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22849. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22850. projx = x + norm.x * t0;
  22851. projy = y + norm.y * t0;
  22852. projz = z + norm.z * t0;
  22853. tmpx = projx - x;
  22854. tmpy = projy - y;
  22855. tmpz = projz - z;
  22856. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22857. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22858. shortest = tmpDistance;
  22859. closest = fib;
  22860. if (projected) {
  22861. projected.x = projx;
  22862. projected.y = projy;
  22863. projected.z = projz;
  22864. }
  22865. }
  22866. }
  22867. }
  22868. return closest;
  22869. };
  22870. /**
  22871. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22872. * @returns the parameters
  22873. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22874. */
  22875. AbstractMesh.prototype.getFacetDataParameters = function () {
  22876. return this._facetData.facetParameters;
  22877. };
  22878. /**
  22879. * Disables the feature FacetData and frees the related memory
  22880. * @returns the current mesh
  22881. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22882. */
  22883. AbstractMesh.prototype.disableFacetData = function () {
  22884. if (this._facetData.facetDataEnabled) {
  22885. this._facetData.facetDataEnabled = false;
  22886. this._facetData.facetPositions = new Array();
  22887. this._facetData.facetNormals = new Array();
  22888. this._facetData.facetPartitioning = new Array();
  22889. this._facetData.facetParameters = null;
  22890. this._facetData.depthSortedIndices = new Uint32Array(0);
  22891. }
  22892. return this;
  22893. };
  22894. /**
  22895. * Updates the AbstractMesh indices array
  22896. * @param indices defines the data source
  22897. * @returns the current mesh
  22898. */
  22899. AbstractMesh.prototype.updateIndices = function (indices) {
  22900. return this;
  22901. };
  22902. /**
  22903. * Creates new normals data for the mesh
  22904. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22905. * @returns the current mesh
  22906. */
  22907. AbstractMesh.prototype.createNormals = function (updatable) {
  22908. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22909. var indices = this.getIndices();
  22910. var normals;
  22911. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22912. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22913. }
  22914. else {
  22915. normals = [];
  22916. }
  22917. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22918. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22919. return this;
  22920. };
  22921. /**
  22922. * Align the mesh with a normal
  22923. * @param normal defines the normal to use
  22924. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22925. * @returns the current mesh
  22926. */
  22927. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22928. if (!upDirection) {
  22929. upDirection = BABYLON.Axis.Y;
  22930. }
  22931. var axisX = BABYLON.Tmp.Vector3[0];
  22932. var axisZ = BABYLON.Tmp.Vector3[1];
  22933. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22934. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22935. if (this.rotationQuaternion) {
  22936. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22937. }
  22938. else {
  22939. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22940. }
  22941. return this;
  22942. };
  22943. /** @hidden */
  22944. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22945. return false;
  22946. };
  22947. /** No occlusion */
  22948. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22949. /** Occlusion set to optimisitic */
  22950. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22951. /** Occlusion set to strict */
  22952. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22953. /** Use an accurante occlusion algorithm */
  22954. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22955. /** Use a conservative occlusion algorithm */
  22956. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22957. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22958. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22959. /** Culling strategy with bounding sphere only and then frustum culling */
  22960. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22961. return AbstractMesh;
  22962. }(BABYLON.TransformNode));
  22963. BABYLON.AbstractMesh = AbstractMesh;
  22964. })(BABYLON || (BABYLON = {}));
  22965. //# sourceMappingURL=babylon.abstractMesh.js.map
  22966. var BABYLON;
  22967. (function (BABYLON) {
  22968. /**
  22969. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22970. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22971. * 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.
  22972. */
  22973. var Light = /** @class */ (function (_super) {
  22974. __extends(Light, _super);
  22975. /**
  22976. * Creates a Light object in the scene.
  22977. * Documentation : https://doc.babylonjs.com/babylon101/lights
  22978. * @param name The firendly name of the light
  22979. * @param scene The scene the light belongs too
  22980. */
  22981. function Light(name, scene) {
  22982. var _this = _super.call(this, name, scene) || this;
  22983. /**
  22984. * Diffuse gives the basic color to an object.
  22985. */
  22986. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22987. /**
  22988. * Specular produces a highlight color on an object.
  22989. * Note: This is note affecting PBR materials.
  22990. */
  22991. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22992. /**
  22993. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22994. * falling off base on range or angle.
  22995. * This can be set to any values in Light.FALLOFF_x.
  22996. *
  22997. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  22998. * other types of materials.
  22999. */
  23000. _this.falloffType = Light.FALLOFF_DEFAULT;
  23001. /**
  23002. * Strength of the light.
  23003. * Note: By default it is define in the framework own unit.
  23004. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23005. */
  23006. _this.intensity = 1.0;
  23007. _this._range = Number.MAX_VALUE;
  23008. _this._inverseSquaredRange = 0;
  23009. /**
  23010. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23011. * of light.
  23012. */
  23013. _this._photometricScale = 1.0;
  23014. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23015. _this._radius = 0.00001;
  23016. /**
  23017. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23018. * exceeding the number allowed of the materials.
  23019. */
  23020. _this.renderPriority = 0;
  23021. _this._shadowEnabled = true;
  23022. _this._excludeWithLayerMask = 0;
  23023. _this._includeOnlyWithLayerMask = 0;
  23024. _this._lightmapMode = 0;
  23025. /**
  23026. * @hidden Internal use only.
  23027. */
  23028. _this._excludedMeshesIds = new Array();
  23029. /**
  23030. * @hidden Internal use only.
  23031. */
  23032. _this._includedOnlyMeshesIds = new Array();
  23033. _this.getScene().addLight(_this);
  23034. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23035. _this._buildUniformLayout();
  23036. _this.includedOnlyMeshes = new Array();
  23037. _this.excludedMeshes = new Array();
  23038. _this._resyncMeshes();
  23039. return _this;
  23040. }
  23041. Object.defineProperty(Light.prototype, "range", {
  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. get: function () {
  23047. return this._range;
  23048. },
  23049. /**
  23050. * Defines how far from the source the light is impacting in scene units.
  23051. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23052. */
  23053. set: function (value) {
  23054. this._range = value;
  23055. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23056. },
  23057. enumerable: true,
  23058. configurable: true
  23059. });
  23060. Object.defineProperty(Light.prototype, "intensityMode", {
  23061. /**
  23062. * Gets 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. get: function () {
  23066. return this._intensityMode;
  23067. },
  23068. /**
  23069. * Sets the photometric scale used to interpret the intensity.
  23070. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23071. */
  23072. set: function (value) {
  23073. this._intensityMode = value;
  23074. this._computePhotometricScale();
  23075. },
  23076. enumerable: true,
  23077. configurable: true
  23078. });
  23079. Object.defineProperty(Light.prototype, "radius", {
  23080. /**
  23081. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23082. */
  23083. get: function () {
  23084. return this._radius;
  23085. },
  23086. /**
  23087. * sets the light radius used by PBR Materials to simulate soft area lights.
  23088. */
  23089. set: function (value) {
  23090. this._radius = value;
  23091. this._computePhotometricScale();
  23092. },
  23093. enumerable: true,
  23094. configurable: true
  23095. });
  23096. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23097. /**
  23098. * Gets 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. get: function () {
  23102. return this._shadowEnabled;
  23103. },
  23104. /**
  23105. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23106. * the current shadow generator.
  23107. */
  23108. set: function (value) {
  23109. if (this._shadowEnabled === value) {
  23110. return;
  23111. }
  23112. this._shadowEnabled = value;
  23113. this._markMeshesAsLightDirty();
  23114. },
  23115. enumerable: true,
  23116. configurable: true
  23117. });
  23118. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23119. /**
  23120. * Gets the only meshes impacted by this light.
  23121. */
  23122. get: function () {
  23123. return this._includedOnlyMeshes;
  23124. },
  23125. /**
  23126. * Sets the only meshes impacted by this light.
  23127. */
  23128. set: function (value) {
  23129. this._includedOnlyMeshes = value;
  23130. this._hookArrayForIncludedOnly(value);
  23131. },
  23132. enumerable: true,
  23133. configurable: true
  23134. });
  23135. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23136. /**
  23137. * Gets the meshes not impacted by this light.
  23138. */
  23139. get: function () {
  23140. return this._excludedMeshes;
  23141. },
  23142. /**
  23143. * Sets the meshes not impacted by this light.
  23144. */
  23145. set: function (value) {
  23146. this._excludedMeshes = value;
  23147. this._hookArrayForExcluded(value);
  23148. },
  23149. enumerable: true,
  23150. configurable: true
  23151. });
  23152. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23153. /**
  23154. * Gets the layer id use to find what meshes are not impacted by the light.
  23155. * Inactive if 0
  23156. */
  23157. get: function () {
  23158. return this._excludeWithLayerMask;
  23159. },
  23160. /**
  23161. * Sets the layer id use to find what meshes are not impacted by the light.
  23162. * Inactive if 0
  23163. */
  23164. set: function (value) {
  23165. this._excludeWithLayerMask = value;
  23166. this._resyncMeshes();
  23167. },
  23168. enumerable: true,
  23169. configurable: true
  23170. });
  23171. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23172. /**
  23173. * Gets the layer id use to find what meshes are impacted by the light.
  23174. * Inactive if 0
  23175. */
  23176. get: function () {
  23177. return this._includeOnlyWithLayerMask;
  23178. },
  23179. /**
  23180. * Sets the layer id use to find what meshes are impacted by the light.
  23181. * Inactive if 0
  23182. */
  23183. set: function (value) {
  23184. this._includeOnlyWithLayerMask = value;
  23185. this._resyncMeshes();
  23186. },
  23187. enumerable: true,
  23188. configurable: true
  23189. });
  23190. Object.defineProperty(Light.prototype, "lightmapMode", {
  23191. /**
  23192. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23193. */
  23194. get: function () {
  23195. return this._lightmapMode;
  23196. },
  23197. /**
  23198. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23199. */
  23200. set: function (value) {
  23201. if (this._lightmapMode === value) {
  23202. return;
  23203. }
  23204. this._lightmapMode = value;
  23205. this._markMeshesAsLightDirty();
  23206. },
  23207. enumerable: true,
  23208. configurable: true
  23209. });
  23210. /**
  23211. * Returns the string "Light".
  23212. * @returns the class name
  23213. */
  23214. Light.prototype.getClassName = function () {
  23215. return "Light";
  23216. };
  23217. /**
  23218. * Converts the light information to a readable string for debug purpose.
  23219. * @param fullDetails Supports for multiple levels of logging within scene loading
  23220. * @returns the human readable light info
  23221. */
  23222. Light.prototype.toString = function (fullDetails) {
  23223. var ret = "Name: " + this.name;
  23224. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23225. if (this.animations) {
  23226. for (var i = 0; i < this.animations.length; i++) {
  23227. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23228. }
  23229. }
  23230. if (fullDetails) {
  23231. }
  23232. return ret;
  23233. };
  23234. /** @hidden */
  23235. Light.prototype._syncParentEnabledState = function () {
  23236. _super.prototype._syncParentEnabledState.call(this);
  23237. this._resyncMeshes();
  23238. };
  23239. /**
  23240. * Set the enabled state of this node.
  23241. * @param value - the new enabled state
  23242. */
  23243. Light.prototype.setEnabled = function (value) {
  23244. _super.prototype.setEnabled.call(this, value);
  23245. this._resyncMeshes();
  23246. };
  23247. /**
  23248. * Returns the Light associated shadow generator if any.
  23249. * @return the associated shadow generator.
  23250. */
  23251. Light.prototype.getShadowGenerator = function () {
  23252. return this._shadowGenerator;
  23253. };
  23254. /**
  23255. * Returns a Vector3, the absolute light position in the World.
  23256. * @returns the world space position of the light
  23257. */
  23258. Light.prototype.getAbsolutePosition = function () {
  23259. return BABYLON.Vector3.Zero();
  23260. };
  23261. /**
  23262. * Specifies if the light will affect the passed mesh.
  23263. * @param mesh The mesh to test against the light
  23264. * @return true the mesh is affected otherwise, false.
  23265. */
  23266. Light.prototype.canAffectMesh = function (mesh) {
  23267. if (!mesh) {
  23268. return true;
  23269. }
  23270. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23271. return false;
  23272. }
  23273. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23274. return false;
  23275. }
  23276. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23277. return false;
  23278. }
  23279. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23280. return false;
  23281. }
  23282. return true;
  23283. };
  23284. /**
  23285. * Sort function to order lights for rendering.
  23286. * @param a First Light object to compare to second.
  23287. * @param b Second Light object to compare first.
  23288. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23289. */
  23290. Light.CompareLightsPriority = function (a, b) {
  23291. //shadow-casting lights have priority over non-shadow-casting lights
  23292. //the renderPrioirty is a secondary sort criterion
  23293. if (a.shadowEnabled !== b.shadowEnabled) {
  23294. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23295. }
  23296. return b.renderPriority - a.renderPriority;
  23297. };
  23298. /**
  23299. * Releases resources associated with this node.
  23300. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23301. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23302. */
  23303. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23304. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23305. if (this._shadowGenerator) {
  23306. this._shadowGenerator.dispose();
  23307. this._shadowGenerator = null;
  23308. }
  23309. // Animations
  23310. this.getScene().stopAnimation(this);
  23311. // Remove from meshes
  23312. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23313. var mesh = _a[_i];
  23314. mesh._removeLightSource(this);
  23315. }
  23316. this._uniformBuffer.dispose();
  23317. // Remove from scene
  23318. this.getScene().removeLight(this);
  23319. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23320. };
  23321. /**
  23322. * Returns the light type ID (integer).
  23323. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23324. */
  23325. Light.prototype.getTypeID = function () {
  23326. return 0;
  23327. };
  23328. /**
  23329. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23330. * @returns the scaled intensity in intensity mode unit
  23331. */
  23332. Light.prototype.getScaledIntensity = function () {
  23333. return this._photometricScale * this.intensity;
  23334. };
  23335. /**
  23336. * Returns a new Light object, named "name", from the current one.
  23337. * @param name The name of the cloned light
  23338. * @returns the new created light
  23339. */
  23340. Light.prototype.clone = function (name) {
  23341. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23342. if (!constructor) {
  23343. return null;
  23344. }
  23345. return BABYLON.SerializationHelper.Clone(constructor, this);
  23346. };
  23347. /**
  23348. * Serializes the current light into a Serialization object.
  23349. * @returns the serialized object.
  23350. */
  23351. Light.prototype.serialize = function () {
  23352. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23353. // Type
  23354. serializationObject.type = this.getTypeID();
  23355. // Parent
  23356. if (this.parent) {
  23357. serializationObject.parentId = this.parent.id;
  23358. }
  23359. // Inclusion / exclusions
  23360. if (this.excludedMeshes.length > 0) {
  23361. serializationObject.excludedMeshesIds = [];
  23362. this.excludedMeshes.forEach(function (mesh) {
  23363. serializationObject.excludedMeshesIds.push(mesh.id);
  23364. });
  23365. }
  23366. if (this.includedOnlyMeshes.length > 0) {
  23367. serializationObject.includedOnlyMeshesIds = [];
  23368. this.includedOnlyMeshes.forEach(function (mesh) {
  23369. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23370. });
  23371. }
  23372. // Animations
  23373. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23374. serializationObject.ranges = this.serializeAnimationRanges();
  23375. return serializationObject;
  23376. };
  23377. /**
  23378. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23379. * This new light is named "name" and added to the passed scene.
  23380. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23381. * @param name The friendly name of the light
  23382. * @param scene The scene the new light will belong to
  23383. * @returns the constructor function
  23384. */
  23385. Light.GetConstructorFromName = function (type, name, scene) {
  23386. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23387. if (constructorFunc) {
  23388. return constructorFunc;
  23389. }
  23390. // Default to no light for none present once.
  23391. return null;
  23392. };
  23393. /**
  23394. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23395. * @param parsedLight The JSON representation of the light
  23396. * @param scene The scene to create the parsed light in
  23397. * @returns the created light after parsing
  23398. */
  23399. Light.Parse = function (parsedLight, scene) {
  23400. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23401. if (!constructor) {
  23402. return null;
  23403. }
  23404. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23405. // Inclusion / exclusions
  23406. if (parsedLight.excludedMeshesIds) {
  23407. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23408. }
  23409. if (parsedLight.includedOnlyMeshesIds) {
  23410. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23411. }
  23412. // Parent
  23413. if (parsedLight.parentId) {
  23414. light._waitingParentId = parsedLight.parentId;
  23415. }
  23416. // Animations
  23417. if (parsedLight.animations) {
  23418. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23419. var parsedAnimation = parsedLight.animations[animationIndex];
  23420. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23421. }
  23422. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23423. }
  23424. if (parsedLight.autoAnimate) {
  23425. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23426. }
  23427. return light;
  23428. };
  23429. Light.prototype._hookArrayForExcluded = function (array) {
  23430. var _this = this;
  23431. var oldPush = array.push;
  23432. array.push = function () {
  23433. var items = [];
  23434. for (var _i = 0; _i < arguments.length; _i++) {
  23435. items[_i] = arguments[_i];
  23436. }
  23437. var result = oldPush.apply(array, items);
  23438. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23439. var item = items_1[_a];
  23440. item._resyncLighSource(_this);
  23441. }
  23442. return result;
  23443. };
  23444. var oldSplice = array.splice;
  23445. array.splice = function (index, deleteCount) {
  23446. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23447. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23448. var item = deleted_1[_i];
  23449. item._resyncLighSource(_this);
  23450. }
  23451. return deleted;
  23452. };
  23453. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23454. var item = array_1[_i];
  23455. item._resyncLighSource(this);
  23456. }
  23457. };
  23458. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23459. var _this = this;
  23460. var oldPush = array.push;
  23461. array.push = function () {
  23462. var items = [];
  23463. for (var _i = 0; _i < arguments.length; _i++) {
  23464. items[_i] = arguments[_i];
  23465. }
  23466. var result = oldPush.apply(array, items);
  23467. _this._resyncMeshes();
  23468. return result;
  23469. };
  23470. var oldSplice = array.splice;
  23471. array.splice = function (index, deleteCount) {
  23472. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23473. _this._resyncMeshes();
  23474. return deleted;
  23475. };
  23476. this._resyncMeshes();
  23477. };
  23478. Light.prototype._resyncMeshes = function () {
  23479. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23480. var mesh = _a[_i];
  23481. mesh._resyncLighSource(this);
  23482. }
  23483. };
  23484. /**
  23485. * Forces the meshes to update their light related information in their rendering used effects
  23486. * @hidden Internal Use Only
  23487. */
  23488. Light.prototype._markMeshesAsLightDirty = function () {
  23489. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23490. var mesh = _a[_i];
  23491. if (mesh._lightSources.indexOf(this) !== -1) {
  23492. mesh._markSubMeshesAsLightDirty();
  23493. }
  23494. }
  23495. };
  23496. /**
  23497. * Recomputes the cached photometric scale if needed.
  23498. */
  23499. Light.prototype._computePhotometricScale = function () {
  23500. this._photometricScale = this._getPhotometricScale();
  23501. this.getScene().resetCachedMaterial();
  23502. };
  23503. /**
  23504. * Returns the Photometric Scale according to the light type and intensity mode.
  23505. */
  23506. Light.prototype._getPhotometricScale = function () {
  23507. var photometricScale = 0.0;
  23508. var lightTypeID = this.getTypeID();
  23509. //get photometric mode
  23510. var photometricMode = this.intensityMode;
  23511. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23512. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23513. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23514. }
  23515. else {
  23516. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23517. }
  23518. }
  23519. //compute photometric scale
  23520. switch (lightTypeID) {
  23521. case Light.LIGHTTYPEID_POINTLIGHT:
  23522. case Light.LIGHTTYPEID_SPOTLIGHT:
  23523. switch (photometricMode) {
  23524. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23525. photometricScale = 1.0 / (4.0 * Math.PI);
  23526. break;
  23527. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23528. photometricScale = 1.0;
  23529. break;
  23530. case Light.INTENSITYMODE_LUMINANCE:
  23531. photometricScale = this.radius * this.radius;
  23532. break;
  23533. }
  23534. break;
  23535. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23536. switch (photometricMode) {
  23537. case Light.INTENSITYMODE_ILLUMINANCE:
  23538. photometricScale = 1.0;
  23539. break;
  23540. case Light.INTENSITYMODE_LUMINANCE:
  23541. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23542. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23543. var apexAngleRadians = this.radius;
  23544. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23545. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23546. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23547. photometricScale = solidAngle;
  23548. break;
  23549. }
  23550. break;
  23551. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23552. // No fall off in hemisperic light.
  23553. photometricScale = 1.0;
  23554. break;
  23555. }
  23556. return photometricScale;
  23557. };
  23558. /**
  23559. * Reorder the light in the scene according to their defined priority.
  23560. * @hidden Internal Use Only
  23561. */
  23562. Light.prototype._reorderLightsInScene = function () {
  23563. var scene = this.getScene();
  23564. if (this._renderPriority != 0) {
  23565. scene.requireLightSorting = true;
  23566. }
  23567. this.getScene().sortLightsByPriority();
  23568. };
  23569. /**
  23570. * Falloff Default: light is falling off following the material specification:
  23571. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23572. */
  23573. Light.FALLOFF_DEFAULT = 0;
  23574. /**
  23575. * Falloff Physical: light is falling off following the inverse squared distance law.
  23576. */
  23577. Light.FALLOFF_PHYSICAL = 1;
  23578. /**
  23579. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23580. * to enhance interoperability with other engines.
  23581. */
  23582. Light.FALLOFF_GLTF = 2;
  23583. /**
  23584. * Falloff Standard: light is falling off like in the standard material
  23585. * to enhance interoperability with other materials.
  23586. */
  23587. Light.FALLOFF_STANDARD = 3;
  23588. //lightmapMode Consts
  23589. /**
  23590. * If every light affecting the material is in this lightmapMode,
  23591. * material.lightmapTexture adds or multiplies
  23592. * (depends on material.useLightmapAsShadowmap)
  23593. * after every other light calculations.
  23594. */
  23595. Light.LIGHTMAP_DEFAULT = 0;
  23596. /**
  23597. * material.lightmapTexture as only diffuse lighting from this light
  23598. * adds only specular lighting from this light
  23599. * adds dynamic shadows
  23600. */
  23601. Light.LIGHTMAP_SPECULAR = 1;
  23602. /**
  23603. * material.lightmapTexture as only lighting
  23604. * no light calculation from this light
  23605. * only adds dynamic shadows from this light
  23606. */
  23607. Light.LIGHTMAP_SHADOWSONLY = 2;
  23608. // Intensity Mode Consts
  23609. /**
  23610. * Each light type uses the default quantity according to its type:
  23611. * point/spot lights use luminous intensity
  23612. * directional lights use illuminance
  23613. */
  23614. Light.INTENSITYMODE_AUTOMATIC = 0;
  23615. /**
  23616. * lumen (lm)
  23617. */
  23618. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23619. /**
  23620. * candela (lm/sr)
  23621. */
  23622. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23623. /**
  23624. * lux (lm/m^2)
  23625. */
  23626. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23627. /**
  23628. * nit (cd/m^2)
  23629. */
  23630. Light.INTENSITYMODE_LUMINANCE = 4;
  23631. // Light types ids const.
  23632. /**
  23633. * Light type const id of the point light.
  23634. */
  23635. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23636. /**
  23637. * Light type const id of the directional light.
  23638. */
  23639. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23640. /**
  23641. * Light type const id of the spot light.
  23642. */
  23643. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23644. /**
  23645. * Light type const id of the hemispheric light.
  23646. */
  23647. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23648. __decorate([
  23649. BABYLON.serializeAsColor3()
  23650. ], Light.prototype, "diffuse", void 0);
  23651. __decorate([
  23652. BABYLON.serializeAsColor3()
  23653. ], Light.prototype, "specular", void 0);
  23654. __decorate([
  23655. BABYLON.serialize()
  23656. ], Light.prototype, "falloffType", void 0);
  23657. __decorate([
  23658. BABYLON.serialize()
  23659. ], Light.prototype, "intensity", void 0);
  23660. __decorate([
  23661. BABYLON.serialize()
  23662. ], Light.prototype, "range", null);
  23663. __decorate([
  23664. BABYLON.serialize()
  23665. ], Light.prototype, "intensityMode", null);
  23666. __decorate([
  23667. BABYLON.serialize()
  23668. ], Light.prototype, "radius", null);
  23669. __decorate([
  23670. BABYLON.serialize()
  23671. ], Light.prototype, "_renderPriority", void 0);
  23672. __decorate([
  23673. BABYLON.expandToProperty("_reorderLightsInScene")
  23674. ], Light.prototype, "renderPriority", void 0);
  23675. __decorate([
  23676. BABYLON.serialize("shadowEnabled")
  23677. ], Light.prototype, "_shadowEnabled", void 0);
  23678. __decorate([
  23679. BABYLON.serialize("excludeWithLayerMask")
  23680. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23681. __decorate([
  23682. BABYLON.serialize("includeOnlyWithLayerMask")
  23683. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23684. __decorate([
  23685. BABYLON.serialize("lightmapMode")
  23686. ], Light.prototype, "_lightmapMode", void 0);
  23687. return Light;
  23688. }(BABYLON.Node));
  23689. BABYLON.Light = Light;
  23690. })(BABYLON || (BABYLON = {}));
  23691. //# sourceMappingURL=babylon.light.js.map
  23692. var BABYLON;
  23693. (function (BABYLON) {
  23694. /**
  23695. * This is the base class of all the camera used in the application.
  23696. * @see http://doc.babylonjs.com/features/cameras
  23697. */
  23698. var Camera = /** @class */ (function (_super) {
  23699. __extends(Camera, _super);
  23700. /**
  23701. * Instantiates a new camera object.
  23702. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23703. * @see http://doc.babylonjs.com/features/cameras
  23704. * @param name Defines the name of the camera in the scene
  23705. * @param position Defines the position of the camera
  23706. * @param scene Defines the scene the camera belongs too
  23707. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23708. */
  23709. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23710. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23711. var _this = _super.call(this, name, scene) || this;
  23712. /**
  23713. * The vector the camera should consider as up.
  23714. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23715. */
  23716. _this.upVector = BABYLON.Vector3.Up();
  23717. /**
  23718. * Define the current limit on the left side for an orthographic camera
  23719. * In scene unit
  23720. */
  23721. _this.orthoLeft = null;
  23722. /**
  23723. * Define the current limit on the right side for an orthographic camera
  23724. * In scene unit
  23725. */
  23726. _this.orthoRight = null;
  23727. /**
  23728. * Define the current limit on the bottom side for an orthographic camera
  23729. * In scene unit
  23730. */
  23731. _this.orthoBottom = null;
  23732. /**
  23733. * Define the current limit on the top side for an orthographic camera
  23734. * In scene unit
  23735. */
  23736. _this.orthoTop = null;
  23737. /**
  23738. * Field Of View is set in Radians. (default is 0.8)
  23739. */
  23740. _this.fov = 0.8;
  23741. /**
  23742. * Define the minimum distance the camera can see from.
  23743. * This is important to note that the depth buffer are not infinite and the closer it starts
  23744. * the more your scene might encounter depth fighting issue.
  23745. */
  23746. _this.minZ = 1;
  23747. /**
  23748. * Define the maximum distance the camera can see to.
  23749. * This is important to note that the depth buffer are not infinite and the further it end
  23750. * the more your scene might encounter depth fighting issue.
  23751. */
  23752. _this.maxZ = 10000.0;
  23753. /**
  23754. * Define the default inertia of the camera.
  23755. * This helps giving a smooth feeling to the camera movement.
  23756. */
  23757. _this.inertia = 0.9;
  23758. /**
  23759. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23760. */
  23761. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23762. /**
  23763. * Define wether the camera is intermediate.
  23764. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23765. */
  23766. _this.isIntermediate = false;
  23767. /**
  23768. * Define the viewport of the camera.
  23769. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23770. */
  23771. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23772. /**
  23773. * Restricts the camera to viewing objects with the same layerMask.
  23774. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23775. */
  23776. _this.layerMask = 0x0FFFFFFF;
  23777. /**
  23778. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23779. */
  23780. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23781. /**
  23782. * Rig mode of the camera.
  23783. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23784. * This is normally controlled byt the camera themselves as internal use.
  23785. */
  23786. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23787. /**
  23788. * 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
  23789. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23790. * else in the scene.
  23791. */
  23792. _this.customRenderTargets = new Array();
  23793. /**
  23794. * When set, the camera will render to this render target instead of the default canvas
  23795. */
  23796. _this.outputRenderTarget = null;
  23797. /**
  23798. * Observable triggered when the camera view matrix has changed.
  23799. */
  23800. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23801. /**
  23802. * Observable triggered when the camera Projection matrix has changed.
  23803. */
  23804. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23805. /**
  23806. * Observable triggered when the inputs have been processed.
  23807. */
  23808. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23809. /**
  23810. * Observable triggered when reset has been called and applied to the camera.
  23811. */
  23812. _this.onRestoreStateObservable = new BABYLON.Observable();
  23813. /** @hidden */
  23814. _this._rigCameras = new Array();
  23815. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23816. /** @hidden */
  23817. _this._skipRendering = false;
  23818. /** @hidden */
  23819. _this._projectionMatrix = new BABYLON.Matrix();
  23820. /** @hidden */
  23821. _this._postProcesses = new Array();
  23822. /** @hidden */
  23823. _this._activeMeshes = new BABYLON.SmartArray(256);
  23824. _this._globalPosition = BABYLON.Vector3.Zero();
  23825. /** hidden */
  23826. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23827. _this._doNotComputeProjectionMatrix = false;
  23828. _this._transformMatrix = BABYLON.Matrix.Zero();
  23829. _this._refreshFrustumPlanes = true;
  23830. _this.getScene().addCamera(_this);
  23831. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23832. _this.getScene().activeCamera = _this;
  23833. }
  23834. _this.position = position;
  23835. return _this;
  23836. }
  23837. /**
  23838. * Store current camera state (fov, position, etc..)
  23839. * @returns the camera
  23840. */
  23841. Camera.prototype.storeState = function () {
  23842. this._stateStored = true;
  23843. this._storedFov = this.fov;
  23844. return this;
  23845. };
  23846. /**
  23847. * Restores the camera state values if it has been stored. You must call storeState() first
  23848. */
  23849. Camera.prototype._restoreStateValues = function () {
  23850. if (!this._stateStored) {
  23851. return false;
  23852. }
  23853. this.fov = this._storedFov;
  23854. return true;
  23855. };
  23856. /**
  23857. * Restored camera state. You must call storeState() first.
  23858. * @returns true if restored and false otherwise
  23859. */
  23860. Camera.prototype.restoreState = function () {
  23861. if (this._restoreStateValues()) {
  23862. this.onRestoreStateObservable.notifyObservers(this);
  23863. return true;
  23864. }
  23865. return false;
  23866. };
  23867. /**
  23868. * Gets the class name of the camera.
  23869. * @returns the class name
  23870. */
  23871. Camera.prototype.getClassName = function () {
  23872. return "Camera";
  23873. };
  23874. /**
  23875. * Gets a string representation of the camera useful for debug purpose.
  23876. * @param fullDetails Defines that a more verboe level of logging is required
  23877. * @returns the string representation
  23878. */
  23879. Camera.prototype.toString = function (fullDetails) {
  23880. var ret = "Name: " + this.name;
  23881. ret += ", type: " + this.getClassName();
  23882. if (this.animations) {
  23883. for (var i = 0; i < this.animations.length; i++) {
  23884. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23885. }
  23886. }
  23887. if (fullDetails) {
  23888. }
  23889. return ret;
  23890. };
  23891. Object.defineProperty(Camera.prototype, "globalPosition", {
  23892. /**
  23893. * Gets the current world space position of the camera.
  23894. */
  23895. get: function () {
  23896. return this._globalPosition;
  23897. },
  23898. enumerable: true,
  23899. configurable: true
  23900. });
  23901. /**
  23902. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23903. * @returns the active meshe list
  23904. */
  23905. Camera.prototype.getActiveMeshes = function () {
  23906. return this._activeMeshes;
  23907. };
  23908. /**
  23909. * Check wether a mesh is part of the current active mesh list of the camera
  23910. * @param mesh Defines the mesh to check
  23911. * @returns true if active, false otherwise
  23912. */
  23913. Camera.prototype.isActiveMesh = function (mesh) {
  23914. return (this._activeMeshes.indexOf(mesh) !== -1);
  23915. };
  23916. /**
  23917. * Is this camera ready to be used/rendered
  23918. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23919. * @return true if the camera is ready
  23920. */
  23921. Camera.prototype.isReady = function (completeCheck) {
  23922. if (completeCheck === void 0) { completeCheck = false; }
  23923. if (completeCheck) {
  23924. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23925. var pp = _a[_i];
  23926. if (pp && !pp.isReady()) {
  23927. return false;
  23928. }
  23929. }
  23930. }
  23931. return _super.prototype.isReady.call(this, completeCheck);
  23932. };
  23933. /** @hidden */
  23934. Camera.prototype._initCache = function () {
  23935. _super.prototype._initCache.call(this);
  23936. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23937. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23938. this._cache.mode = undefined;
  23939. this._cache.minZ = undefined;
  23940. this._cache.maxZ = undefined;
  23941. this._cache.fov = undefined;
  23942. this._cache.fovMode = undefined;
  23943. this._cache.aspectRatio = undefined;
  23944. this._cache.orthoLeft = undefined;
  23945. this._cache.orthoRight = undefined;
  23946. this._cache.orthoBottom = undefined;
  23947. this._cache.orthoTop = undefined;
  23948. this._cache.renderWidth = undefined;
  23949. this._cache.renderHeight = undefined;
  23950. };
  23951. /** @hidden */
  23952. Camera.prototype._updateCache = function (ignoreParentClass) {
  23953. if (!ignoreParentClass) {
  23954. _super.prototype._updateCache.call(this);
  23955. }
  23956. this._cache.position.copyFrom(this.position);
  23957. this._cache.upVector.copyFrom(this.upVector);
  23958. };
  23959. /** @hidden */
  23960. Camera.prototype._isSynchronized = function () {
  23961. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23962. };
  23963. /** @hidden */
  23964. Camera.prototype._isSynchronizedViewMatrix = function () {
  23965. if (!_super.prototype._isSynchronized.call(this)) {
  23966. return false;
  23967. }
  23968. return this._cache.position.equals(this.position)
  23969. && this._cache.upVector.equals(this.upVector)
  23970. && this.isSynchronizedWithParent();
  23971. };
  23972. /** @hidden */
  23973. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23974. var check = this._cache.mode === this.mode
  23975. && this._cache.minZ === this.minZ
  23976. && this._cache.maxZ === this.maxZ;
  23977. if (!check) {
  23978. return false;
  23979. }
  23980. var engine = this.getEngine();
  23981. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23982. check = this._cache.fov === this.fov
  23983. && this._cache.fovMode === this.fovMode
  23984. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23985. }
  23986. else {
  23987. check = this._cache.orthoLeft === this.orthoLeft
  23988. && this._cache.orthoRight === this.orthoRight
  23989. && this._cache.orthoBottom === this.orthoBottom
  23990. && this._cache.orthoTop === this.orthoTop
  23991. && this._cache.renderWidth === engine.getRenderWidth()
  23992. && this._cache.renderHeight === engine.getRenderHeight();
  23993. }
  23994. return check;
  23995. };
  23996. /**
  23997. * Attach the input controls to a specific dom element to get the input from.
  23998. * @param element Defines the element the controls should be listened from
  23999. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24000. */
  24001. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24002. };
  24003. /**
  24004. * Detach the current controls from the specified dom element.
  24005. * @param element Defines the element to stop listening the inputs from
  24006. */
  24007. Camera.prototype.detachControl = function (element) {
  24008. };
  24009. /**
  24010. * Update the camera state according to the different inputs gathered during the frame.
  24011. */
  24012. Camera.prototype.update = function () {
  24013. this._checkInputs();
  24014. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24015. this._updateRigCameras();
  24016. }
  24017. };
  24018. /** @hidden */
  24019. Camera.prototype._checkInputs = function () {
  24020. this.onAfterCheckInputsObservable.notifyObservers(this);
  24021. };
  24022. Object.defineProperty(Camera.prototype, "rigCameras", {
  24023. /** @hidden */
  24024. get: function () {
  24025. return this._rigCameras;
  24026. },
  24027. enumerable: true,
  24028. configurable: true
  24029. });
  24030. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24031. /**
  24032. * Gets the post process used by the rig cameras
  24033. */
  24034. get: function () {
  24035. return this._rigPostProcess;
  24036. },
  24037. enumerable: true,
  24038. configurable: true
  24039. });
  24040. /**
  24041. * Internal, gets the first post proces.
  24042. * @returns the first post process to be run on this camera.
  24043. */
  24044. Camera.prototype._getFirstPostProcess = function () {
  24045. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24046. if (this._postProcesses[ppIndex] !== null) {
  24047. return this._postProcesses[ppIndex];
  24048. }
  24049. }
  24050. return null;
  24051. };
  24052. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24053. // invalidate framebuffer
  24054. var firstPostProcess = this._getFirstPostProcess();
  24055. if (firstPostProcess) {
  24056. firstPostProcess.markTextureDirty();
  24057. }
  24058. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24059. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24060. var cam = this._rigCameras[i];
  24061. var rigPostProcess = cam._rigPostProcess;
  24062. // for VR rig, there does not have to be a post process
  24063. if (rigPostProcess) {
  24064. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24065. if (isPass) {
  24066. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24067. cam.isIntermediate = this._postProcesses.length === 0;
  24068. }
  24069. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24070. rigPostProcess.markTextureDirty();
  24071. }
  24072. else {
  24073. cam._postProcesses = this._postProcesses.slice(0);
  24074. }
  24075. }
  24076. };
  24077. /**
  24078. * Attach a post process to the camera.
  24079. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24080. * @param postProcess The post process to attach to the camera
  24081. * @param insertAt The position of the post process in case several of them are in use in the scene
  24082. * @returns the position the post process has been inserted at
  24083. */
  24084. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24085. if (insertAt === void 0) { insertAt = null; }
  24086. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24087. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24088. return 0;
  24089. }
  24090. if (insertAt == null || insertAt < 0) {
  24091. this._postProcesses.push(postProcess);
  24092. }
  24093. else if (this._postProcesses[insertAt] === null) {
  24094. this._postProcesses[insertAt] = postProcess;
  24095. }
  24096. else {
  24097. this._postProcesses.splice(insertAt, 0, postProcess);
  24098. }
  24099. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24100. return this._postProcesses.indexOf(postProcess);
  24101. };
  24102. /**
  24103. * Detach a post process to the camera.
  24104. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24105. * @param postProcess The post process to detach from the camera
  24106. */
  24107. Camera.prototype.detachPostProcess = function (postProcess) {
  24108. var idx = this._postProcesses.indexOf(postProcess);
  24109. if (idx !== -1) {
  24110. this._postProcesses[idx] = null;
  24111. }
  24112. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24113. };
  24114. /**
  24115. * Gets the current world matrix of the camera
  24116. */
  24117. Camera.prototype.getWorldMatrix = function () {
  24118. if (this._isSynchronizedViewMatrix()) {
  24119. return this._worldMatrix;
  24120. }
  24121. // Getting the the view matrix will also compute the world matrix.
  24122. this.getViewMatrix();
  24123. return this._worldMatrix;
  24124. };
  24125. /** @hidden */
  24126. Camera.prototype._getViewMatrix = function () {
  24127. return BABYLON.Matrix.Identity();
  24128. };
  24129. /**
  24130. * Gets the current view matrix of the camera.
  24131. * @param force forces the camera to recompute the matrix without looking at the cached state
  24132. * @returns the view matrix
  24133. */
  24134. Camera.prototype.getViewMatrix = function (force) {
  24135. if (!force && this._isSynchronizedViewMatrix()) {
  24136. return this._computedViewMatrix;
  24137. }
  24138. this.updateCache();
  24139. this._computedViewMatrix = this._getViewMatrix();
  24140. this._currentRenderId = this.getScene().getRenderId();
  24141. this._childRenderId = this._currentRenderId;
  24142. this._refreshFrustumPlanes = true;
  24143. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24144. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24145. }
  24146. this.onViewMatrixChangedObservable.notifyObservers(this);
  24147. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24148. return this._computedViewMatrix;
  24149. };
  24150. /**
  24151. * Freeze the projection matrix.
  24152. * It will prevent the cache check of the camera projection compute and can speed up perf
  24153. * if no parameter of the camera are meant to change
  24154. * @param projection Defines manually a projection if necessary
  24155. */
  24156. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24157. this._doNotComputeProjectionMatrix = true;
  24158. if (projection !== undefined) {
  24159. this._projectionMatrix = projection;
  24160. }
  24161. };
  24162. /**
  24163. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24164. */
  24165. Camera.prototype.unfreezeProjectionMatrix = function () {
  24166. this._doNotComputeProjectionMatrix = false;
  24167. };
  24168. /**
  24169. * Gets the current projection matrix of the camera.
  24170. * @param force forces the camera to recompute the matrix without looking at the cached state
  24171. * @returns the projection matrix
  24172. */
  24173. Camera.prototype.getProjectionMatrix = function (force) {
  24174. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24175. return this._projectionMatrix;
  24176. }
  24177. // Cache
  24178. this._cache.mode = this.mode;
  24179. this._cache.minZ = this.minZ;
  24180. this._cache.maxZ = this.maxZ;
  24181. // Matrix
  24182. this._refreshFrustumPlanes = true;
  24183. var engine = this.getEngine();
  24184. var scene = this.getScene();
  24185. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24186. this._cache.fov = this.fov;
  24187. this._cache.fovMode = this.fovMode;
  24188. this._cache.aspectRatio = engine.getAspectRatio(this);
  24189. if (this.minZ <= 0) {
  24190. this.minZ = 0.1;
  24191. }
  24192. if (scene.useRightHandedSystem) {
  24193. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24194. }
  24195. else {
  24196. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24197. }
  24198. }
  24199. else {
  24200. var halfWidth = engine.getRenderWidth() / 2.0;
  24201. var halfHeight = engine.getRenderHeight() / 2.0;
  24202. if (scene.useRightHandedSystem) {
  24203. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24204. }
  24205. else {
  24206. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24207. }
  24208. this._cache.orthoLeft = this.orthoLeft;
  24209. this._cache.orthoRight = this.orthoRight;
  24210. this._cache.orthoBottom = this.orthoBottom;
  24211. this._cache.orthoTop = this.orthoTop;
  24212. this._cache.renderWidth = engine.getRenderWidth();
  24213. this._cache.renderHeight = engine.getRenderHeight();
  24214. }
  24215. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24216. return this._projectionMatrix;
  24217. };
  24218. /**
  24219. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24220. * @returns a Matrix
  24221. */
  24222. Camera.prototype.getTransformationMatrix = function () {
  24223. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24224. return this._transformMatrix;
  24225. };
  24226. Camera.prototype._updateFrustumPlanes = function () {
  24227. if (!this._refreshFrustumPlanes) {
  24228. return;
  24229. }
  24230. this.getTransformationMatrix();
  24231. if (!this._frustumPlanes) {
  24232. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24233. }
  24234. else {
  24235. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24236. }
  24237. this._refreshFrustumPlanes = false;
  24238. };
  24239. /**
  24240. * Checks if a cullable object (mesh...) is in the camera frustum
  24241. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24242. * @param target The object to check
  24243. * @returns true if the object is in frustum otherwise false
  24244. */
  24245. Camera.prototype.isInFrustum = function (target) {
  24246. this._updateFrustumPlanes();
  24247. return target.isInFrustum(this._frustumPlanes);
  24248. };
  24249. /**
  24250. * Checks if a cullable object (mesh...) is in the camera frustum
  24251. * Unlike isInFrustum this cheks the full bounding box
  24252. * @param target The object to check
  24253. * @returns true if the object is in frustum otherwise false
  24254. */
  24255. Camera.prototype.isCompletelyInFrustum = function (target) {
  24256. this._updateFrustumPlanes();
  24257. return target.isCompletelyInFrustum(this._frustumPlanes);
  24258. };
  24259. /**
  24260. * Gets a ray in the forward direction from the camera.
  24261. * @param length Defines the length of the ray to create
  24262. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24263. * @param origin Defines the start point of the ray which defaults to the camera position
  24264. * @returns the forward ray
  24265. */
  24266. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24267. if (length === void 0) { length = 100; }
  24268. if (!transform) {
  24269. transform = this.getWorldMatrix();
  24270. }
  24271. if (!origin) {
  24272. origin = this.position;
  24273. }
  24274. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24275. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24276. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24277. return new BABYLON.Ray(origin, direction, length);
  24278. };
  24279. /**
  24280. * Releases resources associated with this node.
  24281. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24282. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24283. */
  24284. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24285. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24286. // Observables
  24287. this.onViewMatrixChangedObservable.clear();
  24288. this.onProjectionMatrixChangedObservable.clear();
  24289. this.onAfterCheckInputsObservable.clear();
  24290. this.onRestoreStateObservable.clear();
  24291. // Inputs
  24292. if (this.inputs) {
  24293. this.inputs.clear();
  24294. }
  24295. // Animations
  24296. this.getScene().stopAnimation(this);
  24297. // Remove from scene
  24298. this.getScene().removeCamera(this);
  24299. while (this._rigCameras.length > 0) {
  24300. var camera = this._rigCameras.pop();
  24301. if (camera) {
  24302. camera.dispose();
  24303. }
  24304. }
  24305. // Postprocesses
  24306. if (this._rigPostProcess) {
  24307. this._rigPostProcess.dispose(this);
  24308. this._rigPostProcess = null;
  24309. this._postProcesses = [];
  24310. }
  24311. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24312. this._rigPostProcess = null;
  24313. this._postProcesses = [];
  24314. }
  24315. else {
  24316. var i = this._postProcesses.length;
  24317. while (--i >= 0) {
  24318. var postProcess = this._postProcesses[i];
  24319. if (postProcess) {
  24320. postProcess.dispose(this);
  24321. }
  24322. }
  24323. }
  24324. // Render targets
  24325. var i = this.customRenderTargets.length;
  24326. while (--i >= 0) {
  24327. this.customRenderTargets[i].dispose();
  24328. }
  24329. this.customRenderTargets = [];
  24330. // Active Meshes
  24331. this._activeMeshes.dispose();
  24332. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24333. };
  24334. Object.defineProperty(Camera.prototype, "leftCamera", {
  24335. /**
  24336. * Gets the left camera of a rig setup in case of Rigged Camera
  24337. */
  24338. get: function () {
  24339. if (this._rigCameras.length < 1) {
  24340. return null;
  24341. }
  24342. return this._rigCameras[0];
  24343. },
  24344. enumerable: true,
  24345. configurable: true
  24346. });
  24347. Object.defineProperty(Camera.prototype, "rightCamera", {
  24348. /**
  24349. * Gets the right camera of a rig setup in case of Rigged Camera
  24350. */
  24351. get: function () {
  24352. if (this._rigCameras.length < 2) {
  24353. return null;
  24354. }
  24355. return this._rigCameras[1];
  24356. },
  24357. enumerable: true,
  24358. configurable: true
  24359. });
  24360. /**
  24361. * Gets the left camera target of a rig setup in case of Rigged Camera
  24362. * @returns the target position
  24363. */
  24364. Camera.prototype.getLeftTarget = function () {
  24365. if (this._rigCameras.length < 1) {
  24366. return null;
  24367. }
  24368. return this._rigCameras[0].getTarget();
  24369. };
  24370. /**
  24371. * Gets the right camera target of a rig setup in case of Rigged Camera
  24372. * @returns the target position
  24373. */
  24374. Camera.prototype.getRightTarget = function () {
  24375. if (this._rigCameras.length < 2) {
  24376. return null;
  24377. }
  24378. return this._rigCameras[1].getTarget();
  24379. };
  24380. /**
  24381. * @hidden
  24382. */
  24383. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24384. if (this.cameraRigMode === mode) {
  24385. return;
  24386. }
  24387. while (this._rigCameras.length > 0) {
  24388. var camera = this._rigCameras.pop();
  24389. if (camera) {
  24390. camera.dispose();
  24391. }
  24392. }
  24393. this.cameraRigMode = mode;
  24394. this._cameraRigParams = {};
  24395. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24396. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24397. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24398. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24399. // create the rig cameras, unless none
  24400. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24401. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24402. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24403. if (leftCamera && rightCamera) {
  24404. this._rigCameras.push(leftCamera);
  24405. this._rigCameras.push(rightCamera);
  24406. }
  24407. }
  24408. switch (this.cameraRigMode) {
  24409. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24410. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24411. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24412. break;
  24413. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24414. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24415. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24416. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24417. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24418. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24419. break;
  24420. case Camera.RIG_MODE_VR:
  24421. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24422. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24423. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24424. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24425. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24426. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24427. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24428. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24429. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24430. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24431. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24432. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24433. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24434. if (metrics.compensateDistortion) {
  24435. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24436. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24437. }
  24438. break;
  24439. case Camera.RIG_MODE_WEBVR:
  24440. if (rigParams.vrDisplay) {
  24441. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24442. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24443. //Left eye
  24444. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24445. this._rigCameras[0].setCameraRigParameter("left", true);
  24446. //leaving this for future reference
  24447. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24448. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24449. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24450. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24451. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24452. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24453. this._rigCameras[0].parent = this;
  24454. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24455. //Right eye
  24456. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24457. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24458. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24459. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24460. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24461. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24462. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24463. this._rigCameras[1].parent = this;
  24464. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24465. if (Camera.UseAlternateWebVRRendering) {
  24466. this._rigCameras[1]._skipRendering = true;
  24467. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24468. }
  24469. }
  24470. break;
  24471. }
  24472. this._cascadePostProcessesToRigCams();
  24473. this.update();
  24474. };
  24475. Camera.prototype._getVRProjectionMatrix = function () {
  24476. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24477. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24478. return this._projectionMatrix;
  24479. };
  24480. Camera.prototype._updateCameraRotationMatrix = function () {
  24481. //Here for WebVR
  24482. };
  24483. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24484. //Here for WebVR
  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._getWebVRProjectionMatrix = function () {
  24491. return BABYLON.Matrix.Identity();
  24492. };
  24493. /**
  24494. * This function MUST be overwritten by the different WebVR cameras available.
  24495. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24496. */
  24497. Camera.prototype._getWebVRViewMatrix = function () {
  24498. return BABYLON.Matrix.Identity();
  24499. };
  24500. /** @hidden */
  24501. Camera.prototype.setCameraRigParameter = function (name, value) {
  24502. if (!this._cameraRigParams) {
  24503. this._cameraRigParams = {};
  24504. }
  24505. this._cameraRigParams[name] = value;
  24506. //provisionnally:
  24507. if (name === "interaxialDistance") {
  24508. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24509. }
  24510. };
  24511. /**
  24512. * needs to be overridden by children so sub has required properties to be copied
  24513. * @hidden
  24514. */
  24515. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24516. return null;
  24517. };
  24518. /**
  24519. * May need to be overridden by children
  24520. * @hidden
  24521. */
  24522. Camera.prototype._updateRigCameras = function () {
  24523. for (var i = 0; i < this._rigCameras.length; i++) {
  24524. this._rigCameras[i].minZ = this.minZ;
  24525. this._rigCameras[i].maxZ = this.maxZ;
  24526. this._rigCameras[i].fov = this.fov;
  24527. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24528. }
  24529. // only update viewport when ANAGLYPH
  24530. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24531. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24532. }
  24533. };
  24534. /** @hidden */
  24535. Camera.prototype._setupInputs = function () {
  24536. };
  24537. /**
  24538. * Serialiaze the camera setup to a json represention
  24539. * @returns the JSON representation
  24540. */
  24541. Camera.prototype.serialize = function () {
  24542. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24543. // Type
  24544. serializationObject.type = this.getClassName();
  24545. // Parent
  24546. if (this.parent) {
  24547. serializationObject.parentId = this.parent.id;
  24548. }
  24549. if (this.inputs) {
  24550. this.inputs.serialize(serializationObject);
  24551. }
  24552. // Animations
  24553. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24554. serializationObject.ranges = this.serializeAnimationRanges();
  24555. return serializationObject;
  24556. };
  24557. /**
  24558. * Clones the current camera.
  24559. * @param name The cloned camera name
  24560. * @returns the cloned camera
  24561. */
  24562. Camera.prototype.clone = function (name) {
  24563. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24564. };
  24565. /**
  24566. * Gets the direction of the camera relative to a given local axis.
  24567. * @param localAxis Defines the reference axis to provide a relative direction.
  24568. * @return the direction
  24569. */
  24570. Camera.prototype.getDirection = function (localAxis) {
  24571. var result = BABYLON.Vector3.Zero();
  24572. this.getDirectionToRef(localAxis, result);
  24573. return result;
  24574. };
  24575. /**
  24576. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24577. * @param localAxis Defines the reference axis to provide a relative direction.
  24578. * @param result Defines the vector to store the result in
  24579. */
  24580. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24581. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24582. };
  24583. /**
  24584. * Gets a camera constructor for a given camera type
  24585. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24586. * @param name The name of the camera the result will be able to instantiate
  24587. * @param scene The scene the result will construct the camera in
  24588. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24589. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24590. * @returns a factory method to construc the camera
  24591. */
  24592. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24593. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24594. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24595. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24596. interaxial_distance: interaxial_distance,
  24597. isStereoscopicSideBySide: isStereoscopicSideBySide
  24598. });
  24599. if (constructorFunc) {
  24600. return constructorFunc;
  24601. }
  24602. // Default to universal camera
  24603. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24604. };
  24605. /**
  24606. * Compute the world matrix of the camera.
  24607. * @returns the camera workd matrix
  24608. */
  24609. Camera.prototype.computeWorldMatrix = function () {
  24610. return this.getWorldMatrix();
  24611. };
  24612. /**
  24613. * Parse a JSON and creates the camera from the parsed information
  24614. * @param parsedCamera The JSON to parse
  24615. * @param scene The scene to instantiate the camera in
  24616. * @returns the newly constructed camera
  24617. */
  24618. Camera.Parse = function (parsedCamera, scene) {
  24619. var type = parsedCamera.type;
  24620. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24621. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24622. // Parent
  24623. if (parsedCamera.parentId) {
  24624. camera._waitingParentId = parsedCamera.parentId;
  24625. }
  24626. //If camera has an input manager, let it parse inputs settings
  24627. if (camera.inputs) {
  24628. camera.inputs.parse(parsedCamera);
  24629. camera._setupInputs();
  24630. }
  24631. if (camera.setPosition) { // need to force position
  24632. camera.position.copyFromFloats(0, 0, 0);
  24633. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24634. }
  24635. // Target
  24636. if (parsedCamera.target) {
  24637. if (camera.setTarget) {
  24638. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24639. }
  24640. }
  24641. // Apply 3d rig, when found
  24642. if (parsedCamera.cameraRigMode) {
  24643. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24644. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24645. }
  24646. // Animations
  24647. if (parsedCamera.animations) {
  24648. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24649. var parsedAnimation = parsedCamera.animations[animationIndex];
  24650. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24651. }
  24652. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24653. }
  24654. if (parsedCamera.autoAnimate) {
  24655. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24656. }
  24657. return camera;
  24658. };
  24659. /**
  24660. * This is the default projection mode used by the cameras.
  24661. * It helps recreating a feeling of perspective and better appreciate depth.
  24662. * This is the best way to simulate real life cameras.
  24663. */
  24664. Camera.PERSPECTIVE_CAMERA = 0;
  24665. /**
  24666. * This helps creating camera with an orthographic mode.
  24667. * 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.
  24668. */
  24669. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24670. /**
  24671. * This is the default FOV mode for perspective cameras.
  24672. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24673. */
  24674. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24675. /**
  24676. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24677. */
  24678. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24679. /**
  24680. * This specifies ther is no need for a camera rig.
  24681. * Basically only one eye is rendered corresponding to the camera.
  24682. */
  24683. Camera.RIG_MODE_NONE = 0;
  24684. /**
  24685. * Simulates a camera Rig with one blue eye and one red eye.
  24686. * This can be use with 3d blue and red glasses.
  24687. */
  24688. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24689. /**
  24690. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24691. */
  24692. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24693. /**
  24694. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24695. */
  24696. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24697. /**
  24698. * Defines that both eyes of the camera will be rendered over under each other.
  24699. */
  24700. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24701. /**
  24702. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24703. */
  24704. Camera.RIG_MODE_VR = 20;
  24705. /**
  24706. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24707. */
  24708. Camera.RIG_MODE_WEBVR = 21;
  24709. /**
  24710. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24711. */
  24712. Camera.RIG_MODE_CUSTOM = 22;
  24713. /**
  24714. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24715. */
  24716. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24717. /**
  24718. * @hidden
  24719. * Might be removed once multiview will be a thing
  24720. */
  24721. Camera.UseAlternateWebVRRendering = false;
  24722. __decorate([
  24723. BABYLON.serializeAsVector3()
  24724. ], Camera.prototype, "position", void 0);
  24725. __decorate([
  24726. BABYLON.serializeAsVector3()
  24727. ], Camera.prototype, "upVector", void 0);
  24728. __decorate([
  24729. BABYLON.serialize()
  24730. ], Camera.prototype, "orthoLeft", void 0);
  24731. __decorate([
  24732. BABYLON.serialize()
  24733. ], Camera.prototype, "orthoRight", void 0);
  24734. __decorate([
  24735. BABYLON.serialize()
  24736. ], Camera.prototype, "orthoBottom", void 0);
  24737. __decorate([
  24738. BABYLON.serialize()
  24739. ], Camera.prototype, "orthoTop", void 0);
  24740. __decorate([
  24741. BABYLON.serialize()
  24742. ], Camera.prototype, "fov", void 0);
  24743. __decorate([
  24744. BABYLON.serialize()
  24745. ], Camera.prototype, "minZ", void 0);
  24746. __decorate([
  24747. BABYLON.serialize()
  24748. ], Camera.prototype, "maxZ", void 0);
  24749. __decorate([
  24750. BABYLON.serialize()
  24751. ], Camera.prototype, "inertia", void 0);
  24752. __decorate([
  24753. BABYLON.serialize()
  24754. ], Camera.prototype, "mode", void 0);
  24755. __decorate([
  24756. BABYLON.serialize()
  24757. ], Camera.prototype, "layerMask", void 0);
  24758. __decorate([
  24759. BABYLON.serialize()
  24760. ], Camera.prototype, "fovMode", void 0);
  24761. __decorate([
  24762. BABYLON.serialize()
  24763. ], Camera.prototype, "cameraRigMode", void 0);
  24764. __decorate([
  24765. BABYLON.serialize()
  24766. ], Camera.prototype, "interaxialDistance", void 0);
  24767. __decorate([
  24768. BABYLON.serialize()
  24769. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24770. return Camera;
  24771. }(BABYLON.Node));
  24772. BABYLON.Camera = Camera;
  24773. })(BABYLON || (BABYLON = {}));
  24774. //# sourceMappingURL=babylon.camera.js.map
  24775. var BABYLON;
  24776. (function (BABYLON) {
  24777. /**
  24778. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24779. * It is enable to manage the different groups as well as the different necessary sort functions.
  24780. * This should not be used directly aside of the few static configurations
  24781. */
  24782. var RenderingManager = /** @class */ (function () {
  24783. /**
  24784. * Instantiates a new rendering group for a particular scene
  24785. * @param scene Defines the scene the groups belongs to
  24786. */
  24787. function RenderingManager(scene) {
  24788. /**
  24789. * @hidden
  24790. */
  24791. this._useSceneAutoClearSetup = false;
  24792. this._renderingGroups = new Array();
  24793. this._autoClearDepthStencil = {};
  24794. this._customOpaqueSortCompareFn = {};
  24795. this._customAlphaTestSortCompareFn = {};
  24796. this._customTransparentSortCompareFn = {};
  24797. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24798. this._scene = scene;
  24799. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24800. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24801. }
  24802. }
  24803. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24804. if (depth === void 0) { depth = true; }
  24805. if (stencil === void 0) { stencil = true; }
  24806. if (this._depthStencilBufferAlreadyCleaned) {
  24807. return;
  24808. }
  24809. this._scene.getEngine().clear(null, false, depth, stencil);
  24810. this._depthStencilBufferAlreadyCleaned = true;
  24811. };
  24812. /**
  24813. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24814. * @hidden
  24815. */
  24816. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24817. // Update the observable context (not null as it only goes away on dispose)
  24818. var info = this._renderingGroupInfo;
  24819. info.scene = this._scene;
  24820. info.camera = this._scene.activeCamera;
  24821. // Dispatch sprites
  24822. if (this._scene.spriteManagers && renderSprites) {
  24823. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24824. var manager = this._scene.spriteManagers[index];
  24825. this.dispatchSprites(manager);
  24826. }
  24827. }
  24828. // Render
  24829. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24830. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24831. var renderingGroup = this._renderingGroups[index];
  24832. if (!renderingGroup) {
  24833. continue;
  24834. }
  24835. var renderingGroupMask = Math.pow(2, index);
  24836. info.renderingGroupId = index;
  24837. // Before Observable
  24838. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24839. // Clear depth/stencil if needed
  24840. if (RenderingManager.AUTOCLEAR) {
  24841. var autoClear = this._useSceneAutoClearSetup ?
  24842. this._scene.getAutoClearDepthStencilSetup(index) :
  24843. this._autoClearDepthStencil[index];
  24844. if (autoClear && autoClear.autoClear) {
  24845. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24846. }
  24847. }
  24848. // Render
  24849. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24850. var step = _a[_i];
  24851. step.action(index);
  24852. }
  24853. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24854. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24855. var step = _c[_b];
  24856. step.action(index);
  24857. }
  24858. // After Observable
  24859. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24860. }
  24861. };
  24862. /**
  24863. * Resets the different information of the group to prepare a new frame
  24864. * @hidden
  24865. */
  24866. RenderingManager.prototype.reset = function () {
  24867. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24868. var renderingGroup = this._renderingGroups[index];
  24869. if (renderingGroup) {
  24870. renderingGroup.prepare();
  24871. }
  24872. }
  24873. };
  24874. /**
  24875. * Dispose and release the group and its associated resources.
  24876. * @hidden
  24877. */
  24878. RenderingManager.prototype.dispose = function () {
  24879. this.freeRenderingGroups();
  24880. this._renderingGroups.length = 0;
  24881. this._renderingGroupInfo = null;
  24882. };
  24883. /**
  24884. * Clear the info related to rendering groups preventing retention points during dispose.
  24885. */
  24886. RenderingManager.prototype.freeRenderingGroups = function () {
  24887. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24888. var renderingGroup = this._renderingGroups[index];
  24889. if (renderingGroup) {
  24890. renderingGroup.dispose();
  24891. }
  24892. }
  24893. };
  24894. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24895. if (this._renderingGroups[renderingGroupId] === undefined) {
  24896. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24897. }
  24898. };
  24899. /**
  24900. * Add a sprite manager to the rendering manager in order to render it this frame.
  24901. * @param spriteManager Define the sprite manager to render
  24902. */
  24903. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24904. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24905. this._prepareRenderingGroup(renderingGroupId);
  24906. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24907. };
  24908. /**
  24909. * Add a particle system to the rendering manager in order to render it this frame.
  24910. * @param particleSystem Define the particle system to render
  24911. */
  24912. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24913. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24914. this._prepareRenderingGroup(renderingGroupId);
  24915. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24916. };
  24917. /**
  24918. * Add a submesh to the manager in order to render it this frame
  24919. * @param subMesh The submesh to dispatch
  24920. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24921. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24922. */
  24923. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24924. if (mesh === undefined) {
  24925. mesh = subMesh.getMesh();
  24926. }
  24927. var renderingGroupId = mesh.renderingGroupId || 0;
  24928. this._prepareRenderingGroup(renderingGroupId);
  24929. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24930. };
  24931. /**
  24932. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24933. * This allowed control for front to back rendering or reversly depending of the special needs.
  24934. *
  24935. * @param renderingGroupId The rendering group id corresponding to its index
  24936. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24937. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24938. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24939. */
  24940. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24941. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24942. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24943. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24944. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24945. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24946. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24947. if (this._renderingGroups[renderingGroupId]) {
  24948. var group = this._renderingGroups[renderingGroupId];
  24949. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24950. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24951. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24952. }
  24953. };
  24954. /**
  24955. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24956. *
  24957. * @param renderingGroupId The rendering group id corresponding to its index
  24958. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24959. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24960. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24961. */
  24962. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24963. if (depth === void 0) { depth = true; }
  24964. if (stencil === void 0) { stencil = true; }
  24965. this._autoClearDepthStencil[renderingGroupId] = {
  24966. autoClear: autoClearDepthStencil,
  24967. depth: depth,
  24968. stencil: stencil
  24969. };
  24970. };
  24971. /**
  24972. * Gets the current auto clear configuration for one rendering group of the rendering
  24973. * manager.
  24974. * @param index the rendering group index to get the information for
  24975. * @returns The auto clear setup for the requested rendering group
  24976. */
  24977. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24978. return this._autoClearDepthStencil[index];
  24979. };
  24980. /**
  24981. * The max id used for rendering groups (not included)
  24982. */
  24983. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24984. /**
  24985. * The min id used for rendering groups (included)
  24986. */
  24987. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24988. /**
  24989. * Used to globally prevent autoclearing scenes.
  24990. */
  24991. RenderingManager.AUTOCLEAR = true;
  24992. return RenderingManager;
  24993. }());
  24994. BABYLON.RenderingManager = RenderingManager;
  24995. })(BABYLON || (BABYLON = {}));
  24996. //# sourceMappingURL=babylon.renderingManager.js.map
  24997. var BABYLON;
  24998. (function (BABYLON) {
  24999. /**
  25000. * This represents the object necessary to create a rendering group.
  25001. * This is exclusively used and created by the rendering manager.
  25002. * To modify the behavior, you use the available helpers in your scene or meshes.
  25003. * @hidden
  25004. */
  25005. var RenderingGroup = /** @class */ (function () {
  25006. /**
  25007. * Creates a new rendering group.
  25008. * @param index The rendering group index
  25009. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25010. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25011. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25012. */
  25013. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25014. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25015. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25016. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25017. this.index = index;
  25018. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25019. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25020. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25021. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25022. this._particleSystems = new BABYLON.SmartArray(256);
  25023. this._spriteManagers = new BABYLON.SmartArray(256);
  25024. this._edgesRenderers = new BABYLON.SmartArray(16);
  25025. this._scene = scene;
  25026. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25027. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25028. this.transparentSortCompareFn = transparentSortCompareFn;
  25029. }
  25030. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25031. /**
  25032. * Set the opaque sort comparison function.
  25033. * If null the sub meshes will be render in the order they were created
  25034. */
  25035. set: function (value) {
  25036. this._opaqueSortCompareFn = value;
  25037. if (value) {
  25038. this._renderOpaque = this.renderOpaqueSorted;
  25039. }
  25040. else {
  25041. this._renderOpaque = RenderingGroup.renderUnsorted;
  25042. }
  25043. },
  25044. enumerable: true,
  25045. configurable: true
  25046. });
  25047. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25048. /**
  25049. * Set the alpha test sort comparison function.
  25050. * If null the sub meshes will be render in the order they were created
  25051. */
  25052. set: function (value) {
  25053. this._alphaTestSortCompareFn = value;
  25054. if (value) {
  25055. this._renderAlphaTest = this.renderAlphaTestSorted;
  25056. }
  25057. else {
  25058. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25059. }
  25060. },
  25061. enumerable: true,
  25062. configurable: true
  25063. });
  25064. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25065. /**
  25066. * Set the transparent sort comparison function.
  25067. * If null the sub meshes will be render in the order they were created
  25068. */
  25069. set: function (value) {
  25070. if (value) {
  25071. this._transparentSortCompareFn = value;
  25072. }
  25073. else {
  25074. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25075. }
  25076. this._renderTransparent = this.renderTransparentSorted;
  25077. },
  25078. enumerable: true,
  25079. configurable: true
  25080. });
  25081. /**
  25082. * Render all the sub meshes contained in the group.
  25083. * @param customRenderFunction Used to override the default render behaviour of the group.
  25084. * @returns true if rendered some submeshes.
  25085. */
  25086. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25087. if (customRenderFunction) {
  25088. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25089. return;
  25090. }
  25091. var engine = this._scene.getEngine();
  25092. // Depth only
  25093. if (this._depthOnlySubMeshes.length !== 0) {
  25094. engine.setColorWrite(false);
  25095. this._renderAlphaTest(this._depthOnlySubMeshes);
  25096. engine.setColorWrite(true);
  25097. }
  25098. // Opaque
  25099. if (this._opaqueSubMeshes.length !== 0) {
  25100. this._renderOpaque(this._opaqueSubMeshes);
  25101. }
  25102. // Alpha test
  25103. if (this._alphaTestSubMeshes.length !== 0) {
  25104. this._renderAlphaTest(this._alphaTestSubMeshes);
  25105. }
  25106. var stencilState = engine.getStencilBuffer();
  25107. engine.setStencilBuffer(false);
  25108. // Sprites
  25109. if (renderSprites) {
  25110. this._renderSprites();
  25111. }
  25112. // Particles
  25113. if (renderParticles) {
  25114. this._renderParticles(activeMeshes);
  25115. }
  25116. if (this.onBeforeTransparentRendering) {
  25117. this.onBeforeTransparentRendering();
  25118. }
  25119. // Transparent
  25120. if (this._transparentSubMeshes.length !== 0) {
  25121. this._renderTransparent(this._transparentSubMeshes);
  25122. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25123. }
  25124. // Set back stencil to false in case it changes before the edge renderer.
  25125. engine.setStencilBuffer(false);
  25126. // Edges
  25127. if (this._edgesRenderers.length) {
  25128. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25129. this._edgesRenderers.data[edgesRendererIndex].render();
  25130. }
  25131. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25132. }
  25133. // Restore Stencil state.
  25134. engine.setStencilBuffer(stencilState);
  25135. };
  25136. /**
  25137. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25138. * @param subMeshes The submeshes to render
  25139. */
  25140. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25141. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25142. };
  25143. /**
  25144. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25145. * @param subMeshes The submeshes to render
  25146. */
  25147. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25148. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25149. };
  25150. /**
  25151. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25152. * @param subMeshes The submeshes to render
  25153. */
  25154. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25155. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25156. };
  25157. /**
  25158. * Renders the submeshes in a specified order.
  25159. * @param subMeshes The submeshes to sort before render
  25160. * @param sortCompareFn The comparison function use to sort
  25161. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25162. * @param transparent Specifies to activate blending if true
  25163. */
  25164. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25165. var subIndex = 0;
  25166. var subMesh;
  25167. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25168. for (; subIndex < subMeshes.length; subIndex++) {
  25169. subMesh = subMeshes.data[subIndex];
  25170. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25171. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25172. }
  25173. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25174. if (sortCompareFn) {
  25175. sortedArray.sort(sortCompareFn);
  25176. }
  25177. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25178. subMesh = sortedArray[subIndex];
  25179. if (transparent) {
  25180. var material = subMesh.getMaterial();
  25181. if (material && material.needDepthPrePass) {
  25182. var engine = material.getScene().getEngine();
  25183. engine.setColorWrite(false);
  25184. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25185. subMesh.render(false);
  25186. engine.setColorWrite(true);
  25187. }
  25188. }
  25189. subMesh.render(transparent);
  25190. }
  25191. };
  25192. /**
  25193. * Renders the submeshes in the order they were dispatched (no sort applied).
  25194. * @param subMeshes The submeshes to render
  25195. */
  25196. RenderingGroup.renderUnsorted = function (subMeshes) {
  25197. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25198. var submesh = subMeshes.data[subIndex];
  25199. submesh.render(false);
  25200. }
  25201. };
  25202. /**
  25203. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25204. * are rendered back to front if in the same alpha index.
  25205. *
  25206. * @param a The first submesh
  25207. * @param b The second submesh
  25208. * @returns The result of the comparison
  25209. */
  25210. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25211. // Alpha index first
  25212. if (a._alphaIndex > b._alphaIndex) {
  25213. return 1;
  25214. }
  25215. if (a._alphaIndex < b._alphaIndex) {
  25216. return -1;
  25217. }
  25218. // Then distance to camera
  25219. return RenderingGroup.backToFrontSortCompare(a, b);
  25220. };
  25221. /**
  25222. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25223. * are rendered back to front.
  25224. *
  25225. * @param a The first submesh
  25226. * @param b The second submesh
  25227. * @returns The result of the comparison
  25228. */
  25229. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25230. // Then distance to camera
  25231. if (a._distanceToCamera < b._distanceToCamera) {
  25232. return 1;
  25233. }
  25234. if (a._distanceToCamera > b._distanceToCamera) {
  25235. return -1;
  25236. }
  25237. return 0;
  25238. };
  25239. /**
  25240. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25241. * are rendered front to back (prevent overdraw).
  25242. *
  25243. * @param a The first submesh
  25244. * @param b The second submesh
  25245. * @returns The result of the comparison
  25246. */
  25247. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25248. // Then distance to camera
  25249. if (a._distanceToCamera < b._distanceToCamera) {
  25250. return -1;
  25251. }
  25252. if (a._distanceToCamera > b._distanceToCamera) {
  25253. return 1;
  25254. }
  25255. return 0;
  25256. };
  25257. /**
  25258. * Resets the different lists of submeshes to prepare a new frame.
  25259. */
  25260. RenderingGroup.prototype.prepare = function () {
  25261. this._opaqueSubMeshes.reset();
  25262. this._transparentSubMeshes.reset();
  25263. this._alphaTestSubMeshes.reset();
  25264. this._depthOnlySubMeshes.reset();
  25265. this._particleSystems.reset();
  25266. this._spriteManagers.reset();
  25267. this._edgesRenderers.reset();
  25268. };
  25269. RenderingGroup.prototype.dispose = function () {
  25270. this._opaqueSubMeshes.dispose();
  25271. this._transparentSubMeshes.dispose();
  25272. this._alphaTestSubMeshes.dispose();
  25273. this._depthOnlySubMeshes.dispose();
  25274. this._particleSystems.dispose();
  25275. this._spriteManagers.dispose();
  25276. this._edgesRenderers.dispose();
  25277. };
  25278. /**
  25279. * Inserts the submesh in its correct queue depending on its material.
  25280. * @param subMesh The submesh to dispatch
  25281. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25282. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25283. */
  25284. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25285. // Get mesh and materials if not provided
  25286. if (mesh === undefined) {
  25287. mesh = subMesh.getMesh();
  25288. }
  25289. if (material === undefined) {
  25290. material = subMesh.getMaterial();
  25291. }
  25292. if (material === null || material === undefined) {
  25293. return;
  25294. }
  25295. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25296. this._transparentSubMeshes.push(subMesh);
  25297. }
  25298. else if (material.needAlphaTesting()) { // Alpha test
  25299. if (material.needDepthPrePass) {
  25300. this._depthOnlySubMeshes.push(subMesh);
  25301. }
  25302. this._alphaTestSubMeshes.push(subMesh);
  25303. }
  25304. else {
  25305. if (material.needDepthPrePass) {
  25306. this._depthOnlySubMeshes.push(subMesh);
  25307. }
  25308. this._opaqueSubMeshes.push(subMesh); // Opaque
  25309. }
  25310. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25311. this._edgesRenderers.push(mesh._edgesRenderer);
  25312. }
  25313. };
  25314. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25315. this._spriteManagers.push(spriteManager);
  25316. };
  25317. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25318. this._particleSystems.push(particleSystem);
  25319. };
  25320. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25321. if (this._particleSystems.length === 0) {
  25322. return;
  25323. }
  25324. // Particles
  25325. var activeCamera = this._scene.activeCamera;
  25326. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25327. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25328. var particleSystem = this._particleSystems.data[particleIndex];
  25329. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25330. continue;
  25331. }
  25332. var emitter = particleSystem.emitter;
  25333. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25334. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25335. }
  25336. }
  25337. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25338. };
  25339. RenderingGroup.prototype._renderSprites = function () {
  25340. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25341. return;
  25342. }
  25343. // Sprites
  25344. var activeCamera = this._scene.activeCamera;
  25345. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25346. for (var id = 0; id < this._spriteManagers.length; id++) {
  25347. var spriteManager = this._spriteManagers.data[id];
  25348. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25349. spriteManager.render();
  25350. }
  25351. }
  25352. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25353. };
  25354. return RenderingGroup;
  25355. }());
  25356. BABYLON.RenderingGroup = RenderingGroup;
  25357. })(BABYLON || (BABYLON = {}));
  25358. //# sourceMappingURL=babylon.renderingGroup.js.map
  25359. var BABYLON;
  25360. (function (BABYLON) {
  25361. /**
  25362. * Groups all the scene component constants in one place to ease maintenance.
  25363. * @hidden
  25364. */
  25365. var SceneComponentConstants = /** @class */ (function () {
  25366. function SceneComponentConstants() {
  25367. }
  25368. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25369. SceneComponentConstants.NAME_LAYER = "Layer";
  25370. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25371. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25372. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25373. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25374. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25375. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25376. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25377. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25378. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25379. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25380. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25381. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25382. SceneComponentConstants.NAME_OCTREE = "Octree";
  25383. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25384. SceneComponentConstants.NAME_AUDIO = "Audio";
  25385. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25386. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25387. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25388. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25389. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25390. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25391. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25392. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25393. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25394. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25395. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25396. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25397. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25398. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25399. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25400. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25401. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25402. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25403. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25404. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25405. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25406. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25407. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25408. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25409. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25410. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25411. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25412. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25413. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25414. return SceneComponentConstants;
  25415. }());
  25416. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25417. /**
  25418. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25419. * @hidden
  25420. */
  25421. var Stage = /** @class */ (function (_super) {
  25422. __extends(Stage, _super);
  25423. /**
  25424. * Hide ctor from the rest of the world.
  25425. * @param items The items to add.
  25426. */
  25427. function Stage(items) {
  25428. return _super.apply(this, items) || this;
  25429. }
  25430. /**
  25431. * Creates a new Stage.
  25432. * @returns A new instance of a Stage
  25433. */
  25434. Stage.Create = function () {
  25435. return Object.create(Stage.prototype);
  25436. };
  25437. /**
  25438. * Registers a step in an ordered way in the targeted stage.
  25439. * @param index Defines the position to register the step in
  25440. * @param component Defines the component attached to the step
  25441. * @param action Defines the action to launch during the step
  25442. */
  25443. Stage.prototype.registerStep = function (index, component, action) {
  25444. var i = 0;
  25445. var maxIndex = Number.MAX_VALUE;
  25446. for (; i < this.length; i++) {
  25447. var step = this[i];
  25448. maxIndex = step.index;
  25449. if (index < maxIndex) {
  25450. break;
  25451. }
  25452. }
  25453. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25454. };
  25455. /**
  25456. * Clears all the steps from the stage.
  25457. */
  25458. Stage.prototype.clear = function () {
  25459. this.length = 0;
  25460. };
  25461. return Stage;
  25462. }(Array));
  25463. BABYLON.Stage = Stage;
  25464. })(BABYLON || (BABYLON = {}));
  25465. //# sourceMappingURL=babylon.sceneComponent.js.map
  25466. var BABYLON;
  25467. (function (BABYLON) {
  25468. /**
  25469. * Base class of the scene acting as a container for the different elements composing a scene.
  25470. * This class is dynamically extended by the different components of the scene increasing
  25471. * flexibility and reducing coupling
  25472. */
  25473. var AbstractScene = /** @class */ (function () {
  25474. function AbstractScene() {
  25475. /**
  25476. * Gets the list of root nodes (ie. nodes with no parent)
  25477. */
  25478. this.rootNodes = new Array();
  25479. /** All of the cameras added to this scene
  25480. * @see http://doc.babylonjs.com/babylon101/cameras
  25481. */
  25482. this.cameras = new Array();
  25483. /**
  25484. * All of the lights added to this scene
  25485. * @see http://doc.babylonjs.com/babylon101/lights
  25486. */
  25487. this.lights = new Array();
  25488. /**
  25489. * All of the (abstract) meshes added to this scene
  25490. */
  25491. this.meshes = new Array();
  25492. /**
  25493. * The list of skeletons added to the scene
  25494. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25495. */
  25496. this.skeletons = new Array();
  25497. /**
  25498. * All of the particle systems added to this scene
  25499. * @see http://doc.babylonjs.com/babylon101/particles
  25500. */
  25501. this.particleSystems = new Array();
  25502. /**
  25503. * Gets a list of Animations associated with the scene
  25504. */
  25505. this.animations = [];
  25506. /**
  25507. * All of the animation groups added to this scene
  25508. * @see http://doc.babylonjs.com/how_to/group
  25509. */
  25510. this.animationGroups = new Array();
  25511. /**
  25512. * All of the multi-materials added to this scene
  25513. * @see http://doc.babylonjs.com/how_to/multi_materials
  25514. */
  25515. this.multiMaterials = new Array();
  25516. /**
  25517. * All of the materials added to this scene
  25518. * In the context of a Scene, it is not supposed to be modified manually.
  25519. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25520. * Note also that the order of the Material wihin the array is not significant and might change.
  25521. * @see http://doc.babylonjs.com/babylon101/materials
  25522. */
  25523. this.materials = new Array();
  25524. /**
  25525. * The list of morph target managers added to the scene
  25526. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25527. */
  25528. this.morphTargetManagers = new Array();
  25529. /**
  25530. * The list of geometries used in the scene.
  25531. */
  25532. this.geometries = new Array();
  25533. /**
  25534. * All of the tranform nodes added to this scene
  25535. * In the context of a Scene, it is not supposed to be modified manually.
  25536. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25537. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25538. * @see http://doc.babylonjs.com/how_to/transformnode
  25539. */
  25540. this.transformNodes = new Array();
  25541. /**
  25542. * ActionManagers available on the scene.
  25543. */
  25544. this.actionManagers = new Array();
  25545. /**
  25546. * Textures to keep.
  25547. */
  25548. this.textures = new Array();
  25549. }
  25550. /**
  25551. * Adds a parser in the list of available ones
  25552. * @param name Defines the name of the parser
  25553. * @param parser Defines the parser to add
  25554. */
  25555. AbstractScene.AddParser = function (name, parser) {
  25556. this._BabylonFileParsers[name] = parser;
  25557. };
  25558. /**
  25559. * Gets a general parser from the list of avaialble ones
  25560. * @param name Defines the name of the parser
  25561. * @returns the requested parser or null
  25562. */
  25563. AbstractScene.GetParser = function (name) {
  25564. if (this._BabylonFileParsers[name]) {
  25565. return this._BabylonFileParsers[name];
  25566. }
  25567. return null;
  25568. };
  25569. /**
  25570. * Adds n individual parser in the list of available ones
  25571. * @param name Defines the name of the parser
  25572. * @param parser Defines the parser to add
  25573. */
  25574. AbstractScene.AddIndividualParser = function (name, parser) {
  25575. this._IndividualBabylonFileParsers[name] = parser;
  25576. };
  25577. /**
  25578. * Gets an individual parser from the list of avaialble ones
  25579. * @param name Defines the name of the parser
  25580. * @returns the requested parser or null
  25581. */
  25582. AbstractScene.GetIndividualParser = function (name) {
  25583. if (this._IndividualBabylonFileParsers[name]) {
  25584. return this._IndividualBabylonFileParsers[name];
  25585. }
  25586. return null;
  25587. };
  25588. /**
  25589. * Parser json data and populate both a scene and its associated container object
  25590. * @param jsonData Defines the data to parse
  25591. * @param scene Defines the scene to parse the data for
  25592. * @param container Defines the container attached to the parsing sequence
  25593. * @param rootUrl Defines the root url of the data
  25594. */
  25595. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25596. for (var parserName in this._BabylonFileParsers) {
  25597. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25598. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25599. }
  25600. }
  25601. };
  25602. /**
  25603. * Stores the list of available parsers in the application.
  25604. */
  25605. AbstractScene._BabylonFileParsers = {};
  25606. /**
  25607. * Stores the list of available individual parsers in the application.
  25608. */
  25609. AbstractScene._IndividualBabylonFileParsers = {};
  25610. return AbstractScene;
  25611. }());
  25612. BABYLON.AbstractScene = AbstractScene;
  25613. })(BABYLON || (BABYLON = {}));
  25614. //# sourceMappingURL=babylon.abstractScene.js.map
  25615. var BABYLON;
  25616. (function (BABYLON) {
  25617. /** @hidden */
  25618. var ClickInfo = /** @class */ (function () {
  25619. function ClickInfo() {
  25620. this._singleClick = false;
  25621. this._doubleClick = false;
  25622. this._hasSwiped = false;
  25623. this._ignore = false;
  25624. }
  25625. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25626. get: function () {
  25627. return this._singleClick;
  25628. },
  25629. set: function (b) {
  25630. this._singleClick = b;
  25631. },
  25632. enumerable: true,
  25633. configurable: true
  25634. });
  25635. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25636. get: function () {
  25637. return this._doubleClick;
  25638. },
  25639. set: function (b) {
  25640. this._doubleClick = b;
  25641. },
  25642. enumerable: true,
  25643. configurable: true
  25644. });
  25645. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25646. get: function () {
  25647. return this._hasSwiped;
  25648. },
  25649. set: function (b) {
  25650. this._hasSwiped = b;
  25651. },
  25652. enumerable: true,
  25653. configurable: true
  25654. });
  25655. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25656. get: function () {
  25657. return this._ignore;
  25658. },
  25659. set: function (b) {
  25660. this._ignore = b;
  25661. },
  25662. enumerable: true,
  25663. configurable: true
  25664. });
  25665. return ClickInfo;
  25666. }());
  25667. /**
  25668. * This class is used by the onRenderingGroupObservable
  25669. */
  25670. var RenderingGroupInfo = /** @class */ (function () {
  25671. function RenderingGroupInfo() {
  25672. }
  25673. return RenderingGroupInfo;
  25674. }());
  25675. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25676. /**
  25677. * Represents a scene to be rendered by the engine.
  25678. * @see http://doc.babylonjs.com/features/scene
  25679. */
  25680. var Scene = /** @class */ (function (_super) {
  25681. __extends(Scene, _super);
  25682. /**
  25683. * Creates a new Scene
  25684. * @param engine defines the engine to use to render this scene
  25685. */
  25686. function Scene(engine, options) {
  25687. var _this = _super.call(this) || this;
  25688. // Members
  25689. /**
  25690. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25691. */
  25692. _this.autoClear = true;
  25693. /**
  25694. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25695. */
  25696. _this.autoClearDepthAndStencil = true;
  25697. /**
  25698. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25699. */
  25700. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25701. /**
  25702. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25703. */
  25704. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25705. _this._forceWireframe = false;
  25706. _this._forcePointsCloud = false;
  25707. /**
  25708. * Gets or sets a boolean indicating if animations are enabled
  25709. */
  25710. _this.animationsEnabled = true;
  25711. _this._animationPropertiesOverride = null;
  25712. /**
  25713. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25714. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25715. */
  25716. _this.useConstantAnimationDeltaTime = false;
  25717. /**
  25718. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25719. * Please note that it requires to run a ray cast through the scene on every frame
  25720. */
  25721. _this.constantlyUpdateMeshUnderPointer = false;
  25722. /**
  25723. * Defines the HTML cursor to use when hovering over interactive elements
  25724. */
  25725. _this.hoverCursor = "pointer";
  25726. /**
  25727. * Defines the HTML default cursor to use (empty by default)
  25728. */
  25729. _this.defaultCursor = "";
  25730. /**
  25731. * This is used to call preventDefault() on pointer down
  25732. * in order to block unwanted artifacts like system double clicks
  25733. */
  25734. _this.preventDefaultOnPointerDown = true;
  25735. /**
  25736. * This is used to call preventDefault() on pointer up
  25737. * in order to block unwanted artifacts like system double clicks
  25738. */
  25739. _this.preventDefaultOnPointerUp = true;
  25740. // Metadata
  25741. /**
  25742. * Gets or sets user defined metadata
  25743. */
  25744. _this.metadata = null;
  25745. /**
  25746. * For internal use only. Please do not use.
  25747. */
  25748. _this.reservedDataStore = null;
  25749. /**
  25750. * Use this array to add regular expressions used to disable offline support for specific urls
  25751. */
  25752. _this.disableOfflineSupportExceptionRules = new Array();
  25753. /**
  25754. * An event triggered when the scene is disposed.
  25755. */
  25756. _this.onDisposeObservable = new BABYLON.Observable();
  25757. _this._onDisposeObserver = null;
  25758. /**
  25759. * An event triggered before rendering the scene (right after animations and physics)
  25760. */
  25761. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25762. _this._onBeforeRenderObserver = null;
  25763. /**
  25764. * An event triggered after rendering the scene
  25765. */
  25766. _this.onAfterRenderObservable = new BABYLON.Observable();
  25767. _this._onAfterRenderObserver = null;
  25768. /**
  25769. * An event triggered before animating the scene
  25770. */
  25771. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25772. /**
  25773. * An event triggered after animations processing
  25774. */
  25775. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25776. /**
  25777. * An event triggered before draw calls are ready to be sent
  25778. */
  25779. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25780. /**
  25781. * An event triggered after draw calls have been sent
  25782. */
  25783. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25784. /**
  25785. * An event triggered when the scene is ready
  25786. */
  25787. _this.onReadyObservable = new BABYLON.Observable();
  25788. /**
  25789. * An event triggered before rendering a camera
  25790. */
  25791. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25792. _this._onBeforeCameraRenderObserver = null;
  25793. /**
  25794. * An event triggered after rendering a camera
  25795. */
  25796. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25797. _this._onAfterCameraRenderObserver = null;
  25798. /**
  25799. * An event triggered when active meshes evaluation is about to start
  25800. */
  25801. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25802. /**
  25803. * An event triggered when active meshes evaluation is done
  25804. */
  25805. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25806. /**
  25807. * An event triggered when particles rendering is about to start
  25808. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25809. */
  25810. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25811. /**
  25812. * An event triggered when particles rendering is done
  25813. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25814. */
  25815. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25816. /**
  25817. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25818. */
  25819. _this.onDataLoadedObservable = new BABYLON.Observable();
  25820. /**
  25821. * An event triggered when a camera is created
  25822. */
  25823. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25824. /**
  25825. * An event triggered when a camera is removed
  25826. */
  25827. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25828. /**
  25829. * An event triggered when a light is created
  25830. */
  25831. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25832. /**
  25833. * An event triggered when a light is removed
  25834. */
  25835. _this.onLightRemovedObservable = new BABYLON.Observable();
  25836. /**
  25837. * An event triggered when a geometry is created
  25838. */
  25839. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25840. /**
  25841. * An event triggered when a geometry is removed
  25842. */
  25843. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25844. /**
  25845. * An event triggered when a transform node is created
  25846. */
  25847. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25848. /**
  25849. * An event triggered when a transform node is removed
  25850. */
  25851. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25852. /**
  25853. * An event triggered when a mesh is created
  25854. */
  25855. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25856. /**
  25857. * An event triggered when a mesh is removed
  25858. */
  25859. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25860. /**
  25861. * An event triggered when a material is created
  25862. */
  25863. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25864. /**
  25865. * An event triggered when a material is removed
  25866. */
  25867. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25868. /**
  25869. * An event triggered when a texture is created
  25870. */
  25871. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25872. /**
  25873. * An event triggered when a texture is removed
  25874. */
  25875. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25876. /**
  25877. * An event triggered when render targets are about to be rendered
  25878. * Can happen multiple times per frame.
  25879. */
  25880. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25881. /**
  25882. * An event triggered when render targets were rendered.
  25883. * Can happen multiple times per frame.
  25884. */
  25885. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25886. /**
  25887. * An event triggered before calculating deterministic simulation step
  25888. */
  25889. _this.onBeforeStepObservable = new BABYLON.Observable();
  25890. /**
  25891. * An event triggered after calculating deterministic simulation step
  25892. */
  25893. _this.onAfterStepObservable = new BABYLON.Observable();
  25894. /**
  25895. * An event triggered when the activeCamera property is updated
  25896. */
  25897. _this.onActiveCameraChanged = new BABYLON.Observable();
  25898. /**
  25899. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25900. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25901. * 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)
  25902. */
  25903. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25904. /**
  25905. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25906. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25907. * 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)
  25908. */
  25909. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25910. /**
  25911. * This Observable will when a mesh has been imported into the scene.
  25912. */
  25913. _this.onMeshImportedObservable = new BABYLON.Observable();
  25914. // Animations
  25915. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25916. /**
  25917. * 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).
  25918. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25919. */
  25920. _this.onPrePointerObservable = new BABYLON.Observable();
  25921. /**
  25922. * Observable event triggered each time an input event is received from the rendering canvas
  25923. */
  25924. _this.onPointerObservable = new BABYLON.Observable();
  25925. _this._meshPickProceed = false;
  25926. _this._currentPickResult = null;
  25927. _this._previousPickResult = null;
  25928. _this._totalPointersPressed = 0;
  25929. _this._doubleClickOccured = false;
  25930. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25931. _this.cameraToUseForPointers = null;
  25932. _this._pointerX = 0;
  25933. _this._pointerY = 0;
  25934. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25935. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25936. _this._startingPointerTime = 0;
  25937. _this._previousStartingPointerTime = 0;
  25938. _this._pointerCaptures = {};
  25939. // Deterministic lockstep
  25940. _this._timeAccumulator = 0;
  25941. _this._currentStepId = 0;
  25942. _this._currentInternalStep = 0;
  25943. // Keyboard
  25944. /**
  25945. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25946. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25947. */
  25948. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25949. /**
  25950. * Observable event triggered each time an keyboard event is received from the hosting window
  25951. */
  25952. _this.onKeyboardObservable = new BABYLON.Observable();
  25953. // Coordinates system
  25954. _this._useRightHandedSystem = false;
  25955. // Fog
  25956. _this._fogEnabled = true;
  25957. _this._fogMode = Scene.FOGMODE_NONE;
  25958. /**
  25959. * Gets or sets the fog color to use
  25960. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25961. * (Default is Color3(0.2, 0.2, 0.3))
  25962. */
  25963. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25964. /**
  25965. * Gets or sets the fog density to use
  25966. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25967. * (Default is 0.1)
  25968. */
  25969. _this.fogDensity = 0.1;
  25970. /**
  25971. * Gets or sets the fog start distance to use
  25972. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25973. * (Default is 0)
  25974. */
  25975. _this.fogStart = 0;
  25976. /**
  25977. * Gets or sets the fog end distance to use
  25978. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25979. * (Default is 1000)
  25980. */
  25981. _this.fogEnd = 1000.0;
  25982. // Lights
  25983. _this._shadowsEnabled = true;
  25984. _this._lightsEnabled = true;
  25985. /** All of the active cameras added to this scene. */
  25986. _this.activeCameras = new Array();
  25987. // Textures
  25988. _this._texturesEnabled = true;
  25989. // Particles
  25990. /**
  25991. * Gets or sets a boolean indicating if particles are enabled on this scene
  25992. */
  25993. _this.particlesEnabled = true;
  25994. // Sprites
  25995. /**
  25996. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25997. */
  25998. _this.spritesEnabled = true;
  25999. // Skeletons
  26000. _this._skeletonsEnabled = true;
  26001. // Lens flares
  26002. /**
  26003. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26004. */
  26005. _this.lensFlaresEnabled = true;
  26006. // Collisions
  26007. /**
  26008. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26009. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26010. */
  26011. _this.collisionsEnabled = true;
  26012. /**
  26013. * Defines the gravity applied to this scene (used only for collisions)
  26014. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26015. */
  26016. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26017. // Postprocesses
  26018. /**
  26019. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26020. */
  26021. _this.postProcessesEnabled = true;
  26022. /**
  26023. * The list of postprocesses added to the scene
  26024. */
  26025. _this.postProcesses = new Array();
  26026. // Customs render targets
  26027. /**
  26028. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26029. */
  26030. _this.renderTargetsEnabled = true;
  26031. /**
  26032. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26033. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26034. */
  26035. _this.dumpNextRenderTargets = false;
  26036. /**
  26037. * The list of user defined render targets added to the scene
  26038. */
  26039. _this.customRenderTargets = new Array();
  26040. /**
  26041. * Gets the list of meshes imported to the scene through SceneLoader
  26042. */
  26043. _this.importedMeshesFiles = new Array();
  26044. // Probes
  26045. /**
  26046. * Gets or sets a boolean indicating if probes are enabled on this scene
  26047. */
  26048. _this.probesEnabled = true;
  26049. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26050. // Procedural textures
  26051. /**
  26052. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26053. */
  26054. _this.proceduralTexturesEnabled = true;
  26055. // Performance counters
  26056. _this._totalVertices = new BABYLON.PerfCounter();
  26057. /** @hidden */
  26058. _this._activeIndices = new BABYLON.PerfCounter();
  26059. /** @hidden */
  26060. _this._activeParticles = new BABYLON.PerfCounter();
  26061. /** @hidden */
  26062. _this._activeBones = new BABYLON.PerfCounter();
  26063. _this._animationTime = 0;
  26064. /**
  26065. * Gets or sets a general scale for animation speed
  26066. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26067. */
  26068. _this.animationTimeScale = 1;
  26069. _this._renderId = 0;
  26070. _this._frameId = 0;
  26071. _this._executeWhenReadyTimeoutId = -1;
  26072. _this._intermediateRendering = false;
  26073. _this._viewUpdateFlag = -1;
  26074. _this._projectionUpdateFlag = -1;
  26075. _this._alternateViewUpdateFlag = -1;
  26076. _this._alternateProjectionUpdateFlag = -1;
  26077. /** @hidden */
  26078. _this._toBeDisposed = new Array(256);
  26079. _this._activeRequests = new Array();
  26080. _this._pendingData = new Array();
  26081. _this._isDisposed = false;
  26082. /**
  26083. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26084. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26085. */
  26086. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26087. _this._activeMeshes = new BABYLON.SmartArray(256);
  26088. _this._processedMaterials = new BABYLON.SmartArray(256);
  26089. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26090. /** @hidden */
  26091. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26092. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26093. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26094. /** @hidden */
  26095. _this._activeAnimatables = new Array();
  26096. _this._transformMatrix = BABYLON.Matrix.Zero();
  26097. _this._useAlternateCameraConfiguration = false;
  26098. _this._alternateRendering = false;
  26099. _this._wheelEventName = "";
  26100. /**
  26101. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26102. * This is useful if there are more lights that the maximum simulteanous authorized
  26103. */
  26104. _this.requireLightSorting = false;
  26105. /**
  26106. * @hidden
  26107. * Backing store of defined scene components.
  26108. */
  26109. _this._components = [];
  26110. /**
  26111. * @hidden
  26112. * Backing store of defined scene components.
  26113. */
  26114. _this._serializableComponents = [];
  26115. /**
  26116. * List of components to register on the next registration step.
  26117. */
  26118. _this._transientComponents = [];
  26119. /**
  26120. * @hidden
  26121. * Defines the actions happening before camera updates.
  26122. */
  26123. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26124. /**
  26125. * @hidden
  26126. * Defines the actions happening before clear the canvas.
  26127. */
  26128. _this._beforeClearStage = BABYLON.Stage.Create();
  26129. /**
  26130. * @hidden
  26131. * Defines the actions when collecting render targets for the frame.
  26132. */
  26133. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26134. /**
  26135. * @hidden
  26136. * Defines the actions happening for one camera in the frame.
  26137. */
  26138. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26139. /**
  26140. * @hidden
  26141. * Defines the actions happening during the per mesh ready checks.
  26142. */
  26143. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26144. /**
  26145. * @hidden
  26146. * Defines the actions happening before evaluate active mesh checks.
  26147. */
  26148. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26149. /**
  26150. * @hidden
  26151. * Defines the actions happening during the evaluate sub mesh checks.
  26152. */
  26153. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26154. /**
  26155. * @hidden
  26156. * Defines the actions happening during the active mesh stage.
  26157. */
  26158. _this._activeMeshStage = BABYLON.Stage.Create();
  26159. /**
  26160. * @hidden
  26161. * Defines the actions happening during the per camera render target step.
  26162. */
  26163. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26164. /**
  26165. * @hidden
  26166. * Defines the actions happening just before the active camera is drawing.
  26167. */
  26168. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26169. /**
  26170. * @hidden
  26171. * Defines the actions happening just before a render target is drawing.
  26172. */
  26173. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26174. /**
  26175. * @hidden
  26176. * Defines the actions happening just before a rendering group is drawing.
  26177. */
  26178. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26179. /**
  26180. * @hidden
  26181. * Defines the actions happening just before a mesh is drawing.
  26182. */
  26183. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26184. /**
  26185. * @hidden
  26186. * Defines the actions happening just after a mesh has been drawn.
  26187. */
  26188. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26189. /**
  26190. * @hidden
  26191. * Defines the actions happening just after a rendering group has been drawn.
  26192. */
  26193. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26194. /**
  26195. * @hidden
  26196. * Defines the actions happening just after the active camera has been drawn.
  26197. */
  26198. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26199. /**
  26200. * @hidden
  26201. * Defines the actions happening just after a render target has been drawn.
  26202. */
  26203. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26204. /**
  26205. * @hidden
  26206. * Defines the actions happening just after rendering all cameras and computing intersections.
  26207. */
  26208. _this._afterRenderStage = BABYLON.Stage.Create();
  26209. /**
  26210. * @hidden
  26211. * Defines the actions happening when a pointer move event happens.
  26212. */
  26213. _this._pointerMoveStage = BABYLON.Stage.Create();
  26214. /**
  26215. * @hidden
  26216. * Defines the actions happening when a pointer down event happens.
  26217. */
  26218. _this._pointerDownStage = BABYLON.Stage.Create();
  26219. /**
  26220. * @hidden
  26221. * Defines the actions happening when a pointer up event happens.
  26222. */
  26223. _this._pointerUpStage = BABYLON.Stage.Create();
  26224. /**
  26225. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26226. */
  26227. _this.geometriesById = null;
  26228. _this._defaultMeshCandidates = {
  26229. data: [],
  26230. length: 0
  26231. };
  26232. _this._defaultSubMeshCandidates = {
  26233. data: [],
  26234. length: 0
  26235. };
  26236. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26237. _this._activeMeshesFrozen = false;
  26238. /** @hidden */
  26239. _this._allowPostProcessClearColor = true;
  26240. /**
  26241. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26242. */
  26243. _this.getDeterministicFrameTime = function () {
  26244. return 1000.0 / 60.0; // frame time in ms
  26245. };
  26246. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26247. _this._blockMaterialDirtyMechanism = false;
  26248. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26249. _this._engine.scenes.push(_this);
  26250. _this._uid = null;
  26251. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26252. if (BABYLON.PostProcessManager) {
  26253. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26254. }
  26255. if (BABYLON.Tools.IsWindowObjectExist()) {
  26256. _this.attachControl();
  26257. }
  26258. //collision coordinator initialization. For now legacy per default.
  26259. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26260. // Uniform Buffer
  26261. _this._createUbo();
  26262. // Default Image processing definition
  26263. if (BABYLON.ImageProcessingConfiguration) {
  26264. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26265. }
  26266. _this.setDefaultCandidateProviders();
  26267. if (options && options.useGeometryIdsMap === true) {
  26268. _this.geometriesById = {};
  26269. }
  26270. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26271. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26272. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26273. return _this;
  26274. }
  26275. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26276. /**
  26277. * Texture used in all pbr material as the reflection texture.
  26278. * As in the majority of the scene they are the same (exception for multi room and so on),
  26279. * this is easier to reference from here than from all the materials.
  26280. */
  26281. get: function () {
  26282. return this._environmentTexture;
  26283. },
  26284. /**
  26285. * Texture used in all pbr material as the reflection texture.
  26286. * As in the majority of the scene they are the same (exception for multi room and so on),
  26287. * this is easier to set here than in all the materials.
  26288. */
  26289. set: function (value) {
  26290. if (this._environmentTexture === value) {
  26291. return;
  26292. }
  26293. this._environmentTexture = value;
  26294. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26295. },
  26296. enumerable: true,
  26297. configurable: true
  26298. });
  26299. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26300. /**
  26301. * Default image processing configuration used either in the rendering
  26302. * Forward main pass or through the imageProcessingPostProcess if present.
  26303. * As in the majority of the scene they are the same (exception for multi camera),
  26304. * this is easier to reference from here than from all the materials and post process.
  26305. *
  26306. * No setter as we it is a shared configuration, you can set the values instead.
  26307. */
  26308. get: function () {
  26309. return this._imageProcessingConfiguration;
  26310. },
  26311. enumerable: true,
  26312. configurable: true
  26313. });
  26314. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26315. get: function () {
  26316. return this._forceWireframe;
  26317. },
  26318. /**
  26319. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26320. */
  26321. set: function (value) {
  26322. if (this._forceWireframe === value) {
  26323. return;
  26324. }
  26325. this._forceWireframe = value;
  26326. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26327. },
  26328. enumerable: true,
  26329. configurable: true
  26330. });
  26331. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26332. get: function () {
  26333. return this._forcePointsCloud;
  26334. },
  26335. /**
  26336. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26337. */
  26338. set: function (value) {
  26339. if (this._forcePointsCloud === value) {
  26340. return;
  26341. }
  26342. this._forcePointsCloud = value;
  26343. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26344. },
  26345. enumerable: true,
  26346. configurable: true
  26347. });
  26348. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26349. /**
  26350. * Gets or sets the animation properties override
  26351. */
  26352. get: function () {
  26353. return this._animationPropertiesOverride;
  26354. },
  26355. set: function (value) {
  26356. this._animationPropertiesOverride = value;
  26357. },
  26358. enumerable: true,
  26359. configurable: true
  26360. });
  26361. Object.defineProperty(Scene.prototype, "onDispose", {
  26362. /** Sets a function to be executed when this scene is disposed. */
  26363. set: function (callback) {
  26364. if (this._onDisposeObserver) {
  26365. this.onDisposeObservable.remove(this._onDisposeObserver);
  26366. }
  26367. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26368. },
  26369. enumerable: true,
  26370. configurable: true
  26371. });
  26372. Object.defineProperty(Scene.prototype, "beforeRender", {
  26373. /** Sets a function to be executed before rendering this scene */
  26374. set: function (callback) {
  26375. if (this._onBeforeRenderObserver) {
  26376. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26377. }
  26378. if (callback) {
  26379. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26380. }
  26381. },
  26382. enumerable: true,
  26383. configurable: true
  26384. });
  26385. Object.defineProperty(Scene.prototype, "afterRender", {
  26386. /** Sets a function to be executed after rendering this scene */
  26387. set: function (callback) {
  26388. if (this._onAfterRenderObserver) {
  26389. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26390. }
  26391. if (callback) {
  26392. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26393. }
  26394. },
  26395. enumerable: true,
  26396. configurable: true
  26397. });
  26398. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26399. /** Sets a function to be executed before rendering a camera*/
  26400. set: function (callback) {
  26401. if (this._onBeforeCameraRenderObserver) {
  26402. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26403. }
  26404. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26405. },
  26406. enumerable: true,
  26407. configurable: true
  26408. });
  26409. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26410. /** Sets a function to be executed after rendering a camera*/
  26411. set: function (callback) {
  26412. if (this._onAfterCameraRenderObserver) {
  26413. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26414. }
  26415. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26416. },
  26417. enumerable: true,
  26418. configurable: true
  26419. });
  26420. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26421. /**
  26422. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26423. */
  26424. get: function () {
  26425. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26426. },
  26427. enumerable: true,
  26428. configurable: true
  26429. });
  26430. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26431. get: function () {
  26432. return this._useRightHandedSystem;
  26433. },
  26434. /**
  26435. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26436. */
  26437. set: function (value) {
  26438. if (this._useRightHandedSystem === value) {
  26439. return;
  26440. }
  26441. this._useRightHandedSystem = value;
  26442. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26443. },
  26444. enumerable: true,
  26445. configurable: true
  26446. });
  26447. /**
  26448. * Sets the step Id used by deterministic lock step
  26449. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26450. * @param newStepId defines the step Id
  26451. */
  26452. Scene.prototype.setStepId = function (newStepId) {
  26453. this._currentStepId = newStepId;
  26454. };
  26455. /**
  26456. * Gets the step Id used by deterministic lock step
  26457. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26458. * @returns the step Id
  26459. */
  26460. Scene.prototype.getStepId = function () {
  26461. return this._currentStepId;
  26462. };
  26463. /**
  26464. * Gets the internal step used by deterministic lock step
  26465. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26466. * @returns the internal step
  26467. */
  26468. Scene.prototype.getInternalStep = function () {
  26469. return this._currentInternalStep;
  26470. };
  26471. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26472. get: function () {
  26473. return this._fogEnabled;
  26474. },
  26475. /**
  26476. * Gets or sets a boolean indicating if fog is enabled on this scene
  26477. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26478. * (Default is true)
  26479. */
  26480. set: function (value) {
  26481. if (this._fogEnabled === value) {
  26482. return;
  26483. }
  26484. this._fogEnabled = value;
  26485. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26486. },
  26487. enumerable: true,
  26488. configurable: true
  26489. });
  26490. Object.defineProperty(Scene.prototype, "fogMode", {
  26491. get: function () {
  26492. return this._fogMode;
  26493. },
  26494. /**
  26495. * Gets or sets the fog mode to use
  26496. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26497. * | mode | value |
  26498. * | --- | --- |
  26499. * | FOGMODE_NONE | 0 |
  26500. * | FOGMODE_EXP | 1 |
  26501. * | FOGMODE_EXP2 | 2 |
  26502. * | FOGMODE_LINEAR | 3 |
  26503. */
  26504. set: function (value) {
  26505. if (this._fogMode === value) {
  26506. return;
  26507. }
  26508. this._fogMode = value;
  26509. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26510. },
  26511. enumerable: true,
  26512. configurable: true
  26513. });
  26514. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26515. get: function () {
  26516. return this._shadowsEnabled;
  26517. },
  26518. /**
  26519. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26520. */
  26521. set: function (value) {
  26522. if (this._shadowsEnabled === value) {
  26523. return;
  26524. }
  26525. this._shadowsEnabled = value;
  26526. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26527. },
  26528. enumerable: true,
  26529. configurable: true
  26530. });
  26531. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26532. get: function () {
  26533. return this._lightsEnabled;
  26534. },
  26535. /**
  26536. * Gets or sets a boolean indicating if lights are enabled on this scene
  26537. */
  26538. set: function (value) {
  26539. if (this._lightsEnabled === value) {
  26540. return;
  26541. }
  26542. this._lightsEnabled = value;
  26543. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26544. },
  26545. enumerable: true,
  26546. configurable: true
  26547. });
  26548. Object.defineProperty(Scene.prototype, "activeCamera", {
  26549. /** Gets or sets the current active camera */
  26550. get: function () {
  26551. return this._activeCamera;
  26552. },
  26553. set: function (value) {
  26554. if (value === this._activeCamera) {
  26555. return;
  26556. }
  26557. this._activeCamera = value;
  26558. this.onActiveCameraChanged.notifyObservers(this);
  26559. },
  26560. enumerable: true,
  26561. configurable: true
  26562. });
  26563. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26564. /** The default material used on meshes when no material is affected */
  26565. get: function () {
  26566. if (!this._defaultMaterial) {
  26567. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26568. }
  26569. return this._defaultMaterial;
  26570. },
  26571. /** The default material used on meshes when no material is affected */
  26572. set: function (value) {
  26573. this._defaultMaterial = value;
  26574. },
  26575. enumerable: true,
  26576. configurable: true
  26577. });
  26578. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26579. get: function () {
  26580. return this._texturesEnabled;
  26581. },
  26582. /**
  26583. * Gets or sets a boolean indicating if textures are enabled on this scene
  26584. */
  26585. set: function (value) {
  26586. if (this._texturesEnabled === value) {
  26587. return;
  26588. }
  26589. this._texturesEnabled = value;
  26590. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26591. },
  26592. enumerable: true,
  26593. configurable: true
  26594. });
  26595. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26596. get: function () {
  26597. return this._skeletonsEnabled;
  26598. },
  26599. /**
  26600. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26601. */
  26602. set: function (value) {
  26603. if (this._skeletonsEnabled === value) {
  26604. return;
  26605. }
  26606. this._skeletonsEnabled = value;
  26607. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26608. },
  26609. enumerable: true,
  26610. configurable: true
  26611. });
  26612. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26613. /** @hidden */
  26614. get: function () {
  26615. return this._alternateRendering;
  26616. },
  26617. enumerable: true,
  26618. configurable: true
  26619. });
  26620. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26621. /**
  26622. * Gets the list of frustum planes (built from the active camera)
  26623. */
  26624. get: function () {
  26625. return this._frustumPlanes;
  26626. },
  26627. enumerable: true,
  26628. configurable: true
  26629. });
  26630. /**
  26631. * Registers the transient components if needed.
  26632. */
  26633. Scene.prototype._registerTransientComponents = function () {
  26634. // Register components that have been associated lately to the scene.
  26635. if (this._transientComponents.length > 0) {
  26636. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26637. var component = _a[_i];
  26638. component.register();
  26639. }
  26640. this._transientComponents = [];
  26641. }
  26642. };
  26643. /**
  26644. * @hidden
  26645. * Add a component to the scene.
  26646. * Note that the ccomponent could be registered on th next frame if this is called after
  26647. * the register component stage.
  26648. * @param component Defines the component to add to the scene
  26649. */
  26650. Scene.prototype._addComponent = function (component) {
  26651. this._components.push(component);
  26652. this._transientComponents.push(component);
  26653. var serializableComponent = component;
  26654. if (serializableComponent.addFromContainer) {
  26655. this._serializableComponents.push(serializableComponent);
  26656. }
  26657. };
  26658. /**
  26659. * @hidden
  26660. * Gets a component from the scene.
  26661. * @param name defines the name of the component to retrieve
  26662. * @returns the component or null if not present
  26663. */
  26664. Scene.prototype._getComponent = function (name) {
  26665. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26666. var component = _a[_i];
  26667. if (component.name === name) {
  26668. return component;
  26669. }
  26670. }
  26671. return null;
  26672. };
  26673. /**
  26674. * @hidden
  26675. */
  26676. Scene.prototype._getDefaultMeshCandidates = function () {
  26677. this._defaultMeshCandidates.data = this.meshes;
  26678. this._defaultMeshCandidates.length = this.meshes.length;
  26679. return this._defaultMeshCandidates;
  26680. };
  26681. /**
  26682. * @hidden
  26683. */
  26684. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26685. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26686. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26687. return this._defaultSubMeshCandidates;
  26688. };
  26689. /**
  26690. * Sets the default candidate providers for the scene.
  26691. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26692. * and getCollidingSubMeshCandidates to their default function
  26693. */
  26694. Scene.prototype.setDefaultCandidateProviders = function () {
  26695. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26696. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26697. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26698. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26699. };
  26700. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26701. /**
  26702. * Gets a boolean indicating if collisions are processed on a web worker
  26703. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26704. */
  26705. get: function () {
  26706. return this._workerCollisions;
  26707. },
  26708. set: function (enabled) {
  26709. if (!BABYLON.CollisionCoordinatorLegacy) {
  26710. return;
  26711. }
  26712. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26713. this._workerCollisions = enabled;
  26714. if (this.collisionCoordinator) {
  26715. this.collisionCoordinator.destroy();
  26716. }
  26717. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26718. this.collisionCoordinator.init(this);
  26719. },
  26720. enumerable: true,
  26721. configurable: true
  26722. });
  26723. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26724. /**
  26725. * Gets the mesh that is currently under the pointer
  26726. */
  26727. get: function () {
  26728. return this._pointerOverMesh;
  26729. },
  26730. enumerable: true,
  26731. configurable: true
  26732. });
  26733. Object.defineProperty(Scene.prototype, "pointerX", {
  26734. /**
  26735. * Gets the current on-screen X position of the pointer
  26736. */
  26737. get: function () {
  26738. return this._pointerX;
  26739. },
  26740. enumerable: true,
  26741. configurable: true
  26742. });
  26743. Object.defineProperty(Scene.prototype, "pointerY", {
  26744. /**
  26745. * Gets the current on-screen Y position of the pointer
  26746. */
  26747. get: function () {
  26748. return this._pointerY;
  26749. },
  26750. enumerable: true,
  26751. configurable: true
  26752. });
  26753. /**
  26754. * Gets the cached material (ie. the latest rendered one)
  26755. * @returns the cached material
  26756. */
  26757. Scene.prototype.getCachedMaterial = function () {
  26758. return this._cachedMaterial;
  26759. };
  26760. /**
  26761. * Gets the cached effect (ie. the latest rendered one)
  26762. * @returns the cached effect
  26763. */
  26764. Scene.prototype.getCachedEffect = function () {
  26765. return this._cachedEffect;
  26766. };
  26767. /**
  26768. * Gets the cached visibility state (ie. the latest rendered one)
  26769. * @returns the cached visibility state
  26770. */
  26771. Scene.prototype.getCachedVisibility = function () {
  26772. return this._cachedVisibility;
  26773. };
  26774. /**
  26775. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26776. * @param material defines the current material
  26777. * @param effect defines the current effect
  26778. * @param visibility defines the current visibility state
  26779. * @returns true if one parameter is not cached
  26780. */
  26781. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26782. if (visibility === void 0) { visibility = 1; }
  26783. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26784. };
  26785. /**
  26786. * Gets the engine associated with the scene
  26787. * @returns an Engine
  26788. */
  26789. Scene.prototype.getEngine = function () {
  26790. return this._engine;
  26791. };
  26792. /**
  26793. * Gets the total number of vertices rendered per frame
  26794. * @returns the total number of vertices rendered per frame
  26795. */
  26796. Scene.prototype.getTotalVertices = function () {
  26797. return this._totalVertices.current;
  26798. };
  26799. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26800. /**
  26801. * Gets the performance counter for total vertices
  26802. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26803. */
  26804. get: function () {
  26805. return this._totalVertices;
  26806. },
  26807. enumerable: true,
  26808. configurable: true
  26809. });
  26810. /**
  26811. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26812. * @returns the total number of active indices rendered per frame
  26813. */
  26814. Scene.prototype.getActiveIndices = function () {
  26815. return this._activeIndices.current;
  26816. };
  26817. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26818. /**
  26819. * Gets the performance counter for active indices
  26820. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26821. */
  26822. get: function () {
  26823. return this._activeIndices;
  26824. },
  26825. enumerable: true,
  26826. configurable: true
  26827. });
  26828. /**
  26829. * Gets the total number of active particles rendered per frame
  26830. * @returns the total number of active particles rendered per frame
  26831. */
  26832. Scene.prototype.getActiveParticles = function () {
  26833. return this._activeParticles.current;
  26834. };
  26835. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26836. /**
  26837. * Gets the performance counter for active particles
  26838. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26839. */
  26840. get: function () {
  26841. return this._activeParticles;
  26842. },
  26843. enumerable: true,
  26844. configurable: true
  26845. });
  26846. /**
  26847. * Gets the total number of active bones rendered per frame
  26848. * @returns the total number of active bones rendered per frame
  26849. */
  26850. Scene.prototype.getActiveBones = function () {
  26851. return this._activeBones.current;
  26852. };
  26853. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26854. /**
  26855. * Gets the performance counter for active bones
  26856. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26857. */
  26858. get: function () {
  26859. return this._activeBones;
  26860. },
  26861. enumerable: true,
  26862. configurable: true
  26863. });
  26864. /**
  26865. * Gets the array of active meshes
  26866. * @returns an array of AbstractMesh
  26867. */
  26868. Scene.prototype.getActiveMeshes = function () {
  26869. return this._activeMeshes;
  26870. };
  26871. /**
  26872. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26873. * @returns a number
  26874. */
  26875. Scene.prototype.getAnimationRatio = function () {
  26876. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26877. };
  26878. /**
  26879. * Gets an unique Id for the current render phase
  26880. * @returns a number
  26881. */
  26882. Scene.prototype.getRenderId = function () {
  26883. return this._renderId;
  26884. };
  26885. /**
  26886. * Gets an unique Id for the current frame
  26887. * @returns a number
  26888. */
  26889. Scene.prototype.getFrameId = function () {
  26890. return this._frameId;
  26891. };
  26892. /** Call this function if you want to manually increment the render Id*/
  26893. Scene.prototype.incrementRenderId = function () {
  26894. this._renderId++;
  26895. };
  26896. Scene.prototype._updatePointerPosition = function (evt) {
  26897. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26898. if (!canvasRect) {
  26899. return;
  26900. }
  26901. this._pointerX = evt.clientX - canvasRect.left;
  26902. this._pointerY = evt.clientY - canvasRect.top;
  26903. this._unTranslatedPointerX = this._pointerX;
  26904. this._unTranslatedPointerY = this._pointerY;
  26905. };
  26906. Scene.prototype._createUbo = function () {
  26907. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26908. this._sceneUbo.addUniform("viewProjection", 16);
  26909. this._sceneUbo.addUniform("view", 16);
  26910. };
  26911. Scene.prototype._createAlternateUbo = function () {
  26912. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26913. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26914. this._alternateSceneUbo.addUniform("view", 16);
  26915. };
  26916. // Pointers handling
  26917. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26918. if (pointerInfo.pickInfo) {
  26919. if (!pointerInfo.pickInfo.ray) {
  26920. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26921. }
  26922. }
  26923. };
  26924. /**
  26925. * Use this method to simulate a pointer move on a mesh
  26926. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26927. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26928. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26929. * @returns the current scene
  26930. */
  26931. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26932. var evt = new PointerEvent("pointermove", pointerEventInit);
  26933. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26934. return this;
  26935. }
  26936. return this._processPointerMove(pickResult, evt);
  26937. };
  26938. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26939. var canvas = this._engine.getRenderingCanvas();
  26940. if (!canvas) {
  26941. return this;
  26942. }
  26943. // Restore pointer
  26944. canvas.style.cursor = this.defaultCursor;
  26945. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26946. if (isMeshPicked) {
  26947. this.setPointerOverMesh(pickResult.pickedMesh);
  26948. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26949. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26950. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26951. }
  26952. else {
  26953. canvas.style.cursor = this.hoverCursor;
  26954. }
  26955. }
  26956. }
  26957. else {
  26958. this.setPointerOverMesh(null);
  26959. }
  26960. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26961. var step = _a[_i];
  26962. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26963. }
  26964. if (pickResult) {
  26965. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26966. if (this.onPointerMove) {
  26967. this.onPointerMove(evt, pickResult, type);
  26968. }
  26969. if (this.onPointerObservable.hasObservers()) {
  26970. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26971. this._setRayOnPointerInfo(pi);
  26972. this.onPointerObservable.notifyObservers(pi, type);
  26973. }
  26974. }
  26975. return this;
  26976. };
  26977. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26978. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26979. if (pickResult) {
  26980. pi.ray = pickResult.ray;
  26981. }
  26982. this.onPrePointerObservable.notifyObservers(pi, type);
  26983. if (pi.skipOnPointerObservable) {
  26984. return true;
  26985. }
  26986. else {
  26987. return false;
  26988. }
  26989. };
  26990. /**
  26991. * Use this method to simulate a pointer down on a mesh
  26992. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26993. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26994. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26995. * @returns the current scene
  26996. */
  26997. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26998. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26999. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27000. return this;
  27001. }
  27002. return this._processPointerDown(pickResult, evt);
  27003. };
  27004. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27005. var _this = this;
  27006. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27007. this._pickedDownMesh = pickResult.pickedMesh;
  27008. var actionManager = pickResult.pickedMesh.actionManager;
  27009. if (actionManager) {
  27010. if (actionManager.hasPickTriggers) {
  27011. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27012. switch (evt.button) {
  27013. case 0:
  27014. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27015. break;
  27016. case 1:
  27017. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27018. break;
  27019. case 2:
  27020. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27021. break;
  27022. }
  27023. }
  27024. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27025. window.setTimeout(function () {
  27026. 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);
  27027. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27028. if (_this._totalPointersPressed !== 0 &&
  27029. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27030. !_this._isPointerSwiping()) {
  27031. _this._startingPointerTime = 0;
  27032. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27033. }
  27034. }
  27035. }, Scene.LongPressDelay);
  27036. }
  27037. }
  27038. }
  27039. else {
  27040. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27041. var step = _a[_i];
  27042. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27043. }
  27044. }
  27045. if (pickResult) {
  27046. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27047. if (this.onPointerDown) {
  27048. this.onPointerDown(evt, pickResult, type);
  27049. }
  27050. if (this.onPointerObservable.hasObservers()) {
  27051. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27052. this._setRayOnPointerInfo(pi);
  27053. this.onPointerObservable.notifyObservers(pi, type);
  27054. }
  27055. }
  27056. return this;
  27057. };
  27058. /**
  27059. * Use this method to simulate a pointer up on a mesh
  27060. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27061. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27062. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27063. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27064. * @returns the current scene
  27065. */
  27066. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27067. var evt = new PointerEvent("pointerup", pointerEventInit);
  27068. var clickInfo = new ClickInfo();
  27069. if (doubleTap) {
  27070. clickInfo.doubleClick = true;
  27071. }
  27072. else {
  27073. clickInfo.singleClick = true;
  27074. }
  27075. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27076. return this;
  27077. }
  27078. return this._processPointerUp(pickResult, evt, clickInfo);
  27079. };
  27080. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27081. if (pickResult && pickResult && pickResult.pickedMesh) {
  27082. this._pickedUpMesh = pickResult.pickedMesh;
  27083. if (this._pickedDownMesh === this._pickedUpMesh) {
  27084. if (this.onPointerPick) {
  27085. this.onPointerPick(evt, pickResult);
  27086. }
  27087. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27088. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27089. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27090. this._setRayOnPointerInfo(pi);
  27091. this.onPointerObservable.notifyObservers(pi, type_1);
  27092. }
  27093. }
  27094. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27095. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27096. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27097. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27098. }
  27099. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27100. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27101. }
  27102. }
  27103. }
  27104. else {
  27105. if (!clickInfo.ignore) {
  27106. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27107. var step = _a[_i];
  27108. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27109. }
  27110. }
  27111. }
  27112. if (this._pickedDownMesh &&
  27113. this._pickedDownMesh.actionManager &&
  27114. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27115. this._pickedDownMesh !== this._pickedUpMesh) {
  27116. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27117. }
  27118. var type = 0;
  27119. if (this.onPointerObservable.hasObservers()) {
  27120. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27121. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27122. type = BABYLON.PointerEventTypes.POINTERTAP;
  27123. }
  27124. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27125. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27126. }
  27127. if (type) {
  27128. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27129. this._setRayOnPointerInfo(pi);
  27130. this.onPointerObservable.notifyObservers(pi, type);
  27131. }
  27132. }
  27133. if (!clickInfo.ignore) {
  27134. type = BABYLON.PointerEventTypes.POINTERUP;
  27135. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27136. this._setRayOnPointerInfo(pi);
  27137. this.onPointerObservable.notifyObservers(pi, type);
  27138. }
  27139. }
  27140. if (this.onPointerUp && !clickInfo.ignore) {
  27141. this.onPointerUp(evt, pickResult, type);
  27142. }
  27143. return this;
  27144. };
  27145. /**
  27146. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27147. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27148. * @returns true if the pointer was captured
  27149. */
  27150. Scene.prototype.isPointerCaptured = function (pointerId) {
  27151. if (pointerId === void 0) { pointerId = 0; }
  27152. return this._pointerCaptures[pointerId];
  27153. };
  27154. /** @hidden */
  27155. Scene.prototype._isPointerSwiping = function () {
  27156. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27157. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27158. };
  27159. /**
  27160. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27161. * @param attachUp defines if you want to attach events to pointerup
  27162. * @param attachDown defines if you want to attach events to pointerdown
  27163. * @param attachMove defines if you want to attach events to pointermove
  27164. */
  27165. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27166. var _this = this;
  27167. if (attachUp === void 0) { attachUp = true; }
  27168. if (attachDown === void 0) { attachDown = true; }
  27169. if (attachMove === void 0) { attachMove = true; }
  27170. this._initActionManager = function (act, clickInfo) {
  27171. if (!_this._meshPickProceed) {
  27172. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27173. _this._currentPickResult = pickResult;
  27174. if (pickResult) {
  27175. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27176. }
  27177. _this._meshPickProceed = true;
  27178. }
  27179. return act;
  27180. };
  27181. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27182. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27183. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27184. btn !== _this._previousButtonPressed) {
  27185. _this._doubleClickOccured = false;
  27186. clickInfo.singleClick = true;
  27187. clickInfo.ignore = false;
  27188. cb(clickInfo, _this._currentPickResult);
  27189. }
  27190. };
  27191. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27192. var clickInfo = new ClickInfo();
  27193. _this._currentPickResult = null;
  27194. var act = null;
  27195. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27196. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27197. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27198. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27199. act = _this._initActionManager(act, clickInfo);
  27200. if (act) {
  27201. checkPicking = act.hasPickTriggers;
  27202. }
  27203. }
  27204. var needToIgnoreNext = false;
  27205. if (checkPicking) {
  27206. var btn = evt.button;
  27207. clickInfo.hasSwiped = _this._isPointerSwiping();
  27208. if (!clickInfo.hasSwiped) {
  27209. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27210. if (!checkSingleClickImmediately) {
  27211. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27212. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27213. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27214. act = _this._initActionManager(act, clickInfo);
  27215. if (act) {
  27216. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27217. }
  27218. }
  27219. }
  27220. if (checkSingleClickImmediately) {
  27221. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27222. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27223. btn !== _this._previousButtonPressed) {
  27224. clickInfo.singleClick = true;
  27225. cb(clickInfo, _this._currentPickResult);
  27226. needToIgnoreNext = true;
  27227. }
  27228. }
  27229. // at least one double click is required to be check and exclusive double click is enabled
  27230. else {
  27231. // wait that no double click has been raised during the double click delay
  27232. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27233. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27234. }
  27235. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27236. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27237. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27238. act = _this._initActionManager(act, clickInfo);
  27239. if (act) {
  27240. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27241. }
  27242. }
  27243. if (checkDoubleClick) {
  27244. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27245. if (btn === _this._previousButtonPressed &&
  27246. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27247. !_this._doubleClickOccured) {
  27248. // pointer has not moved for 2 clicks, it's a double click
  27249. if (!clickInfo.hasSwiped &&
  27250. !_this._isPointerSwiping()) {
  27251. _this._previousStartingPointerTime = 0;
  27252. _this._doubleClickOccured = true;
  27253. clickInfo.doubleClick = true;
  27254. clickInfo.ignore = false;
  27255. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27256. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27257. }
  27258. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27259. cb(clickInfo, _this._currentPickResult);
  27260. }
  27261. // if the two successive clicks are too far, it's just two simple clicks
  27262. else {
  27263. _this._doubleClickOccured = false;
  27264. _this._previousStartingPointerTime = _this._startingPointerTime;
  27265. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27266. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27267. _this._previousButtonPressed = btn;
  27268. if (Scene.ExclusiveDoubleClickMode) {
  27269. if (_this._previousDelayedSimpleClickTimeout) {
  27270. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27271. }
  27272. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27273. cb(clickInfo, _this._previousPickResult);
  27274. }
  27275. else {
  27276. cb(clickInfo, _this._currentPickResult);
  27277. }
  27278. }
  27279. needToIgnoreNext = true;
  27280. }
  27281. // just the first click of the double has been raised
  27282. else {
  27283. _this._doubleClickOccured = false;
  27284. _this._previousStartingPointerTime = _this._startingPointerTime;
  27285. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27286. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27287. _this._previousButtonPressed = btn;
  27288. }
  27289. }
  27290. }
  27291. }
  27292. if (!needToIgnoreNext) {
  27293. cb(clickInfo, _this._currentPickResult);
  27294. }
  27295. };
  27296. this._onPointerMove = function (evt) {
  27297. _this._updatePointerPosition(evt);
  27298. // PreObservable support
  27299. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27300. return;
  27301. }
  27302. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27303. return;
  27304. }
  27305. if (!_this.pointerMovePredicate) {
  27306. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27307. }
  27308. // Meshes
  27309. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27310. _this._processPointerMove(pickResult, evt);
  27311. };
  27312. this._onPointerDown = function (evt) {
  27313. _this._totalPointersPressed++;
  27314. _this._pickedDownMesh = null;
  27315. _this._meshPickProceed = false;
  27316. _this._updatePointerPosition(evt);
  27317. if (_this.preventDefaultOnPointerDown && canvas) {
  27318. evt.preventDefault();
  27319. canvas.focus();
  27320. }
  27321. _this._startingPointerPosition.x = _this._pointerX;
  27322. _this._startingPointerPosition.y = _this._pointerY;
  27323. _this._startingPointerTime = Date.now();
  27324. // PreObservable support
  27325. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27326. return;
  27327. }
  27328. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27329. return;
  27330. }
  27331. _this._pointerCaptures[evt.pointerId] = true;
  27332. if (!_this.pointerDownPredicate) {
  27333. _this.pointerDownPredicate = function (mesh) {
  27334. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27335. };
  27336. }
  27337. // Meshes
  27338. _this._pickedDownMesh = null;
  27339. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27340. _this._processPointerDown(pickResult, evt);
  27341. };
  27342. this._onPointerUp = function (evt) {
  27343. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27344. return; // So we need to test it the pointer down was pressed before.
  27345. }
  27346. _this._totalPointersPressed--;
  27347. _this._pickedUpMesh = null;
  27348. _this._meshPickProceed = false;
  27349. _this._updatePointerPosition(evt);
  27350. if (_this.preventDefaultOnPointerUp && canvas) {
  27351. evt.preventDefault();
  27352. canvas.focus();
  27353. }
  27354. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27355. _this._pointerCaptures[evt.pointerId] = false;
  27356. // PreObservable support
  27357. if (_this.onPrePointerObservable.hasObservers()) {
  27358. if (!clickInfo.ignore) {
  27359. if (!clickInfo.hasSwiped) {
  27360. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27361. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27362. return;
  27363. }
  27364. }
  27365. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27366. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27367. return;
  27368. }
  27369. }
  27370. }
  27371. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27372. return;
  27373. }
  27374. }
  27375. }
  27376. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27377. return;
  27378. }
  27379. if (!_this.pointerUpPredicate) {
  27380. _this.pointerUpPredicate = function (mesh) {
  27381. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27382. };
  27383. }
  27384. // Meshes
  27385. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27386. _this._initActionManager(null, clickInfo);
  27387. }
  27388. if (!pickResult) {
  27389. pickResult = _this._currentPickResult;
  27390. }
  27391. _this._processPointerUp(pickResult, evt, clickInfo);
  27392. _this._previousPickResult = _this._currentPickResult;
  27393. });
  27394. };
  27395. this._onKeyDown = function (evt) {
  27396. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27397. if (_this.onPreKeyboardObservable.hasObservers()) {
  27398. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27399. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27400. if (pi.skipOnPointerObservable) {
  27401. return;
  27402. }
  27403. }
  27404. if (_this.onKeyboardObservable.hasObservers()) {
  27405. var pi = new BABYLON.KeyboardInfo(type, evt);
  27406. _this.onKeyboardObservable.notifyObservers(pi, type);
  27407. }
  27408. if (_this.actionManager) {
  27409. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27410. }
  27411. };
  27412. this._onKeyUp = function (evt) {
  27413. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27414. if (_this.onPreKeyboardObservable.hasObservers()) {
  27415. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27416. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27417. if (pi.skipOnPointerObservable) {
  27418. return;
  27419. }
  27420. }
  27421. if (_this.onKeyboardObservable.hasObservers()) {
  27422. var pi = new BABYLON.KeyboardInfo(type, evt);
  27423. _this.onKeyboardObservable.notifyObservers(pi, type);
  27424. }
  27425. if (_this.actionManager) {
  27426. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27427. }
  27428. };
  27429. var engine = this.getEngine();
  27430. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27431. if (!canvas) {
  27432. return;
  27433. }
  27434. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27435. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27436. });
  27437. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27438. if (!canvas) {
  27439. return;
  27440. }
  27441. canvas.removeEventListener("keydown", _this._onKeyDown);
  27442. canvas.removeEventListener("keyup", _this._onKeyUp);
  27443. });
  27444. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27445. var canvas = this._engine.getRenderingCanvas();
  27446. if (!canvas) {
  27447. return;
  27448. }
  27449. if (attachMove) {
  27450. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27451. // Wheel
  27452. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27453. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27454. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27455. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27456. }
  27457. if (attachDown) {
  27458. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27459. }
  27460. if (attachUp) {
  27461. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27462. }
  27463. canvas.tabIndex = 1;
  27464. };
  27465. /** Detaches all event handlers*/
  27466. Scene.prototype.detachControl = function () {
  27467. var engine = this.getEngine();
  27468. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27469. var canvas = engine.getRenderingCanvas();
  27470. if (!canvas) {
  27471. return;
  27472. }
  27473. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27474. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27475. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27476. if (this._onCanvasBlurObserver) {
  27477. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27478. }
  27479. if (this._onCanvasFocusObserver) {
  27480. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27481. }
  27482. // Wheel
  27483. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27484. // Keyboard
  27485. canvas.removeEventListener("keydown", this._onKeyDown);
  27486. canvas.removeEventListener("keyup", this._onKeyUp);
  27487. // Observables
  27488. this.onKeyboardObservable.clear();
  27489. this.onPreKeyboardObservable.clear();
  27490. this.onPointerObservable.clear();
  27491. this.onPrePointerObservable.clear();
  27492. };
  27493. /**
  27494. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27495. * Delay loaded resources are not taking in account
  27496. * @return true if all required resources are ready
  27497. */
  27498. Scene.prototype.isReady = function () {
  27499. if (this._isDisposed) {
  27500. return false;
  27501. }
  27502. var index;
  27503. var engine = this.getEngine();
  27504. // Effects
  27505. if (!engine.areAllEffectsReady()) {
  27506. return false;
  27507. }
  27508. // Pending data
  27509. if (this._pendingData.length > 0) {
  27510. return false;
  27511. }
  27512. // Meshes
  27513. for (index = 0; index < this.meshes.length; index++) {
  27514. var mesh = this.meshes[index];
  27515. if (!mesh.isEnabled()) {
  27516. continue;
  27517. }
  27518. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27519. continue;
  27520. }
  27521. if (!mesh.isReady(true)) {
  27522. return false;
  27523. }
  27524. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27525. // Is Ready For Mesh
  27526. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27527. var step = _a[_i];
  27528. if (!step.action(mesh, hardwareInstancedRendering)) {
  27529. return false;
  27530. }
  27531. }
  27532. }
  27533. // Geometries
  27534. for (index = 0; index < this.geometries.length; index++) {
  27535. var geometry = this.geometries[index];
  27536. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27537. return false;
  27538. }
  27539. }
  27540. // Post-processes
  27541. if (this.activeCameras && this.activeCameras.length > 0) {
  27542. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27543. var camera = _c[_b];
  27544. if (!camera.isReady(true)) {
  27545. return false;
  27546. }
  27547. }
  27548. }
  27549. else if (this.activeCamera) {
  27550. if (!this.activeCamera.isReady(true)) {
  27551. return false;
  27552. }
  27553. }
  27554. // Particles
  27555. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27556. var particleSystem = _e[_d];
  27557. if (!particleSystem.isReady()) {
  27558. return false;
  27559. }
  27560. }
  27561. return true;
  27562. };
  27563. /** Resets all cached information relative to material (including effect and visibility) */
  27564. Scene.prototype.resetCachedMaterial = function () {
  27565. this._cachedMaterial = null;
  27566. this._cachedEffect = null;
  27567. this._cachedVisibility = null;
  27568. };
  27569. /**
  27570. * Registers a function to be called before every frame render
  27571. * @param func defines the function to register
  27572. */
  27573. Scene.prototype.registerBeforeRender = function (func) {
  27574. this.onBeforeRenderObservable.add(func);
  27575. };
  27576. /**
  27577. * Unregisters a function called before every frame render
  27578. * @param func defines the function to unregister
  27579. */
  27580. Scene.prototype.unregisterBeforeRender = function (func) {
  27581. this.onBeforeRenderObservable.removeCallback(func);
  27582. };
  27583. /**
  27584. * Registers a function to be called after every frame render
  27585. * @param func defines the function to register
  27586. */
  27587. Scene.prototype.registerAfterRender = function (func) {
  27588. this.onAfterRenderObservable.add(func);
  27589. };
  27590. /**
  27591. * Unregisters a function called after every frame render
  27592. * @param func defines the function to unregister
  27593. */
  27594. Scene.prototype.unregisterAfterRender = function (func) {
  27595. this.onAfterRenderObservable.removeCallback(func);
  27596. };
  27597. Scene.prototype._executeOnceBeforeRender = function (func) {
  27598. var _this = this;
  27599. var execFunc = function () {
  27600. func();
  27601. setTimeout(function () {
  27602. _this.unregisterBeforeRender(execFunc);
  27603. });
  27604. };
  27605. this.registerBeforeRender(execFunc);
  27606. };
  27607. /**
  27608. * The provided function will run before render once and will be disposed afterwards.
  27609. * A timeout delay can be provided so that the function will be executed in N ms.
  27610. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27611. * @param func The function to be executed.
  27612. * @param timeout optional delay in ms
  27613. */
  27614. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27615. var _this = this;
  27616. if (timeout !== undefined) {
  27617. setTimeout(function () {
  27618. _this._executeOnceBeforeRender(func);
  27619. }, timeout);
  27620. }
  27621. else {
  27622. this._executeOnceBeforeRender(func);
  27623. }
  27624. };
  27625. /** @hidden */
  27626. Scene.prototype._addPendingData = function (data) {
  27627. this._pendingData.push(data);
  27628. };
  27629. /** @hidden */
  27630. Scene.prototype._removePendingData = function (data) {
  27631. var wasLoading = this.isLoading;
  27632. var index = this._pendingData.indexOf(data);
  27633. if (index !== -1) {
  27634. this._pendingData.splice(index, 1);
  27635. }
  27636. if (wasLoading && !this.isLoading) {
  27637. this.onDataLoadedObservable.notifyObservers(this);
  27638. }
  27639. };
  27640. /**
  27641. * Returns the number of items waiting to be loaded
  27642. * @returns the number of items waiting to be loaded
  27643. */
  27644. Scene.prototype.getWaitingItemsCount = function () {
  27645. return this._pendingData.length;
  27646. };
  27647. Object.defineProperty(Scene.prototype, "isLoading", {
  27648. /**
  27649. * Returns a boolean indicating if the scene is still loading data
  27650. */
  27651. get: function () {
  27652. return this._pendingData.length > 0;
  27653. },
  27654. enumerable: true,
  27655. configurable: true
  27656. });
  27657. /**
  27658. * Registers a function to be executed when the scene is ready
  27659. * @param {Function} func - the function to be executed
  27660. */
  27661. Scene.prototype.executeWhenReady = function (func) {
  27662. var _this = this;
  27663. this.onReadyObservable.add(func);
  27664. if (this._executeWhenReadyTimeoutId !== -1) {
  27665. return;
  27666. }
  27667. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27668. _this._checkIsReady();
  27669. }, 150);
  27670. };
  27671. /**
  27672. * Returns a promise that resolves when the scene is ready
  27673. * @returns A promise that resolves when the scene is ready
  27674. */
  27675. Scene.prototype.whenReadyAsync = function () {
  27676. var _this = this;
  27677. return new Promise(function (resolve) {
  27678. _this.executeWhenReady(function () {
  27679. resolve();
  27680. });
  27681. });
  27682. };
  27683. /** @hidden */
  27684. Scene.prototype._checkIsReady = function () {
  27685. var _this = this;
  27686. this._registerTransientComponents();
  27687. if (this.isReady()) {
  27688. this.onReadyObservable.notifyObservers(this);
  27689. this.onReadyObservable.clear();
  27690. this._executeWhenReadyTimeoutId = -1;
  27691. return;
  27692. }
  27693. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27694. _this._checkIsReady();
  27695. }, 150);
  27696. };
  27697. // Animations
  27698. /**
  27699. * Will start the animation sequence of a given target
  27700. * @param target defines the target
  27701. * @param from defines from which frame should animation start
  27702. * @param to defines until which frame should animation run.
  27703. * @param weight defines the weight to apply to the animation (1.0 by default)
  27704. * @param loop defines if the animation loops
  27705. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27706. * @param onAnimationEnd defines the function to be executed when the animation ends
  27707. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27708. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27709. * @returns the animatable object created for this animation
  27710. */
  27711. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27712. if (weight === void 0) { weight = 1.0; }
  27713. if (speedRatio === void 0) { speedRatio = 1.0; }
  27714. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27715. returnedAnimatable.weight = weight;
  27716. return returnedAnimatable;
  27717. };
  27718. /**
  27719. * Will start the animation sequence of a given target
  27720. * @param target defines the target
  27721. * @param from defines from which frame should animation start
  27722. * @param to defines until which frame should animation run.
  27723. * @param loop defines if the animation loops
  27724. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27725. * @param onAnimationEnd defines the function to be executed when the animation ends
  27726. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27727. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27728. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27729. * @returns the animatable object created for this animation
  27730. */
  27731. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27732. if (speedRatio === void 0) { speedRatio = 1.0; }
  27733. if (stopCurrent === void 0) { stopCurrent = true; }
  27734. if (from > to && speedRatio > 0) {
  27735. speedRatio *= -1;
  27736. }
  27737. if (stopCurrent) {
  27738. this.stopAnimation(target, undefined, targetMask);
  27739. }
  27740. if (!animatable) {
  27741. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27742. }
  27743. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27744. // Local animations
  27745. if (target.animations && shouldRunTargetAnimations) {
  27746. animatable.appendAnimations(target, target.animations);
  27747. }
  27748. // Children animations
  27749. if (target.getAnimatables) {
  27750. var animatables = target.getAnimatables();
  27751. for (var index = 0; index < animatables.length; index++) {
  27752. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27753. }
  27754. }
  27755. animatable.reset();
  27756. return animatable;
  27757. };
  27758. /**
  27759. * Will start the animation sequence of a given target and its hierarchy
  27760. * @param target defines the target
  27761. * @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.
  27762. * @param from defines from which frame should animation start
  27763. * @param to defines until which frame should animation run.
  27764. * @param loop defines if the animation loops
  27765. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27766. * @param onAnimationEnd defines the function to be executed when the animation ends
  27767. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27768. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27769. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27770. * @returns the list of created animatables
  27771. */
  27772. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27773. if (speedRatio === void 0) { speedRatio = 1.0; }
  27774. if (stopCurrent === void 0) { stopCurrent = true; }
  27775. var children = target.getDescendants(directDescendantsOnly);
  27776. var result = [];
  27777. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27778. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27779. var child = children_1[_i];
  27780. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27781. }
  27782. return result;
  27783. };
  27784. /**
  27785. * Begin a new animation on a given node
  27786. * @param target defines the target where the animation will take place
  27787. * @param animations defines the list of animations to start
  27788. * @param from defines the initial value
  27789. * @param to defines the final value
  27790. * @param loop defines if you want animation to loop (off by default)
  27791. * @param speedRatio defines the speed ratio to apply to all animations
  27792. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27793. * @returns the list of created animatables
  27794. */
  27795. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27796. if (speedRatio === undefined) {
  27797. speedRatio = 1.0;
  27798. }
  27799. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27800. return animatable;
  27801. };
  27802. /**
  27803. * Begin a new animation on a given node and its hierarchy
  27804. * @param target defines the root node where the animation will take place
  27805. * @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.
  27806. * @param animations defines the list of animations to start
  27807. * @param from defines the initial value
  27808. * @param to defines the final value
  27809. * @param loop defines if you want animation to loop (off by default)
  27810. * @param speedRatio defines the speed ratio to apply to all animations
  27811. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27812. * @returns the list of animatables created for all nodes
  27813. */
  27814. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27815. var children = target.getDescendants(directDescendantsOnly);
  27816. var result = [];
  27817. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27818. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27819. var child = children_2[_i];
  27820. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27821. }
  27822. return result;
  27823. };
  27824. /**
  27825. * Gets the animatable associated with a specific target
  27826. * @param target defines the target of the animatable
  27827. * @returns the required animatable if found
  27828. */
  27829. Scene.prototype.getAnimatableByTarget = function (target) {
  27830. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27831. if (this._activeAnimatables[index].target === target) {
  27832. return this._activeAnimatables[index];
  27833. }
  27834. }
  27835. return null;
  27836. };
  27837. /**
  27838. * Gets all animatables associated with a given target
  27839. * @param target defines the target to look animatables for
  27840. * @returns an array of Animatables
  27841. */
  27842. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27843. var result = [];
  27844. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27845. if (this._activeAnimatables[index].target === target) {
  27846. result.push(this._activeAnimatables[index]);
  27847. }
  27848. }
  27849. return result;
  27850. };
  27851. Object.defineProperty(Scene.prototype, "animatables", {
  27852. /**
  27853. * Gets all animatable attached to the scene
  27854. */
  27855. get: function () {
  27856. return this._activeAnimatables;
  27857. },
  27858. enumerable: true,
  27859. configurable: true
  27860. });
  27861. /**
  27862. * Will stop the animation of the given target
  27863. * @param target - the target
  27864. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27865. * @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)
  27866. */
  27867. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27868. var animatables = this.getAllAnimatablesByTarget(target);
  27869. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27870. var animatable = animatables_1[_i];
  27871. animatable.stop(animationName, targetMask);
  27872. }
  27873. };
  27874. /**
  27875. * Stops and removes all animations that have been applied to the scene
  27876. */
  27877. Scene.prototype.stopAllAnimations = function () {
  27878. if (this._activeAnimatables) {
  27879. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27880. this._activeAnimatables[i].stop();
  27881. }
  27882. this._activeAnimatables = [];
  27883. }
  27884. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27885. var group = _a[_i];
  27886. group.stop();
  27887. }
  27888. };
  27889. Scene.prototype._animate = function () {
  27890. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27891. return;
  27892. }
  27893. // Getting time
  27894. var now = BABYLON.Tools.Now;
  27895. if (!this._animationTimeLast) {
  27896. if (this._pendingData.length > 0) {
  27897. return;
  27898. }
  27899. this._animationTimeLast = now;
  27900. }
  27901. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27902. this._animationTime += deltaTime;
  27903. this._animationTimeLast = now;
  27904. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27905. this._activeAnimatables[index]._animate(this._animationTime);
  27906. }
  27907. // Late animation bindings
  27908. this._processLateAnimationBindings();
  27909. };
  27910. /** @hidden */
  27911. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27912. var target = runtimeAnimation.target;
  27913. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27914. if (!target._lateAnimationHolders) {
  27915. target._lateAnimationHolders = {};
  27916. }
  27917. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27918. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27919. totalWeight: 0,
  27920. animations: [],
  27921. originalValue: originalValue
  27922. };
  27923. }
  27924. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27925. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27926. };
  27927. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27928. var normalizer = 1.0;
  27929. var finalPosition = BABYLON.Tmp.Vector3[0];
  27930. var finalScaling = BABYLON.Tmp.Vector3[1];
  27931. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27932. var startIndex = 0;
  27933. var originalAnimation = holder.animations[0];
  27934. var originalValue = holder.originalValue;
  27935. var scale = 1;
  27936. if (holder.totalWeight < 1.0) {
  27937. // We need to mix the original value in
  27938. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27939. scale = 1.0 - holder.totalWeight;
  27940. }
  27941. else {
  27942. startIndex = 1;
  27943. // We need to normalize the weights
  27944. normalizer = holder.totalWeight;
  27945. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27946. scale = originalAnimation.weight / normalizer;
  27947. if (scale == 1) {
  27948. return originalAnimation.currentValue;
  27949. }
  27950. }
  27951. finalScaling.scaleInPlace(scale);
  27952. finalPosition.scaleInPlace(scale);
  27953. finalQuaternion.scaleInPlace(scale);
  27954. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27955. var runtimeAnimation = holder.animations[animIndex];
  27956. var scale = runtimeAnimation.weight / normalizer;
  27957. var currentPosition = BABYLON.Tmp.Vector3[2];
  27958. var currentScaling = BABYLON.Tmp.Vector3[3];
  27959. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27960. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27961. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27962. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27963. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27964. }
  27965. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27966. return originalAnimation._workValue;
  27967. };
  27968. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27969. var originalAnimation = holder.animations[0];
  27970. var originalValue = holder.originalValue;
  27971. if (holder.animations.length === 1) {
  27972. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27973. return refQuaternion;
  27974. }
  27975. var normalizer = 1.0;
  27976. var quaternions;
  27977. var weights;
  27978. if (holder.totalWeight < 1.0) {
  27979. var scale = 1.0 - holder.totalWeight;
  27980. quaternions = [];
  27981. weights = [];
  27982. quaternions.push(originalValue);
  27983. weights.push(scale);
  27984. }
  27985. else {
  27986. if (holder.animations.length === 2) { // Slerp as soon as we can
  27987. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27988. return refQuaternion;
  27989. }
  27990. quaternions = [];
  27991. weights = [];
  27992. normalizer = holder.totalWeight;
  27993. }
  27994. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27995. var runtimeAnimation = holder.animations[animIndex];
  27996. quaternions.push(runtimeAnimation.currentValue);
  27997. weights.push(runtimeAnimation.weight / normalizer);
  27998. }
  27999. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28000. var cumulativeAmount = 0;
  28001. var cumulativeQuaternion = null;
  28002. for (var index = 0; index < quaternions.length;) {
  28003. if (!cumulativeQuaternion) {
  28004. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28005. cumulativeQuaternion = refQuaternion;
  28006. cumulativeAmount = weights[index] + weights[index + 1];
  28007. index += 2;
  28008. continue;
  28009. }
  28010. cumulativeAmount += weights[index];
  28011. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28012. index++;
  28013. }
  28014. return cumulativeQuaternion;
  28015. };
  28016. Scene.prototype._processLateAnimationBindings = function () {
  28017. if (!this._registeredForLateAnimationBindings.length) {
  28018. return;
  28019. }
  28020. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28021. var target = this._registeredForLateAnimationBindings.data[index];
  28022. for (var path in target._lateAnimationHolders) {
  28023. var holder = target._lateAnimationHolders[path];
  28024. var originalAnimation = holder.animations[0];
  28025. var originalValue = holder.originalValue;
  28026. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28027. var finalValue = target[path];
  28028. if (matrixDecomposeMode) {
  28029. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28030. }
  28031. else {
  28032. var quaternionMode = originalValue.w !== undefined;
  28033. if (quaternionMode) {
  28034. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28035. }
  28036. else {
  28037. var startIndex = 0;
  28038. var normalizer = 1.0;
  28039. if (holder.totalWeight < 1.0) {
  28040. // We need to mix the original value in
  28041. if (originalValue.scale) {
  28042. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28043. }
  28044. else {
  28045. finalValue = originalValue * (1.0 - holder.totalWeight);
  28046. }
  28047. }
  28048. else {
  28049. // We need to normalize the weights
  28050. normalizer = holder.totalWeight;
  28051. var scale_1 = originalAnimation.weight / normalizer;
  28052. if (scale_1 !== 1) {
  28053. if (originalAnimation.currentValue.scale) {
  28054. finalValue = originalAnimation.currentValue.scale(scale_1);
  28055. }
  28056. else {
  28057. finalValue = originalAnimation.currentValue * scale_1;
  28058. }
  28059. }
  28060. else {
  28061. finalValue = originalAnimation.currentValue;
  28062. }
  28063. startIndex = 1;
  28064. }
  28065. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28066. var runtimeAnimation = holder.animations[animIndex];
  28067. var scale = runtimeAnimation.weight / normalizer;
  28068. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28069. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28070. }
  28071. else {
  28072. finalValue += runtimeAnimation.currentValue * scale;
  28073. }
  28074. }
  28075. }
  28076. }
  28077. target[path] = finalValue;
  28078. }
  28079. target._lateAnimationHolders = {};
  28080. }
  28081. this._registeredForLateAnimationBindings.reset();
  28082. };
  28083. // Matrix
  28084. /** @hidden */
  28085. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28086. this._useAlternateCameraConfiguration = active;
  28087. };
  28088. /**
  28089. * Gets the current view matrix
  28090. * @returns a Matrix
  28091. */
  28092. Scene.prototype.getViewMatrix = function () {
  28093. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28094. };
  28095. /**
  28096. * Gets the current projection matrix
  28097. * @returns a Matrix
  28098. */
  28099. Scene.prototype.getProjectionMatrix = function () {
  28100. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28101. };
  28102. /**
  28103. * Gets the current transform matrix
  28104. * @returns a Matrix made of View * Projection
  28105. */
  28106. Scene.prototype.getTransformMatrix = function () {
  28107. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28108. };
  28109. /**
  28110. * Sets the current transform matrix
  28111. * @param view defines the View matrix to use
  28112. * @param projection defines the Projection matrix to use
  28113. */
  28114. Scene.prototype.setTransformMatrix = function (view, projection) {
  28115. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28116. return;
  28117. }
  28118. this._viewUpdateFlag = view.updateFlag;
  28119. this._projectionUpdateFlag = projection.updateFlag;
  28120. this._viewMatrix = view;
  28121. this._projectionMatrix = projection;
  28122. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28123. // Update frustum
  28124. if (!this._frustumPlanes) {
  28125. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28126. }
  28127. else {
  28128. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28129. }
  28130. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28131. var otherCamera = this.activeCamera._alternateCamera;
  28132. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28133. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28134. }
  28135. if (this._sceneUbo.useUbo) {
  28136. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28137. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28138. this._sceneUbo.update();
  28139. }
  28140. };
  28141. /** @hidden */
  28142. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28143. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28144. return;
  28145. }
  28146. this._alternateViewUpdateFlag = view.updateFlag;
  28147. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28148. this._alternateViewMatrix = view;
  28149. this._alternateProjectionMatrix = projection;
  28150. if (!this._alternateTransformMatrix) {
  28151. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28152. }
  28153. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28154. if (!this._alternateSceneUbo) {
  28155. this._createAlternateUbo();
  28156. }
  28157. if (this._alternateSceneUbo.useUbo) {
  28158. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28159. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28160. this._alternateSceneUbo.update();
  28161. }
  28162. };
  28163. /**
  28164. * Gets the uniform buffer used to store scene data
  28165. * @returns a UniformBuffer
  28166. */
  28167. Scene.prototype.getSceneUniformBuffer = function () {
  28168. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28169. };
  28170. /**
  28171. * Gets an unique (relatively to the current scene) Id
  28172. * @returns an unique number for the scene
  28173. */
  28174. Scene.prototype.getUniqueId = function () {
  28175. var result = Scene._uniqueIdCounter;
  28176. Scene._uniqueIdCounter++;
  28177. return result;
  28178. };
  28179. /**
  28180. * Add a mesh to the list of scene's meshes
  28181. * @param newMesh defines the mesh to add
  28182. * @param recursive if all child meshes should also be added to the scene
  28183. */
  28184. Scene.prototype.addMesh = function (newMesh, recursive) {
  28185. var _this = this;
  28186. if (recursive === void 0) { recursive = false; }
  28187. this.meshes.push(newMesh);
  28188. //notify the collision coordinator
  28189. if (this.collisionCoordinator) {
  28190. this.collisionCoordinator.onMeshAdded(newMesh);
  28191. }
  28192. newMesh._resyncLightSources();
  28193. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28194. if (recursive) {
  28195. newMesh.getChildMeshes().forEach(function (m) {
  28196. _this.addMesh(m);
  28197. });
  28198. }
  28199. };
  28200. /**
  28201. * Remove a mesh for the list of scene's meshes
  28202. * @param toRemove defines the mesh to remove
  28203. * @param recursive if all child meshes should also be removed from the scene
  28204. * @returns the index where the mesh was in the mesh list
  28205. */
  28206. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28207. var _this = this;
  28208. if (recursive === void 0) { recursive = false; }
  28209. var index = this.meshes.indexOf(toRemove);
  28210. if (index !== -1) {
  28211. // Remove from the scene if mesh found
  28212. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28213. this.meshes.pop();
  28214. }
  28215. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28216. if (recursive) {
  28217. toRemove.getChildMeshes().forEach(function (m) {
  28218. _this.removeMesh(m);
  28219. });
  28220. }
  28221. return index;
  28222. };
  28223. /**
  28224. * Add a transform node to the list of scene's transform nodes
  28225. * @param newTransformNode defines the transform node to add
  28226. */
  28227. Scene.prototype.addTransformNode = function (newTransformNode) {
  28228. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28229. this.transformNodes.push(newTransformNode);
  28230. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28231. };
  28232. /**
  28233. * Remove a transform node for the list of scene's transform nodes
  28234. * @param toRemove defines the transform node to remove
  28235. * @returns the index where the transform node was in the transform node list
  28236. */
  28237. Scene.prototype.removeTransformNode = function (toRemove) {
  28238. var index = toRemove._indexInSceneTransformNodesArray;
  28239. if (index !== -1) {
  28240. if (index !== this.transformNodes.length - 1) {
  28241. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28242. this.transformNodes[index] = lastNode;
  28243. lastNode._indexInSceneTransformNodesArray = index;
  28244. }
  28245. toRemove._indexInSceneTransformNodesArray = -1;
  28246. this.transformNodes.pop();
  28247. }
  28248. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28249. return index;
  28250. };
  28251. /**
  28252. * Remove a skeleton for the list of scene's skeletons
  28253. * @param toRemove defines the skeleton to remove
  28254. * @returns the index where the skeleton was in the skeleton list
  28255. */
  28256. Scene.prototype.removeSkeleton = function (toRemove) {
  28257. var index = this.skeletons.indexOf(toRemove);
  28258. if (index !== -1) {
  28259. // Remove from the scene if found
  28260. this.skeletons.splice(index, 1);
  28261. }
  28262. return index;
  28263. };
  28264. /**
  28265. * Remove a morph target for the list of scene's morph targets
  28266. * @param toRemove defines the morph target to remove
  28267. * @returns the index where the morph target was in the morph target list
  28268. */
  28269. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28270. var index = this.morphTargetManagers.indexOf(toRemove);
  28271. if (index !== -1) {
  28272. // Remove from the scene if found
  28273. this.morphTargetManagers.splice(index, 1);
  28274. }
  28275. return index;
  28276. };
  28277. /**
  28278. * Remove a light for the list of scene's lights
  28279. * @param toRemove defines the light to remove
  28280. * @returns the index where the light was in the light list
  28281. */
  28282. Scene.prototype.removeLight = function (toRemove) {
  28283. var index = this.lights.indexOf(toRemove);
  28284. if (index !== -1) {
  28285. // Remove from meshes
  28286. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28287. var mesh = _a[_i];
  28288. mesh._removeLightSource(toRemove);
  28289. }
  28290. // Remove from the scene if mesh found
  28291. this.lights.splice(index, 1);
  28292. this.sortLightsByPriority();
  28293. }
  28294. this.onLightRemovedObservable.notifyObservers(toRemove);
  28295. return index;
  28296. };
  28297. /**
  28298. * Remove a camera for the list of scene's cameras
  28299. * @param toRemove defines the camera to remove
  28300. * @returns the index where the camera was in the camera list
  28301. */
  28302. Scene.prototype.removeCamera = function (toRemove) {
  28303. var index = this.cameras.indexOf(toRemove);
  28304. if (index !== -1) {
  28305. // Remove from the scene if mesh found
  28306. this.cameras.splice(index, 1);
  28307. }
  28308. // Remove from activeCameras
  28309. var index2 = this.activeCameras.indexOf(toRemove);
  28310. if (index2 !== -1) {
  28311. // Remove from the scene if mesh found
  28312. this.activeCameras.splice(index2, 1);
  28313. }
  28314. // Reset the activeCamera
  28315. if (this.activeCamera === toRemove) {
  28316. if (this.cameras.length > 0) {
  28317. this.activeCamera = this.cameras[0];
  28318. }
  28319. else {
  28320. this.activeCamera = null;
  28321. }
  28322. }
  28323. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28324. return index;
  28325. };
  28326. /**
  28327. * Remove a particle system for the list of scene's particle systems
  28328. * @param toRemove defines the particle system to remove
  28329. * @returns the index where the particle system was in the particle system list
  28330. */
  28331. Scene.prototype.removeParticleSystem = function (toRemove) {
  28332. var index = this.particleSystems.indexOf(toRemove);
  28333. if (index !== -1) {
  28334. this.particleSystems.splice(index, 1);
  28335. }
  28336. return index;
  28337. };
  28338. /**
  28339. * Remove a animation for the list of scene's animations
  28340. * @param toRemove defines the animation to remove
  28341. * @returns the index where the animation was in the animation list
  28342. */
  28343. Scene.prototype.removeAnimation = function (toRemove) {
  28344. var index = this.animations.indexOf(toRemove);
  28345. if (index !== -1) {
  28346. this.animations.splice(index, 1);
  28347. }
  28348. return index;
  28349. };
  28350. /**
  28351. * Removes the given animation group from this scene.
  28352. * @param toRemove The animation group to remove
  28353. * @returns The index of the removed animation group
  28354. */
  28355. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28356. var index = this.animationGroups.indexOf(toRemove);
  28357. if (index !== -1) {
  28358. this.animationGroups.splice(index, 1);
  28359. }
  28360. return index;
  28361. };
  28362. /**
  28363. * Removes the given multi-material from this scene.
  28364. * @param toRemove The multi-material to remove
  28365. * @returns The index of the removed multi-material
  28366. */
  28367. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28368. var index = this.multiMaterials.indexOf(toRemove);
  28369. if (index !== -1) {
  28370. this.multiMaterials.splice(index, 1);
  28371. }
  28372. return index;
  28373. };
  28374. /**
  28375. * Removes the given material from this scene.
  28376. * @param toRemove The material to remove
  28377. * @returns The index of the removed material
  28378. */
  28379. Scene.prototype.removeMaterial = function (toRemove) {
  28380. var index = toRemove._indexInSceneMaterialArray;
  28381. if (index !== -1) {
  28382. if (index !== this.materials.length - 1) {
  28383. var lastMaterial = this.materials[this.materials.length - 1];
  28384. this.materials[index] = lastMaterial;
  28385. lastMaterial._indexInSceneMaterialArray = index;
  28386. }
  28387. toRemove._indexInSceneMaterialArray = -1;
  28388. this.materials.pop();
  28389. }
  28390. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28391. return index;
  28392. };
  28393. /**
  28394. * Removes the given action manager from this scene.
  28395. * @param toRemove The action manager to remove
  28396. * @returns The index of the removed action manager
  28397. */
  28398. Scene.prototype.removeActionManager = function (toRemove) {
  28399. var index = this.actionManagers.indexOf(toRemove);
  28400. if (index !== -1) {
  28401. this.actionManagers.splice(index, 1);
  28402. }
  28403. return index;
  28404. };
  28405. /**
  28406. * Removes the given texture from this scene.
  28407. * @param toRemove The texture to remove
  28408. * @returns The index of the removed texture
  28409. */
  28410. Scene.prototype.removeTexture = function (toRemove) {
  28411. var index = this.textures.indexOf(toRemove);
  28412. if (index !== -1) {
  28413. this.textures.splice(index, 1);
  28414. }
  28415. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28416. return index;
  28417. };
  28418. /**
  28419. * Adds the given light to this scene
  28420. * @param newLight The light to add
  28421. */
  28422. Scene.prototype.addLight = function (newLight) {
  28423. this.lights.push(newLight);
  28424. this.sortLightsByPriority();
  28425. // Add light to all meshes (To support if the light is removed and then readded)
  28426. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28427. var mesh = _a[_i];
  28428. if (mesh._lightSources.indexOf(newLight) === -1) {
  28429. mesh._lightSources.push(newLight);
  28430. mesh._resyncLightSources();
  28431. }
  28432. }
  28433. this.onNewLightAddedObservable.notifyObservers(newLight);
  28434. };
  28435. /**
  28436. * Sorts the list list based on light priorities
  28437. */
  28438. Scene.prototype.sortLightsByPriority = function () {
  28439. if (this.requireLightSorting) {
  28440. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28441. }
  28442. };
  28443. /**
  28444. * Adds the given camera to this scene
  28445. * @param newCamera The camera to add
  28446. */
  28447. Scene.prototype.addCamera = function (newCamera) {
  28448. this.cameras.push(newCamera);
  28449. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28450. };
  28451. /**
  28452. * Adds the given skeleton to this scene
  28453. * @param newSkeleton The skeleton to add
  28454. */
  28455. Scene.prototype.addSkeleton = function (newSkeleton) {
  28456. this.skeletons.push(newSkeleton);
  28457. };
  28458. /**
  28459. * Adds the given particle system to this scene
  28460. * @param newParticleSystem The particle system to add
  28461. */
  28462. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28463. this.particleSystems.push(newParticleSystem);
  28464. };
  28465. /**
  28466. * Adds the given animation to this scene
  28467. * @param newAnimation The animation to add
  28468. */
  28469. Scene.prototype.addAnimation = function (newAnimation) {
  28470. this.animations.push(newAnimation);
  28471. };
  28472. /**
  28473. * Adds the given animation group to this scene.
  28474. * @param newAnimationGroup The animation group to add
  28475. */
  28476. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28477. this.animationGroups.push(newAnimationGroup);
  28478. };
  28479. /**
  28480. * Adds the given multi-material to this scene
  28481. * @param newMultiMaterial The multi-material to add
  28482. */
  28483. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28484. this.multiMaterials.push(newMultiMaterial);
  28485. };
  28486. /**
  28487. * Adds the given material to this scene
  28488. * @param newMaterial The material to add
  28489. */
  28490. Scene.prototype.addMaterial = function (newMaterial) {
  28491. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28492. this.materials.push(newMaterial);
  28493. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28494. };
  28495. /**
  28496. * Adds the given morph target to this scene
  28497. * @param newMorphTargetManager The morph target to add
  28498. */
  28499. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28500. this.morphTargetManagers.push(newMorphTargetManager);
  28501. };
  28502. /**
  28503. * Adds the given geometry to this scene
  28504. * @param newGeometry The geometry to add
  28505. */
  28506. Scene.prototype.addGeometry = function (newGeometry) {
  28507. if (this.geometriesById) {
  28508. this.geometriesById[newGeometry.id] = this.geometries.length;
  28509. }
  28510. this.geometries.push(newGeometry);
  28511. };
  28512. /**
  28513. * Adds the given action manager to this scene
  28514. * @param newActionManager The action manager to add
  28515. */
  28516. Scene.prototype.addActionManager = function (newActionManager) {
  28517. this.actionManagers.push(newActionManager);
  28518. };
  28519. /**
  28520. * Adds the given texture to this scene.
  28521. * @param newTexture The texture to add
  28522. */
  28523. Scene.prototype.addTexture = function (newTexture) {
  28524. this.textures.push(newTexture);
  28525. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28526. };
  28527. /**
  28528. * Switch active camera
  28529. * @param newCamera defines the new active camera
  28530. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28531. */
  28532. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28533. if (attachControl === void 0) { attachControl = true; }
  28534. var canvas = this._engine.getRenderingCanvas();
  28535. if (!canvas) {
  28536. return;
  28537. }
  28538. if (this.activeCamera) {
  28539. this.activeCamera.detachControl(canvas);
  28540. }
  28541. this.activeCamera = newCamera;
  28542. if (attachControl) {
  28543. newCamera.attachControl(canvas);
  28544. }
  28545. };
  28546. /**
  28547. * sets the active camera of the scene using its ID
  28548. * @param id defines the camera's ID
  28549. * @return the new active camera or null if none found.
  28550. */
  28551. Scene.prototype.setActiveCameraByID = function (id) {
  28552. var camera = this.getCameraByID(id);
  28553. if (camera) {
  28554. this.activeCamera = camera;
  28555. return camera;
  28556. }
  28557. return null;
  28558. };
  28559. /**
  28560. * sets the active camera of the scene using its name
  28561. * @param name defines the camera's name
  28562. * @returns the new active camera or null if none found.
  28563. */
  28564. Scene.prototype.setActiveCameraByName = function (name) {
  28565. var camera = this.getCameraByName(name);
  28566. if (camera) {
  28567. this.activeCamera = camera;
  28568. return camera;
  28569. }
  28570. return null;
  28571. };
  28572. /**
  28573. * get an animation group using its name
  28574. * @param name defines the material's name
  28575. * @return the animation group or null if none found.
  28576. */
  28577. Scene.prototype.getAnimationGroupByName = function (name) {
  28578. for (var index = 0; index < this.animationGroups.length; index++) {
  28579. if (this.animationGroups[index].name === name) {
  28580. return this.animationGroups[index];
  28581. }
  28582. }
  28583. return null;
  28584. };
  28585. /**
  28586. * get a material using its id
  28587. * @param id defines the material's ID
  28588. * @return the material or null if none found.
  28589. */
  28590. Scene.prototype.getMaterialByID = function (id) {
  28591. for (var index = 0; index < this.materials.length; index++) {
  28592. if (this.materials[index].id === id) {
  28593. return this.materials[index];
  28594. }
  28595. }
  28596. return null;
  28597. };
  28598. /**
  28599. * Gets a material using its name
  28600. * @param name defines the material's name
  28601. * @return the material or null if none found.
  28602. */
  28603. Scene.prototype.getMaterialByName = function (name) {
  28604. for (var index = 0; index < this.materials.length; index++) {
  28605. if (this.materials[index].name === name) {
  28606. return this.materials[index];
  28607. }
  28608. }
  28609. return null;
  28610. };
  28611. /**
  28612. * Gets a camera using its id
  28613. * @param id defines the id to look for
  28614. * @returns the camera or null if not found
  28615. */
  28616. Scene.prototype.getCameraByID = function (id) {
  28617. for (var index = 0; index < this.cameras.length; index++) {
  28618. if (this.cameras[index].id === id) {
  28619. return this.cameras[index];
  28620. }
  28621. }
  28622. return null;
  28623. };
  28624. /**
  28625. * Gets a camera using its unique id
  28626. * @param uniqueId defines the unique id to look for
  28627. * @returns the camera or null if not found
  28628. */
  28629. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28630. for (var index = 0; index < this.cameras.length; index++) {
  28631. if (this.cameras[index].uniqueId === uniqueId) {
  28632. return this.cameras[index];
  28633. }
  28634. }
  28635. return null;
  28636. };
  28637. /**
  28638. * Gets a camera using its name
  28639. * @param name defines the camera's name
  28640. * @return the camera or null if none found.
  28641. */
  28642. Scene.prototype.getCameraByName = function (name) {
  28643. for (var index = 0; index < this.cameras.length; index++) {
  28644. if (this.cameras[index].name === name) {
  28645. return this.cameras[index];
  28646. }
  28647. }
  28648. return null;
  28649. };
  28650. /**
  28651. * Gets a bone using its id
  28652. * @param id defines the bone's id
  28653. * @return the bone or null if not found
  28654. */
  28655. Scene.prototype.getBoneByID = function (id) {
  28656. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28657. var skeleton = this.skeletons[skeletonIndex];
  28658. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28659. if (skeleton.bones[boneIndex].id === id) {
  28660. return skeleton.bones[boneIndex];
  28661. }
  28662. }
  28663. }
  28664. return null;
  28665. };
  28666. /**
  28667. * Gets a bone using its id
  28668. * @param name defines the bone's name
  28669. * @return the bone or null if not found
  28670. */
  28671. Scene.prototype.getBoneByName = function (name) {
  28672. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28673. var skeleton = this.skeletons[skeletonIndex];
  28674. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28675. if (skeleton.bones[boneIndex].name === name) {
  28676. return skeleton.bones[boneIndex];
  28677. }
  28678. }
  28679. }
  28680. return null;
  28681. };
  28682. /**
  28683. * Gets a light node using its name
  28684. * @param name defines the the light's name
  28685. * @return the light or null if none found.
  28686. */
  28687. Scene.prototype.getLightByName = function (name) {
  28688. for (var index = 0; index < this.lights.length; index++) {
  28689. if (this.lights[index].name === name) {
  28690. return this.lights[index];
  28691. }
  28692. }
  28693. return null;
  28694. };
  28695. /**
  28696. * Gets a light node using its id
  28697. * @param id defines the light's id
  28698. * @return the light or null if none found.
  28699. */
  28700. Scene.prototype.getLightByID = function (id) {
  28701. for (var index = 0; index < this.lights.length; index++) {
  28702. if (this.lights[index].id === id) {
  28703. return this.lights[index];
  28704. }
  28705. }
  28706. return null;
  28707. };
  28708. /**
  28709. * Gets a light node using its scene-generated unique ID
  28710. * @param uniqueId defines the light's unique id
  28711. * @return the light or null if none found.
  28712. */
  28713. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28714. for (var index = 0; index < this.lights.length; index++) {
  28715. if (this.lights[index].uniqueId === uniqueId) {
  28716. return this.lights[index];
  28717. }
  28718. }
  28719. return null;
  28720. };
  28721. /**
  28722. * Gets a particle system by id
  28723. * @param id defines the particle system id
  28724. * @return the corresponding system or null if none found
  28725. */
  28726. Scene.prototype.getParticleSystemByID = function (id) {
  28727. for (var index = 0; index < this.particleSystems.length; index++) {
  28728. if (this.particleSystems[index].id === id) {
  28729. return this.particleSystems[index];
  28730. }
  28731. }
  28732. return null;
  28733. };
  28734. /**
  28735. * Gets a geometry using its ID
  28736. * @param id defines the geometry's id
  28737. * @return the geometry or null if none found.
  28738. */
  28739. Scene.prototype.getGeometryByID = function (id) {
  28740. if (this.geometriesById) {
  28741. var index_1 = this.geometriesById[id];
  28742. if (index_1 !== undefined) {
  28743. return this.geometries[index_1];
  28744. }
  28745. }
  28746. else {
  28747. for (var index = 0; index < this.geometries.length; index++) {
  28748. if (this.geometries[index].id === id) {
  28749. return this.geometries[index];
  28750. }
  28751. }
  28752. }
  28753. return null;
  28754. };
  28755. Scene.prototype._getGeometryByUniqueID = function (id) {
  28756. for (var index = 0; index < this.geometries.length; index++) {
  28757. if (this.geometries[index].uniqueId === id) {
  28758. return this.geometries[index];
  28759. }
  28760. }
  28761. return null;
  28762. };
  28763. /**
  28764. * Add a new geometry to this scene
  28765. * @param geometry defines the geometry to be added to the scene.
  28766. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28767. * @return a boolean defining if the geometry was added or not
  28768. */
  28769. Scene.prototype.pushGeometry = function (geometry, force) {
  28770. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28771. return false;
  28772. }
  28773. this.addGeometry(geometry);
  28774. //notify the collision coordinator
  28775. if (this.collisionCoordinator) {
  28776. this.collisionCoordinator.onGeometryAdded(geometry);
  28777. }
  28778. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28779. return true;
  28780. };
  28781. /**
  28782. * Removes an existing geometry
  28783. * @param geometry defines the geometry to be removed from the scene
  28784. * @return a boolean defining if the geometry was removed or not
  28785. */
  28786. Scene.prototype.removeGeometry = function (geometry) {
  28787. var index;
  28788. if (this.geometriesById) {
  28789. index = this.geometriesById[geometry.id];
  28790. if (index === undefined) {
  28791. return false;
  28792. }
  28793. }
  28794. else {
  28795. index = this.geometries.indexOf(geometry);
  28796. if (index < 0) {
  28797. return false;
  28798. }
  28799. }
  28800. if (index !== this.geometries.length - 1) {
  28801. var lastGeometry = this.geometries[this.geometries.length - 1];
  28802. this.geometries[index] = lastGeometry;
  28803. if (this.geometriesById) {
  28804. this.geometriesById[lastGeometry.id] = index;
  28805. this.geometriesById[geometry.id] = undefined;
  28806. }
  28807. }
  28808. this.geometries.pop();
  28809. //notify the collision coordinator
  28810. if (this.collisionCoordinator) {
  28811. this.collisionCoordinator.onGeometryDeleted(geometry);
  28812. }
  28813. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28814. return true;
  28815. };
  28816. /**
  28817. * Gets the list of geometries attached to the scene
  28818. * @returns an array of Geometry
  28819. */
  28820. Scene.prototype.getGeometries = function () {
  28821. return this.geometries;
  28822. };
  28823. /**
  28824. * Gets the first added mesh found of a given ID
  28825. * @param id defines the id to search for
  28826. * @return the mesh found or null if not found at all
  28827. */
  28828. Scene.prototype.getMeshByID = function (id) {
  28829. for (var index = 0; index < this.meshes.length; index++) {
  28830. if (this.meshes[index].id === id) {
  28831. return this.meshes[index];
  28832. }
  28833. }
  28834. return null;
  28835. };
  28836. /**
  28837. * Gets a list of meshes using their id
  28838. * @param id defines the id to search for
  28839. * @returns a list of meshes
  28840. */
  28841. Scene.prototype.getMeshesByID = function (id) {
  28842. return this.meshes.filter(function (m) {
  28843. return m.id === id;
  28844. });
  28845. };
  28846. /**
  28847. * Gets the first added transform node found of a given ID
  28848. * @param id defines the id to search for
  28849. * @return the found transform node or null if not found at all.
  28850. */
  28851. Scene.prototype.getTransformNodeByID = function (id) {
  28852. for (var index = 0; index < this.transformNodes.length; index++) {
  28853. if (this.transformNodes[index].id === id) {
  28854. return this.transformNodes[index];
  28855. }
  28856. }
  28857. return null;
  28858. };
  28859. /**
  28860. * Gets a list of transform nodes using their id
  28861. * @param id defines the id to search for
  28862. * @returns a list of transform nodes
  28863. */
  28864. Scene.prototype.getTransformNodesByID = function (id) {
  28865. return this.transformNodes.filter(function (m) {
  28866. return m.id === id;
  28867. });
  28868. };
  28869. /**
  28870. * Gets a mesh with its auto-generated unique id
  28871. * @param uniqueId defines the unique id to search for
  28872. * @return the found mesh or null if not found at all.
  28873. */
  28874. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28875. for (var index = 0; index < this.meshes.length; index++) {
  28876. if (this.meshes[index].uniqueId === uniqueId) {
  28877. return this.meshes[index];
  28878. }
  28879. }
  28880. return null;
  28881. };
  28882. /**
  28883. * Gets a the last added mesh using a given id
  28884. * @param id defines the id to search for
  28885. * @return the found mesh or null if not found at all.
  28886. */
  28887. Scene.prototype.getLastMeshByID = function (id) {
  28888. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28889. if (this.meshes[index].id === id) {
  28890. return this.meshes[index];
  28891. }
  28892. }
  28893. return null;
  28894. };
  28895. /**
  28896. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28897. * @param id defines the id to search for
  28898. * @return the found node or null if not found at all
  28899. */
  28900. Scene.prototype.getLastEntryByID = function (id) {
  28901. var index;
  28902. for (index = this.meshes.length - 1; index >= 0; index--) {
  28903. if (this.meshes[index].id === id) {
  28904. return this.meshes[index];
  28905. }
  28906. }
  28907. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28908. if (this.transformNodes[index].id === id) {
  28909. return this.transformNodes[index];
  28910. }
  28911. }
  28912. for (index = this.cameras.length - 1; index >= 0; index--) {
  28913. if (this.cameras[index].id === id) {
  28914. return this.cameras[index];
  28915. }
  28916. }
  28917. for (index = this.lights.length - 1; index >= 0; index--) {
  28918. if (this.lights[index].id === id) {
  28919. return this.lights[index];
  28920. }
  28921. }
  28922. return null;
  28923. };
  28924. /**
  28925. * Gets a node (Mesh, Camera, Light) using a given id
  28926. * @param id defines the id to search for
  28927. * @return the found node or null if not found at all
  28928. */
  28929. Scene.prototype.getNodeByID = function (id) {
  28930. var mesh = this.getMeshByID(id);
  28931. if (mesh) {
  28932. return mesh;
  28933. }
  28934. var transformNode = this.getTransformNodeByID(id);
  28935. if (transformNode) {
  28936. return transformNode;
  28937. }
  28938. var light = this.getLightByID(id);
  28939. if (light) {
  28940. return light;
  28941. }
  28942. var camera = this.getCameraByID(id);
  28943. if (camera) {
  28944. return camera;
  28945. }
  28946. var bone = this.getBoneByID(id);
  28947. if (bone) {
  28948. return bone;
  28949. }
  28950. return null;
  28951. };
  28952. /**
  28953. * Gets a node (Mesh, Camera, Light) using a given name
  28954. * @param name defines the name to search for
  28955. * @return the found node or null if not found at all.
  28956. */
  28957. Scene.prototype.getNodeByName = function (name) {
  28958. var mesh = this.getMeshByName(name);
  28959. if (mesh) {
  28960. return mesh;
  28961. }
  28962. var transformNode = this.getTransformNodeByName(name);
  28963. if (transformNode) {
  28964. return transformNode;
  28965. }
  28966. var light = this.getLightByName(name);
  28967. if (light) {
  28968. return light;
  28969. }
  28970. var camera = this.getCameraByName(name);
  28971. if (camera) {
  28972. return camera;
  28973. }
  28974. var bone = this.getBoneByName(name);
  28975. if (bone) {
  28976. return bone;
  28977. }
  28978. return null;
  28979. };
  28980. /**
  28981. * Gets a mesh using a given name
  28982. * @param name defines the name to search for
  28983. * @return the found mesh or null if not found at all.
  28984. */
  28985. Scene.prototype.getMeshByName = function (name) {
  28986. for (var index = 0; index < this.meshes.length; index++) {
  28987. if (this.meshes[index].name === name) {
  28988. return this.meshes[index];
  28989. }
  28990. }
  28991. return null;
  28992. };
  28993. /**
  28994. * Gets a transform node using a given name
  28995. * @param name defines the name to search for
  28996. * @return the found transform node or null if not found at all.
  28997. */
  28998. Scene.prototype.getTransformNodeByName = function (name) {
  28999. for (var index = 0; index < this.transformNodes.length; index++) {
  29000. if (this.transformNodes[index].name === name) {
  29001. return this.transformNodes[index];
  29002. }
  29003. }
  29004. return null;
  29005. };
  29006. /**
  29007. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29008. * @param id defines the id to search for
  29009. * @return the found skeleton or null if not found at all.
  29010. */
  29011. Scene.prototype.getLastSkeletonByID = function (id) {
  29012. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29013. if (this.skeletons[index].id === id) {
  29014. return this.skeletons[index];
  29015. }
  29016. }
  29017. return null;
  29018. };
  29019. /**
  29020. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29021. * @param id defines the id to search for
  29022. * @return the found skeleton or null if not found at all.
  29023. */
  29024. Scene.prototype.getSkeletonById = function (id) {
  29025. for (var index = 0; index < this.skeletons.length; index++) {
  29026. if (this.skeletons[index].id === id) {
  29027. return this.skeletons[index];
  29028. }
  29029. }
  29030. return null;
  29031. };
  29032. /**
  29033. * Gets a skeleton using a given name
  29034. * @param name defines the name to search for
  29035. * @return the found skeleton or null if not found at all.
  29036. */
  29037. Scene.prototype.getSkeletonByName = function (name) {
  29038. for (var index = 0; index < this.skeletons.length; index++) {
  29039. if (this.skeletons[index].name === name) {
  29040. return this.skeletons[index];
  29041. }
  29042. }
  29043. return null;
  29044. };
  29045. /**
  29046. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29047. * @param id defines the id to search for
  29048. * @return the found morph target manager or null if not found at all.
  29049. */
  29050. Scene.prototype.getMorphTargetManagerById = function (id) {
  29051. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29052. if (this.morphTargetManagers[index].uniqueId === id) {
  29053. return this.morphTargetManagers[index];
  29054. }
  29055. }
  29056. return null;
  29057. };
  29058. /**
  29059. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29060. * @param id defines the id to search for
  29061. * @return the found morph target or null if not found at all.
  29062. */
  29063. Scene.prototype.getMorphTargetById = function (id) {
  29064. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29065. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29066. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29067. var target = morphTargetManager.getTarget(index);
  29068. if (target.id === id) {
  29069. return target;
  29070. }
  29071. }
  29072. }
  29073. return null;
  29074. };
  29075. /**
  29076. * Gets a boolean indicating if the given mesh is active
  29077. * @param mesh defines the mesh to look for
  29078. * @returns true if the mesh is in the active list
  29079. */
  29080. Scene.prototype.isActiveMesh = function (mesh) {
  29081. return (this._activeMeshes.indexOf(mesh) !== -1);
  29082. };
  29083. Object.defineProperty(Scene.prototype, "uid", {
  29084. /**
  29085. * Return a unique id as a string which can serve as an identifier for the scene
  29086. */
  29087. get: function () {
  29088. if (!this._uid) {
  29089. this._uid = BABYLON.Tools.RandomId();
  29090. }
  29091. return this._uid;
  29092. },
  29093. enumerable: true,
  29094. configurable: true
  29095. });
  29096. /**
  29097. * Add an externaly attached data from its key.
  29098. * This method call will fail and return false, if such key already exists.
  29099. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29100. * @param key the unique key that identifies the data
  29101. * @param data the data object to associate to the key for this Engine instance
  29102. * @return true if no such key were already present and the data was added successfully, false otherwise
  29103. */
  29104. Scene.prototype.addExternalData = function (key, data) {
  29105. if (!this._externalData) {
  29106. this._externalData = new BABYLON.StringDictionary();
  29107. }
  29108. return this._externalData.add(key, data);
  29109. };
  29110. /**
  29111. * Get an externaly attached data from its key
  29112. * @param key the unique key that identifies the data
  29113. * @return the associated data, if present (can be null), or undefined if not present
  29114. */
  29115. Scene.prototype.getExternalData = function (key) {
  29116. if (!this._externalData) {
  29117. return null;
  29118. }
  29119. return this._externalData.get(key);
  29120. };
  29121. /**
  29122. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29123. * @param key the unique key that identifies the data
  29124. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29125. * @return the associated data, can be null if the factory returned null.
  29126. */
  29127. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29128. if (!this._externalData) {
  29129. this._externalData = new BABYLON.StringDictionary();
  29130. }
  29131. return this._externalData.getOrAddWithFactory(key, factory);
  29132. };
  29133. /**
  29134. * Remove an externaly attached data from the Engine instance
  29135. * @param key the unique key that identifies the data
  29136. * @return true if the data was successfully removed, false if it doesn't exist
  29137. */
  29138. Scene.prototype.removeExternalData = function (key) {
  29139. return this._externalData.remove(key);
  29140. };
  29141. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29142. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29143. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29144. var step = _a[_i];
  29145. step.action(mesh, subMesh);
  29146. }
  29147. var material = subMesh.getMaterial();
  29148. if (material !== null && material !== undefined) {
  29149. // Render targets
  29150. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29151. if (this._processedMaterials.indexOf(material) === -1) {
  29152. this._processedMaterials.push(material);
  29153. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29154. }
  29155. }
  29156. // Dispatch
  29157. this._activeIndices.addCount(subMesh.indexCount, false);
  29158. this._renderingManager.dispatch(subMesh, mesh, material);
  29159. }
  29160. }
  29161. };
  29162. /**
  29163. * Clear the processed materials smart array preventing retention point in material dispose.
  29164. */
  29165. Scene.prototype.freeProcessedMaterials = function () {
  29166. this._processedMaterials.dispose();
  29167. };
  29168. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29169. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29170. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29171. * when disposing several meshes in a row or a hierarchy of meshes.
  29172. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29173. */
  29174. get: function () {
  29175. return this._preventFreeActiveMeshesAndRenderingGroups;
  29176. },
  29177. set: function (value) {
  29178. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29179. return;
  29180. }
  29181. if (value) {
  29182. this.freeActiveMeshes();
  29183. this.freeRenderingGroups();
  29184. }
  29185. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29186. },
  29187. enumerable: true,
  29188. configurable: true
  29189. });
  29190. /**
  29191. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29192. */
  29193. Scene.prototype.freeActiveMeshes = function () {
  29194. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29195. return;
  29196. }
  29197. this._activeMeshes.dispose();
  29198. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29199. this.activeCamera._activeMeshes.dispose();
  29200. }
  29201. if (this.activeCameras) {
  29202. for (var i = 0; i < this.activeCameras.length; i++) {
  29203. var activeCamera = this.activeCameras[i];
  29204. if (activeCamera && activeCamera._activeMeshes) {
  29205. activeCamera._activeMeshes.dispose();
  29206. }
  29207. }
  29208. }
  29209. };
  29210. /**
  29211. * Clear the info related to rendering groups preventing retention points during dispose.
  29212. */
  29213. Scene.prototype.freeRenderingGroups = function () {
  29214. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29215. return;
  29216. }
  29217. if (this._renderingManager) {
  29218. this._renderingManager.freeRenderingGroups();
  29219. }
  29220. if (this.textures) {
  29221. for (var i = 0; i < this.textures.length; i++) {
  29222. var texture = this.textures[i];
  29223. if (texture && texture.renderList) {
  29224. texture.freeRenderingGroups();
  29225. }
  29226. }
  29227. }
  29228. };
  29229. /** @hidden */
  29230. Scene.prototype._isInIntermediateRendering = function () {
  29231. return this._intermediateRendering;
  29232. };
  29233. /**
  29234. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29235. * @returns the current scene
  29236. */
  29237. Scene.prototype.freezeActiveMeshes = function () {
  29238. if (!this.activeCamera) {
  29239. return this;
  29240. }
  29241. if (!this._frustumPlanes) {
  29242. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29243. }
  29244. this._evaluateActiveMeshes();
  29245. this._activeMeshesFrozen = true;
  29246. return this;
  29247. };
  29248. /**
  29249. * Use this function to restart evaluating active meshes on every frame
  29250. * @returns the current scene
  29251. */
  29252. Scene.prototype.unfreezeActiveMeshes = function () {
  29253. this._activeMeshesFrozen = false;
  29254. return this;
  29255. };
  29256. Scene.prototype._evaluateActiveMeshes = function () {
  29257. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29258. return;
  29259. }
  29260. if (!this.activeCamera) {
  29261. return;
  29262. }
  29263. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29264. this.activeCamera._activeMeshes.reset();
  29265. this._activeMeshes.reset();
  29266. this._renderingManager.reset();
  29267. this._processedMaterials.reset();
  29268. this._activeParticleSystems.reset();
  29269. this._activeSkeletons.reset();
  29270. this._softwareSkinnedMeshes.reset();
  29271. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29272. var step = _a[_i];
  29273. step.action();
  29274. }
  29275. // Determine mesh candidates
  29276. var meshes = this.getActiveMeshCandidates();
  29277. // Check each mesh
  29278. var len = meshes.length;
  29279. for (var i = 0; i < len; i++) {
  29280. var mesh = meshes.data[i];
  29281. if (mesh.isBlocked) {
  29282. continue;
  29283. }
  29284. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29285. if (!mesh.isReady() || !mesh.isEnabled()) {
  29286. continue;
  29287. }
  29288. mesh.computeWorldMatrix();
  29289. // Intersections
  29290. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29291. this._meshesForIntersections.pushNoDuplicate(mesh);
  29292. }
  29293. // Switch to current LOD
  29294. var meshLOD = mesh.getLOD(this.activeCamera);
  29295. if (meshLOD === undefined || meshLOD === null) {
  29296. continue;
  29297. }
  29298. mesh._preActivate();
  29299. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29300. this._activeMeshes.push(mesh);
  29301. this.activeCamera._activeMeshes.push(mesh);
  29302. mesh._activate(this._renderId);
  29303. if (meshLOD !== mesh) {
  29304. meshLOD._activate(this._renderId);
  29305. }
  29306. this._activeMesh(mesh, meshLOD);
  29307. }
  29308. }
  29309. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29310. // Particle systems
  29311. if (this.particlesEnabled) {
  29312. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29313. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29314. var particleSystem = this.particleSystems[particleIndex];
  29315. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29316. continue;
  29317. }
  29318. var emitter = particleSystem.emitter;
  29319. if (!emitter.position || emitter.isEnabled()) {
  29320. this._activeParticleSystems.push(particleSystem);
  29321. particleSystem.animate();
  29322. this._renderingManager.dispatchParticles(particleSystem);
  29323. }
  29324. }
  29325. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29326. }
  29327. };
  29328. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29329. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29330. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29331. mesh.skeleton.prepare();
  29332. }
  29333. if (!mesh.computeBonesUsingShaders) {
  29334. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29335. }
  29336. }
  29337. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29338. var step = _a[_i];
  29339. step.action(sourceMesh, mesh);
  29340. }
  29341. if (mesh !== undefined && mesh !== null
  29342. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29343. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29344. var len = subMeshes.length;
  29345. for (var i = 0; i < len; i++) {
  29346. var subMesh = subMeshes.data[i];
  29347. this._evaluateSubMesh(subMesh, mesh);
  29348. }
  29349. }
  29350. };
  29351. /**
  29352. * Update the transform matrix to update from the current active camera
  29353. * @param force defines a boolean used to force the update even if cache is up to date
  29354. */
  29355. Scene.prototype.updateTransformMatrix = function (force) {
  29356. if (!this.activeCamera) {
  29357. return;
  29358. }
  29359. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29360. };
  29361. /**
  29362. * 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)
  29363. * @param alternateCamera defines the camera to use
  29364. */
  29365. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29366. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29367. };
  29368. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29369. if (camera && camera._skipRendering) {
  29370. return;
  29371. }
  29372. var engine = this._engine;
  29373. this.activeCamera = camera;
  29374. if (!this.activeCamera) {
  29375. throw new Error("Active camera not set");
  29376. }
  29377. // Viewport
  29378. engine.setViewport(this.activeCamera.viewport);
  29379. // Camera
  29380. this.resetCachedMaterial();
  29381. this._renderId++;
  29382. this.updateTransformMatrix();
  29383. if (camera._alternateCamera) {
  29384. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29385. this._alternateRendering = true;
  29386. }
  29387. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29388. // Meshes
  29389. this._evaluateActiveMeshes();
  29390. // Software skinning
  29391. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29392. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29393. mesh.applySkeleton(mesh.skeleton);
  29394. }
  29395. // Render targets
  29396. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29397. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29398. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29399. }
  29400. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29401. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29402. }
  29403. // Collects render targets from external components.
  29404. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29405. var step = _a[_i];
  29406. step.action(this._renderTargets);
  29407. }
  29408. if (this.renderTargetsEnabled) {
  29409. this._intermediateRendering = true;
  29410. if (this._renderTargets.length > 0) {
  29411. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29412. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29413. var renderTarget = this._renderTargets.data[renderIndex];
  29414. if (renderTarget._shouldRender()) {
  29415. this._renderId++;
  29416. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29417. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29418. }
  29419. }
  29420. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29421. this._renderId++;
  29422. }
  29423. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29424. var step = _c[_b];
  29425. step.action(this.activeCamera);
  29426. }
  29427. this._intermediateRendering = false;
  29428. if (this.activeCamera.outputRenderTarget) {
  29429. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29430. if (internalTexture) {
  29431. engine.bindFramebuffer(internalTexture);
  29432. }
  29433. else {
  29434. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29435. }
  29436. }
  29437. else {
  29438. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29439. }
  29440. }
  29441. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29442. // Prepare Frame
  29443. if (this.postProcessManager) {
  29444. this.postProcessManager._prepareFrame();
  29445. }
  29446. // Before Camera Draw
  29447. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29448. var step = _e[_d];
  29449. step.action(this.activeCamera);
  29450. }
  29451. // Render
  29452. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29453. this._renderingManager.render(null, null, true, true);
  29454. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29455. // After Camera Draw
  29456. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29457. var step = _g[_f];
  29458. step.action(this.activeCamera);
  29459. }
  29460. // Finalize frame
  29461. if (this.postProcessManager) {
  29462. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29463. }
  29464. // Reset some special arrays
  29465. this._renderTargets.reset();
  29466. this._alternateRendering = false;
  29467. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29468. };
  29469. Scene.prototype._processSubCameras = function (camera) {
  29470. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29471. this._renderForCamera(camera);
  29472. return;
  29473. }
  29474. // rig cameras
  29475. for (var index = 0; index < camera._rigCameras.length; index++) {
  29476. this._renderForCamera(camera._rigCameras[index], camera);
  29477. }
  29478. this.activeCamera = camera;
  29479. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29480. };
  29481. Scene.prototype._checkIntersections = function () {
  29482. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29483. var sourceMesh = this._meshesForIntersections.data[index];
  29484. if (!sourceMesh.actionManager) {
  29485. continue;
  29486. }
  29487. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29488. var action = sourceMesh.actionManager.actions[actionIndex];
  29489. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29490. var parameters = action.getTriggerParameter();
  29491. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29492. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29493. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29494. if (areIntersecting && currentIntersectionInProgress === -1) {
  29495. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29496. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29497. sourceMesh._intersectionsInProgress.push(otherMesh);
  29498. }
  29499. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29500. sourceMesh._intersectionsInProgress.push(otherMesh);
  29501. }
  29502. }
  29503. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29504. //They intersected, and now they don't.
  29505. //is this trigger an exit trigger? execute an event.
  29506. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29507. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29508. }
  29509. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29510. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29511. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29512. return otherMesh === parameterMesh;
  29513. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29514. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29515. }
  29516. }
  29517. }
  29518. }
  29519. }
  29520. };
  29521. /** @hidden */
  29522. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29523. // Do nothing. Code will be replaced if physics engine component is referenced
  29524. };
  29525. /**
  29526. * Render the scene
  29527. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29528. */
  29529. Scene.prototype.render = function (updateCameras) {
  29530. if (updateCameras === void 0) { updateCameras = true; }
  29531. if (this.isDisposed) {
  29532. return;
  29533. }
  29534. this._frameId++;
  29535. // Register components that have been associated lately to the scene.
  29536. this._registerTransientComponents();
  29537. this._activeParticles.fetchNewFrame();
  29538. this._totalVertices.fetchNewFrame();
  29539. this._activeIndices.fetchNewFrame();
  29540. this._activeBones.fetchNewFrame();
  29541. this._meshesForIntersections.reset();
  29542. this.resetCachedMaterial();
  29543. this.onBeforeAnimationsObservable.notifyObservers(this);
  29544. // Actions
  29545. if (this.actionManager) {
  29546. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29547. }
  29548. if (this._engine.isDeterministicLockStep()) {
  29549. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29550. var defaultFPS = (60.0 / 1000.0);
  29551. var defaultFrameTime = this.getDeterministicFrameTime();
  29552. var stepsTaken = 0;
  29553. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29554. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29555. internalSteps = Math.min(internalSteps, maxSubSteps);
  29556. do {
  29557. this.onBeforeStepObservable.notifyObservers(this);
  29558. // Animations
  29559. this._animationRatio = defaultFrameTime * defaultFPS;
  29560. this._animate();
  29561. this.onAfterAnimationsObservable.notifyObservers(this);
  29562. // Physics
  29563. this._advancePhysicsEngineStep(defaultFrameTime);
  29564. this.onAfterStepObservable.notifyObservers(this);
  29565. this._currentStepId++;
  29566. stepsTaken++;
  29567. deltaTime -= defaultFrameTime;
  29568. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29569. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29570. }
  29571. else {
  29572. // Animations
  29573. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29574. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29575. this._animate();
  29576. this.onAfterAnimationsObservable.notifyObservers(this);
  29577. // Physics
  29578. this._advancePhysicsEngineStep(deltaTime);
  29579. }
  29580. // Before camera update steps
  29581. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29582. var step = _a[_i];
  29583. step.action();
  29584. }
  29585. // Update Cameras
  29586. if (updateCameras) {
  29587. if (this.activeCameras.length > 0) {
  29588. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29589. var camera = this.activeCameras[cameraIndex];
  29590. camera.update();
  29591. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29592. // rig cameras
  29593. for (var index = 0; index < camera._rigCameras.length; index++) {
  29594. camera._rigCameras[index].update();
  29595. }
  29596. }
  29597. }
  29598. }
  29599. else if (this.activeCamera) {
  29600. this.activeCamera.update();
  29601. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29602. // rig cameras
  29603. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29604. this.activeCamera._rigCameras[index].update();
  29605. }
  29606. }
  29607. }
  29608. }
  29609. // Before render
  29610. this.onBeforeRenderObservable.notifyObservers(this);
  29611. // Customs render targets
  29612. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29613. var engine = this.getEngine();
  29614. var currentActiveCamera = this.activeCamera;
  29615. if (this.renderTargetsEnabled) {
  29616. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29617. this._intermediateRendering = true;
  29618. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29619. var renderTarget = this.customRenderTargets[customIndex];
  29620. if (renderTarget._shouldRender()) {
  29621. this._renderId++;
  29622. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29623. if (!this.activeCamera) {
  29624. throw new Error("Active camera not set");
  29625. }
  29626. // Viewport
  29627. engine.setViewport(this.activeCamera.viewport);
  29628. // Camera
  29629. this.updateTransformMatrix();
  29630. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29631. }
  29632. }
  29633. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29634. this._intermediateRendering = false;
  29635. this._renderId++;
  29636. }
  29637. // Restore back buffer
  29638. if (this.customRenderTargets.length > 0) {
  29639. engine.restoreDefaultFramebuffer();
  29640. }
  29641. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29642. this.activeCamera = currentActiveCamera;
  29643. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29644. var step = _c[_b];
  29645. step.action();
  29646. }
  29647. // Clear
  29648. if (this.autoClearDepthAndStencil || this.autoClear) {
  29649. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29650. }
  29651. // Collects render targets from external components.
  29652. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29653. var step = _e[_d];
  29654. step.action(this._renderTargets);
  29655. }
  29656. // Multi-cameras?
  29657. if (this.activeCameras.length > 0) {
  29658. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29659. if (cameraIndex > 0) {
  29660. this._engine.clear(null, false, true, true);
  29661. }
  29662. this._processSubCameras(this.activeCameras[cameraIndex]);
  29663. }
  29664. }
  29665. else {
  29666. if (!this.activeCamera) {
  29667. throw new Error("No camera defined");
  29668. }
  29669. this._processSubCameras(this.activeCamera);
  29670. }
  29671. // Intersection checks
  29672. this._checkIntersections();
  29673. // Executes the after render stage actions.
  29674. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29675. var step = _g[_f];
  29676. step.action();
  29677. }
  29678. // After render
  29679. if (this.afterRender) {
  29680. this.afterRender();
  29681. }
  29682. this.onAfterRenderObservable.notifyObservers(this);
  29683. // Cleaning
  29684. if (this._toBeDisposed.length) {
  29685. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29686. var data = this._toBeDisposed[index];
  29687. if (data) {
  29688. data.dispose();
  29689. }
  29690. }
  29691. this._toBeDisposed = [];
  29692. }
  29693. if (this.dumpNextRenderTargets) {
  29694. this.dumpNextRenderTargets = false;
  29695. }
  29696. this._activeBones.addCount(0, true);
  29697. this._activeIndices.addCount(0, true);
  29698. this._activeParticles.addCount(0, true);
  29699. };
  29700. /**
  29701. * Freeze all materials
  29702. * A frozen material will not be updatable but should be faster to render
  29703. */
  29704. Scene.prototype.freezeMaterials = function () {
  29705. for (var i = 0; i < this.materials.length; i++) {
  29706. this.materials[i].freeze();
  29707. }
  29708. };
  29709. /**
  29710. * Unfreeze all materials
  29711. * A frozen material will not be updatable but should be faster to render
  29712. */
  29713. Scene.prototype.unfreezeMaterials = function () {
  29714. for (var i = 0; i < this.materials.length; i++) {
  29715. this.materials[i].unfreeze();
  29716. }
  29717. };
  29718. /**
  29719. * Releases all held ressources
  29720. */
  29721. Scene.prototype.dispose = function () {
  29722. this.beforeRender = null;
  29723. this.afterRender = null;
  29724. this.skeletons = [];
  29725. this.morphTargetManagers = [];
  29726. this._transientComponents = [];
  29727. this._isReadyForMeshStage.clear();
  29728. this._beforeEvaluateActiveMeshStage.clear();
  29729. this._evaluateSubMeshStage.clear();
  29730. this._activeMeshStage.clear();
  29731. this._cameraDrawRenderTargetStage.clear();
  29732. this._beforeCameraDrawStage.clear();
  29733. this._beforeRenderTargetDrawStage.clear();
  29734. this._beforeRenderingGroupDrawStage.clear();
  29735. this._beforeRenderingMeshStage.clear();
  29736. this._afterRenderingMeshStage.clear();
  29737. this._afterRenderingGroupDrawStage.clear();
  29738. this._afterCameraDrawStage.clear();
  29739. this._afterRenderTargetDrawStage.clear();
  29740. this._afterRenderStage.clear();
  29741. this._beforeCameraUpdateStage.clear();
  29742. this._beforeClearStage.clear();
  29743. this._gatherRenderTargetsStage.clear();
  29744. this._gatherActiveCameraRenderTargetsStage.clear();
  29745. this._pointerMoveStage.clear();
  29746. this._pointerDownStage.clear();
  29747. this._pointerUpStage.clear();
  29748. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29749. var component = _a[_i];
  29750. component.dispose();
  29751. }
  29752. this.importedMeshesFiles = new Array();
  29753. this.stopAllAnimations();
  29754. this.resetCachedMaterial();
  29755. // Smart arrays
  29756. if (this.activeCamera) {
  29757. this.activeCamera._activeMeshes.dispose();
  29758. this.activeCamera = null;
  29759. }
  29760. this._activeMeshes.dispose();
  29761. this._renderingManager.dispose();
  29762. this._processedMaterials.dispose();
  29763. this._activeParticleSystems.dispose();
  29764. this._activeSkeletons.dispose();
  29765. this._softwareSkinnedMeshes.dispose();
  29766. this._renderTargets.dispose();
  29767. this._registeredForLateAnimationBindings.dispose();
  29768. this._meshesForIntersections.dispose();
  29769. this._toBeDisposed = [];
  29770. // Abort active requests
  29771. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29772. var request = _c[_b];
  29773. request.abort();
  29774. }
  29775. // Events
  29776. this.onDisposeObservable.notifyObservers(this);
  29777. this.onDisposeObservable.clear();
  29778. this.onBeforeRenderObservable.clear();
  29779. this.onAfterRenderObservable.clear();
  29780. this.onBeforeRenderTargetsRenderObservable.clear();
  29781. this.onAfterRenderTargetsRenderObservable.clear();
  29782. this.onAfterStepObservable.clear();
  29783. this.onBeforeStepObservable.clear();
  29784. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29785. this.onAfterActiveMeshesEvaluationObservable.clear();
  29786. this.onBeforeParticlesRenderingObservable.clear();
  29787. this.onAfterParticlesRenderingObservable.clear();
  29788. this.onBeforeDrawPhaseObservable.clear();
  29789. this.onAfterDrawPhaseObservable.clear();
  29790. this.onBeforeAnimationsObservable.clear();
  29791. this.onAfterAnimationsObservable.clear();
  29792. this.onDataLoadedObservable.clear();
  29793. this.onBeforeRenderingGroupObservable.clear();
  29794. this.onAfterRenderingGroupObservable.clear();
  29795. this.onMeshImportedObservable.clear();
  29796. this.onBeforeCameraRenderObservable.clear();
  29797. this.onAfterCameraRenderObservable.clear();
  29798. this.onReadyObservable.clear();
  29799. this.onNewCameraAddedObservable.clear();
  29800. this.onCameraRemovedObservable.clear();
  29801. this.onNewLightAddedObservable.clear();
  29802. this.onLightRemovedObservable.clear();
  29803. this.onNewGeometryAddedObservable.clear();
  29804. this.onGeometryRemovedObservable.clear();
  29805. this.onNewTransformNodeAddedObservable.clear();
  29806. this.onTransformNodeRemovedObservable.clear();
  29807. this.onNewMeshAddedObservable.clear();
  29808. this.onMeshRemovedObservable.clear();
  29809. this.onNewMaterialAddedObservable.clear();
  29810. this.onMaterialRemovedObservable.clear();
  29811. this.onNewTextureAddedObservable.clear();
  29812. this.onTextureRemovedObservable.clear();
  29813. this.onPrePointerObservable.clear();
  29814. this.onPointerObservable.clear();
  29815. this.onPreKeyboardObservable.clear();
  29816. this.onKeyboardObservable.clear();
  29817. this.onActiveCameraChanged.clear();
  29818. this.detachControl();
  29819. // Detach cameras
  29820. var canvas = this._engine.getRenderingCanvas();
  29821. if (canvas) {
  29822. var index;
  29823. for (index = 0; index < this.cameras.length; index++) {
  29824. this.cameras[index].detachControl(canvas);
  29825. }
  29826. }
  29827. // Release animation groups
  29828. while (this.animationGroups.length) {
  29829. this.animationGroups[0].dispose();
  29830. }
  29831. // Release lights
  29832. while (this.lights.length) {
  29833. this.lights[0].dispose();
  29834. }
  29835. // Release meshes
  29836. while (this.meshes.length) {
  29837. this.meshes[0].dispose(true);
  29838. }
  29839. while (this.transformNodes.length) {
  29840. this.removeTransformNode(this.transformNodes[0]);
  29841. }
  29842. // Release cameras
  29843. while (this.cameras.length) {
  29844. this.cameras[0].dispose();
  29845. }
  29846. // Release materials
  29847. if (this.defaultMaterial) {
  29848. this.defaultMaterial.dispose();
  29849. }
  29850. while (this.multiMaterials.length) {
  29851. this.multiMaterials[0].dispose();
  29852. }
  29853. while (this.materials.length) {
  29854. this.materials[0].dispose();
  29855. }
  29856. // Release particles
  29857. while (this.particleSystems.length) {
  29858. this.particleSystems[0].dispose();
  29859. }
  29860. // Release postProcesses
  29861. while (this.postProcesses.length) {
  29862. this.postProcesses[0].dispose();
  29863. }
  29864. // Release textures
  29865. while (this.textures.length) {
  29866. this.textures[0].dispose();
  29867. }
  29868. // Release UBO
  29869. this._sceneUbo.dispose();
  29870. if (this._alternateSceneUbo) {
  29871. this._alternateSceneUbo.dispose();
  29872. }
  29873. // Post-processes
  29874. this.postProcessManager.dispose();
  29875. // Remove from engine
  29876. index = this._engine.scenes.indexOf(this);
  29877. if (index > -1) {
  29878. this._engine.scenes.splice(index, 1);
  29879. }
  29880. this._engine.wipeCaches(true);
  29881. this._isDisposed = true;
  29882. };
  29883. Object.defineProperty(Scene.prototype, "isDisposed", {
  29884. /**
  29885. * Gets if the scene is already disposed
  29886. */
  29887. get: function () {
  29888. return this._isDisposed;
  29889. },
  29890. enumerable: true,
  29891. configurable: true
  29892. });
  29893. /**
  29894. * Call this function to reduce memory footprint of the scene.
  29895. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29896. */
  29897. Scene.prototype.clearCachedVertexData = function () {
  29898. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29899. var mesh = this.meshes[meshIndex];
  29900. var geometry = mesh.geometry;
  29901. if (geometry) {
  29902. geometry._indices = [];
  29903. for (var vbName in geometry._vertexBuffers) {
  29904. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29905. continue;
  29906. }
  29907. geometry._vertexBuffers[vbName]._buffer._data = null;
  29908. }
  29909. }
  29910. }
  29911. };
  29912. /**
  29913. * This function will remove the local cached buffer data from texture.
  29914. * It will save memory but will prevent the texture from being rebuilt
  29915. */
  29916. Scene.prototype.cleanCachedTextureBuffer = function () {
  29917. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29918. var baseTexture = _a[_i];
  29919. var buffer = baseTexture._buffer;
  29920. if (buffer) {
  29921. baseTexture._buffer = null;
  29922. }
  29923. }
  29924. };
  29925. /**
  29926. * Get the world extend vectors with an optional filter
  29927. *
  29928. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29929. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29930. */
  29931. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29932. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29933. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29934. filterPredicate = filterPredicate || (function () { return true; });
  29935. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29936. mesh.computeWorldMatrix(true);
  29937. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29938. return;
  29939. }
  29940. var boundingInfo = mesh.getBoundingInfo();
  29941. var minBox = boundingInfo.boundingBox.minimumWorld;
  29942. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29943. BABYLON.Tools.CheckExtends(minBox, min, max);
  29944. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29945. });
  29946. return {
  29947. min: min,
  29948. max: max
  29949. };
  29950. };
  29951. // Picking
  29952. /**
  29953. * Creates a ray that can be used to pick in the scene
  29954. * @param x defines the x coordinate of the origin (on-screen)
  29955. * @param y defines the y coordinate of the origin (on-screen)
  29956. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29957. * @param camera defines the camera to use for the picking
  29958. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29959. * @returns a Ray
  29960. */
  29961. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29962. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29963. var result = BABYLON.Ray.Zero();
  29964. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29965. return result;
  29966. };
  29967. /**
  29968. * Creates a ray that can be used to pick in the scene
  29969. * @param x defines the x coordinate of the origin (on-screen)
  29970. * @param y defines the y coordinate of the origin (on-screen)
  29971. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29972. * @param result defines the ray where to store the picking ray
  29973. * @param camera defines the camera to use for the picking
  29974. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29975. * @returns the current scene
  29976. */
  29977. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29978. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29979. var engine = this._engine;
  29980. if (!camera) {
  29981. if (!this.activeCamera) {
  29982. throw new Error("Active camera not set");
  29983. }
  29984. camera = this.activeCamera;
  29985. }
  29986. var cameraViewport = camera.viewport;
  29987. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29988. // Moving coordinates to local viewport world
  29989. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29990. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29991. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29992. return this;
  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 camera defines the camera to use for the picking
  29999. * @returns a Ray
  30000. */
  30001. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30002. var result = BABYLON.Ray.Zero();
  30003. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30004. return result;
  30005. };
  30006. /**
  30007. * Creates a ray that can be used to pick in the scene
  30008. * @param x defines the x coordinate of the origin (on-screen)
  30009. * @param y defines the y coordinate of the origin (on-screen)
  30010. * @param result defines the ray where to store the picking ray
  30011. * @param camera defines the camera to use for the picking
  30012. * @returns the current scene
  30013. */
  30014. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30015. if (!BABYLON.PickingInfo) {
  30016. return this;
  30017. }
  30018. var engine = this._engine;
  30019. if (!camera) {
  30020. if (!this.activeCamera) {
  30021. throw new Error("Active camera not set");
  30022. }
  30023. camera = this.activeCamera;
  30024. }
  30025. var cameraViewport = camera.viewport;
  30026. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30027. var identity = BABYLON.Matrix.Identity();
  30028. // Moving coordinates to local viewport world
  30029. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30030. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30031. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30032. return this;
  30033. };
  30034. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30035. if (!BABYLON.PickingInfo) {
  30036. return null;
  30037. }
  30038. var pickingInfo = null;
  30039. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30040. var mesh = this.meshes[meshIndex];
  30041. if (predicate) {
  30042. if (!predicate(mesh)) {
  30043. continue;
  30044. }
  30045. }
  30046. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30047. continue;
  30048. }
  30049. var world = mesh.getWorldMatrix();
  30050. var ray = rayFunction(world);
  30051. var result = mesh.intersects(ray, fastCheck);
  30052. if (!result || !result.hit) {
  30053. continue;
  30054. }
  30055. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30056. continue;
  30057. }
  30058. pickingInfo = result;
  30059. if (fastCheck) {
  30060. break;
  30061. }
  30062. }
  30063. return pickingInfo || new BABYLON.PickingInfo();
  30064. };
  30065. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30066. if (!BABYLON.PickingInfo) {
  30067. return null;
  30068. }
  30069. var pickingInfos = new Array();
  30070. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30071. var mesh = this.meshes[meshIndex];
  30072. if (predicate) {
  30073. if (!predicate(mesh)) {
  30074. continue;
  30075. }
  30076. }
  30077. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30078. continue;
  30079. }
  30080. var world = mesh.getWorldMatrix();
  30081. var ray = rayFunction(world);
  30082. var result = mesh.intersects(ray, false);
  30083. if (!result || !result.hit) {
  30084. continue;
  30085. }
  30086. pickingInfos.push(result);
  30087. }
  30088. return pickingInfos;
  30089. };
  30090. /** Launch a ray to try to pick a mesh in the scene
  30091. * @param x position on screen
  30092. * @param y position on screen
  30093. * @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
  30094. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30095. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30096. * @returns a PickingInfo
  30097. */
  30098. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30099. var _this = this;
  30100. if (!BABYLON.PickingInfo) {
  30101. return null;
  30102. }
  30103. var result = this._internalPick(function (world) {
  30104. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30105. return _this._tempPickingRay;
  30106. }, predicate, fastCheck);
  30107. if (result) {
  30108. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30109. }
  30110. return result;
  30111. };
  30112. /** Use the given ray to pick a mesh in the scene
  30113. * @param ray The ray to use to pick meshes
  30114. * @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
  30115. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30116. * @returns a PickingInfo
  30117. */
  30118. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30119. var _this = this;
  30120. var result = this._internalPick(function (world) {
  30121. if (!_this._pickWithRayInverseMatrix) {
  30122. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30123. }
  30124. world.invertToRef(_this._pickWithRayInverseMatrix);
  30125. if (!_this._cachedRayForTransform) {
  30126. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30127. }
  30128. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30129. return _this._cachedRayForTransform;
  30130. }, predicate, fastCheck);
  30131. if (result) {
  30132. result.ray = ray;
  30133. }
  30134. return result;
  30135. };
  30136. /**
  30137. * Launch a ray to try to pick a mesh in the scene
  30138. * @param x X position on screen
  30139. * @param y Y position on screen
  30140. * @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
  30141. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30142. * @returns an array of PickingInfo
  30143. */
  30144. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30145. var _this = this;
  30146. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30147. };
  30148. /**
  30149. * Launch a ray to try to pick a mesh in the scene
  30150. * @param ray Ray to use
  30151. * @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
  30152. * @returns an array of PickingInfo
  30153. */
  30154. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30155. var _this = this;
  30156. return this._internalMultiPick(function (world) {
  30157. if (!_this._pickWithRayInverseMatrix) {
  30158. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30159. }
  30160. world.invertToRef(_this._pickWithRayInverseMatrix);
  30161. if (!_this._cachedRayForTransform) {
  30162. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30163. }
  30164. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30165. return _this._cachedRayForTransform;
  30166. }, predicate);
  30167. };
  30168. /**
  30169. * Force the value of meshUnderPointer
  30170. * @param mesh defines the mesh to use
  30171. */
  30172. Scene.prototype.setPointerOverMesh = function (mesh) {
  30173. if (this._pointerOverMesh === mesh) {
  30174. return;
  30175. }
  30176. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30177. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30178. }
  30179. this._pointerOverMesh = mesh;
  30180. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30181. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30182. }
  30183. };
  30184. /**
  30185. * Gets the mesh under the pointer
  30186. * @returns a Mesh or null if no mesh is under the pointer
  30187. */
  30188. Scene.prototype.getPointerOverMesh = function () {
  30189. return this._pointerOverMesh;
  30190. };
  30191. // Misc.
  30192. /** @hidden */
  30193. Scene.prototype._rebuildGeometries = function () {
  30194. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30195. var geometry = _a[_i];
  30196. geometry._rebuild();
  30197. }
  30198. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30199. var mesh = _c[_b];
  30200. mesh._rebuild();
  30201. }
  30202. if (this.postProcessManager) {
  30203. this.postProcessManager._rebuild();
  30204. }
  30205. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30206. var component = _e[_d];
  30207. component.rebuild();
  30208. }
  30209. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30210. var system = _g[_f];
  30211. system.rebuild();
  30212. }
  30213. };
  30214. /** @hidden */
  30215. Scene.prototype._rebuildTextures = function () {
  30216. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30217. var texture = _a[_i];
  30218. texture._rebuild();
  30219. }
  30220. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30221. };
  30222. // Tags
  30223. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30224. if (tagsQuery === undefined) {
  30225. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30226. return list;
  30227. }
  30228. var listByTags = [];
  30229. forEach = forEach || (function (item) { return; });
  30230. for (var i in list) {
  30231. var item = list[i];
  30232. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30233. listByTags.push(item);
  30234. forEach(item);
  30235. }
  30236. }
  30237. return listByTags;
  30238. };
  30239. /**
  30240. * Get a list of meshes by tags
  30241. * @param tagsQuery defines the tags query to use
  30242. * @param forEach defines a predicate used to filter results
  30243. * @returns an array of Mesh
  30244. */
  30245. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30246. return this._getByTags(this.meshes, tagsQuery, forEach);
  30247. };
  30248. /**
  30249. * Get a list of cameras by tags
  30250. * @param tagsQuery defines the tags query to use
  30251. * @param forEach defines a predicate used to filter results
  30252. * @returns an array of Camera
  30253. */
  30254. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30255. return this._getByTags(this.cameras, tagsQuery, forEach);
  30256. };
  30257. /**
  30258. * Get a list of lights by tags
  30259. * @param tagsQuery defines the tags query to use
  30260. * @param forEach defines a predicate used to filter results
  30261. * @returns an array of Light
  30262. */
  30263. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30264. return this._getByTags(this.lights, tagsQuery, forEach);
  30265. };
  30266. /**
  30267. * Get a list of materials by tags
  30268. * @param tagsQuery defines the tags query to use
  30269. * @param forEach defines a predicate used to filter results
  30270. * @returns an array of Material
  30271. */
  30272. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30273. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30274. };
  30275. /**
  30276. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30277. * This allowed control for front to back rendering or reversly depending of the special needs.
  30278. *
  30279. * @param renderingGroupId The rendering group id corresponding to its index
  30280. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30281. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30282. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30283. */
  30284. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30285. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30286. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30287. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30288. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30289. };
  30290. /**
  30291. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30292. *
  30293. * @param renderingGroupId The rendering group id corresponding to its index
  30294. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30295. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30296. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30297. */
  30298. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30299. if (depth === void 0) { depth = true; }
  30300. if (stencil === void 0) { stencil = true; }
  30301. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30302. };
  30303. /**
  30304. * Gets the current auto clear configuration for one rendering group of the rendering
  30305. * manager.
  30306. * @param index the rendering group index to get the information for
  30307. * @returns The auto clear setup for the requested rendering group
  30308. */
  30309. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30310. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30311. };
  30312. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30313. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30314. get: function () {
  30315. return this._blockMaterialDirtyMechanism;
  30316. },
  30317. set: function (value) {
  30318. if (this._blockMaterialDirtyMechanism === value) {
  30319. return;
  30320. }
  30321. this._blockMaterialDirtyMechanism = value;
  30322. if (!value) { // Do a complete update
  30323. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30324. }
  30325. },
  30326. enumerable: true,
  30327. configurable: true
  30328. });
  30329. /**
  30330. * Will flag all materials as dirty to trigger new shader compilation
  30331. * @param flag defines the flag used to specify which material part must be marked as dirty
  30332. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30333. */
  30334. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30335. if (this._blockMaterialDirtyMechanism) {
  30336. return;
  30337. }
  30338. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30339. var material = _a[_i];
  30340. if (predicate && !predicate(material)) {
  30341. continue;
  30342. }
  30343. material.markAsDirty(flag);
  30344. }
  30345. };
  30346. /** @hidden */
  30347. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30348. var _this = this;
  30349. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30350. this._activeRequests.push(request);
  30351. request.onCompleteObservable.add(function (request) {
  30352. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30353. });
  30354. return request;
  30355. };
  30356. /** @hidden */
  30357. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30358. var _this = this;
  30359. return new Promise(function (resolve, reject) {
  30360. _this._loadFile(url, function (data) {
  30361. resolve(data);
  30362. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30363. reject(exception);
  30364. });
  30365. });
  30366. };
  30367. // Statics
  30368. Scene._uniqueIdCounter = 0;
  30369. /** The fog is deactivated */
  30370. Scene.FOGMODE_NONE = 0;
  30371. /** The fog density is following an exponential function */
  30372. Scene.FOGMODE_EXP = 1;
  30373. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30374. Scene.FOGMODE_EXP2 = 2;
  30375. /** The fog density is following a linear function. */
  30376. Scene.FOGMODE_LINEAR = 3;
  30377. /**
  30378. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30379. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30380. */
  30381. Scene.MinDeltaTime = 1.0;
  30382. /**
  30383. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30384. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30385. */
  30386. Scene.MaxDeltaTime = 1000.0;
  30387. /** The distance in pixel that you have to move to prevent some events */
  30388. Scene.DragMovementThreshold = 10; // in pixels
  30389. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30390. Scene.LongPressDelay = 500; // in milliseconds
  30391. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30392. Scene.DoubleClickDelay = 300; // in milliseconds
  30393. /** If you need to check double click without raising a single click at first click, enable this flag */
  30394. Scene.ExclusiveDoubleClickMode = false;
  30395. return Scene;
  30396. }(BABYLON.AbstractScene));
  30397. BABYLON.Scene = Scene;
  30398. })(BABYLON || (BABYLON = {}));
  30399. //# sourceMappingURL=babylon.scene.js.map
  30400. var BABYLON;
  30401. (function (BABYLON) {
  30402. /**
  30403. * Set of assets to keep when moving a scene into an asset container.
  30404. */
  30405. var KeepAssets = /** @class */ (function (_super) {
  30406. __extends(KeepAssets, _super);
  30407. function KeepAssets() {
  30408. return _super !== null && _super.apply(this, arguments) || this;
  30409. }
  30410. return KeepAssets;
  30411. }(BABYLON.AbstractScene));
  30412. BABYLON.KeepAssets = KeepAssets;
  30413. /**
  30414. * Container with a set of assets that can be added or removed from a scene.
  30415. */
  30416. var AssetContainer = /** @class */ (function (_super) {
  30417. __extends(AssetContainer, _super);
  30418. /**
  30419. * Instantiates an AssetContainer.
  30420. * @param scene The scene the AssetContainer belongs to.
  30421. */
  30422. function AssetContainer(scene) {
  30423. var _this = _super.call(this) || this;
  30424. _this.scene = scene;
  30425. _this["sounds"] = [];
  30426. _this["effectLayers"] = [];
  30427. _this["layers"] = [];
  30428. _this["lensFlareSystems"] = [];
  30429. _this["proceduralTextures"] = [];
  30430. _this["reflectionProbes"] = [];
  30431. return _this;
  30432. }
  30433. /**
  30434. * Adds all the assets from the container to the scene.
  30435. */
  30436. AssetContainer.prototype.addAllToScene = function () {
  30437. var _this = this;
  30438. this.cameras.forEach(function (o) {
  30439. _this.scene.addCamera(o);
  30440. });
  30441. this.lights.forEach(function (o) {
  30442. _this.scene.addLight(o);
  30443. });
  30444. this.meshes.forEach(function (o) {
  30445. _this.scene.addMesh(o);
  30446. });
  30447. this.skeletons.forEach(function (o) {
  30448. _this.scene.addSkeleton(o);
  30449. });
  30450. this.animations.forEach(function (o) {
  30451. _this.scene.addAnimation(o);
  30452. });
  30453. this.animationGroups.forEach(function (o) {
  30454. _this.scene.addAnimationGroup(o);
  30455. });
  30456. this.multiMaterials.forEach(function (o) {
  30457. _this.scene.addMultiMaterial(o);
  30458. });
  30459. this.materials.forEach(function (o) {
  30460. _this.scene.addMaterial(o);
  30461. });
  30462. this.morphTargetManagers.forEach(function (o) {
  30463. _this.scene.addMorphTargetManager(o);
  30464. });
  30465. this.geometries.forEach(function (o) {
  30466. _this.scene.addGeometry(o);
  30467. });
  30468. this.transformNodes.forEach(function (o) {
  30469. _this.scene.addTransformNode(o);
  30470. });
  30471. this.actionManagers.forEach(function (o) {
  30472. _this.scene.addActionManager(o);
  30473. });
  30474. this.textures.forEach(function (o) {
  30475. _this.scene.addTexture(o);
  30476. });
  30477. this.reflectionProbes.forEach(function (o) {
  30478. _this.scene.addReflectionProbe(o);
  30479. });
  30480. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30481. var component = _a[_i];
  30482. component.addFromContainer(this);
  30483. }
  30484. };
  30485. /**
  30486. * Removes all the assets in the container from the scene
  30487. */
  30488. AssetContainer.prototype.removeAllFromScene = function () {
  30489. var _this = this;
  30490. this.cameras.forEach(function (o) {
  30491. _this.scene.removeCamera(o);
  30492. });
  30493. this.lights.forEach(function (o) {
  30494. _this.scene.removeLight(o);
  30495. });
  30496. this.meshes.forEach(function (o) {
  30497. _this.scene.removeMesh(o);
  30498. });
  30499. this.skeletons.forEach(function (o) {
  30500. _this.scene.removeSkeleton(o);
  30501. });
  30502. this.animations.forEach(function (o) {
  30503. _this.scene.removeAnimation(o);
  30504. });
  30505. this.animationGroups.forEach(function (o) {
  30506. _this.scene.removeAnimationGroup(o);
  30507. });
  30508. this.multiMaterials.forEach(function (o) {
  30509. _this.scene.removeMultiMaterial(o);
  30510. });
  30511. this.materials.forEach(function (o) {
  30512. _this.scene.removeMaterial(o);
  30513. });
  30514. this.morphTargetManagers.forEach(function (o) {
  30515. _this.scene.removeMorphTargetManager(o);
  30516. });
  30517. this.geometries.forEach(function (o) {
  30518. _this.scene.removeGeometry(o);
  30519. });
  30520. this.transformNodes.forEach(function (o) {
  30521. _this.scene.removeTransformNode(o);
  30522. });
  30523. this.actionManagers.forEach(function (o) {
  30524. _this.scene.removeActionManager(o);
  30525. });
  30526. this.textures.forEach(function (o) {
  30527. _this.scene.removeTexture(o);
  30528. });
  30529. this.reflectionProbes.forEach(function (o) {
  30530. _this.scene.removeReflectionProbe(o);
  30531. });
  30532. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30533. var component = _a[_i];
  30534. component.removeFromContainer(this);
  30535. }
  30536. };
  30537. /**
  30538. * Disposes all the assets in the container
  30539. */
  30540. AssetContainer.prototype.dispose = function () {
  30541. this.cameras.forEach(function (o) {
  30542. o.dispose();
  30543. });
  30544. this.lights.forEach(function (o) {
  30545. o.dispose();
  30546. });
  30547. this.meshes.forEach(function (o) {
  30548. o.dispose();
  30549. });
  30550. this.skeletons.forEach(function (o) {
  30551. o.dispose();
  30552. });
  30553. this.animationGroups.forEach(function (o) {
  30554. o.dispose();
  30555. });
  30556. this.multiMaterials.forEach(function (o) {
  30557. o.dispose();
  30558. });
  30559. this.materials.forEach(function (o) {
  30560. o.dispose();
  30561. });
  30562. this.geometries.forEach(function (o) {
  30563. o.dispose();
  30564. });
  30565. this.transformNodes.forEach(function (o) {
  30566. o.dispose();
  30567. });
  30568. this.actionManagers.forEach(function (o) {
  30569. o.dispose();
  30570. });
  30571. this.textures.forEach(function (o) {
  30572. o.dispose();
  30573. });
  30574. this.reflectionProbes.forEach(function (o) {
  30575. o.dispose();
  30576. });
  30577. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30578. var component = _a[_i];
  30579. component.dispose();
  30580. }
  30581. };
  30582. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30583. if (!sourceAssets) {
  30584. return;
  30585. }
  30586. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30587. var asset = sourceAssets_1[_i];
  30588. var move = true;
  30589. if (keepAssets) {
  30590. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30591. var keepAsset = keepAssets_1[_a];
  30592. if (asset === keepAsset) {
  30593. move = false;
  30594. break;
  30595. }
  30596. }
  30597. }
  30598. if (move) {
  30599. targetAssets.push(asset);
  30600. }
  30601. }
  30602. };
  30603. /**
  30604. * Removes all the assets contained in the scene and adds them to the container.
  30605. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30606. */
  30607. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30608. if (keepAssets === undefined) {
  30609. keepAssets = new KeepAssets();
  30610. }
  30611. for (var key in this) {
  30612. if (this.hasOwnProperty(key)) {
  30613. this[key] = this[key] || [];
  30614. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30615. }
  30616. }
  30617. this.removeAllFromScene();
  30618. };
  30619. /**
  30620. * 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.
  30621. * @returns the root mesh
  30622. */
  30623. AssetContainer.prototype.createRootMesh = function () {
  30624. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30625. this.meshes.forEach(function (m) {
  30626. if (!m.parent) {
  30627. rootMesh.addChild(m);
  30628. }
  30629. });
  30630. this.meshes.unshift(rootMesh);
  30631. return rootMesh;
  30632. };
  30633. return AssetContainer;
  30634. }(BABYLON.AbstractScene));
  30635. BABYLON.AssetContainer = AssetContainer;
  30636. })(BABYLON || (BABYLON = {}));
  30637. //# sourceMappingURL=babylon.assetContainer.js.map
  30638. var BABYLON;
  30639. (function (BABYLON) {
  30640. /**
  30641. * Class used to store data that will be store in GPU memory
  30642. */
  30643. var Buffer = /** @class */ (function () {
  30644. /**
  30645. * Constructor
  30646. * @param engine the engine
  30647. * @param data the data to use for this buffer
  30648. * @param updatable whether the data is updatable
  30649. * @param stride the stride (optional)
  30650. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30651. * @param instanced whether the buffer is instanced (optional)
  30652. * @param useBytes set to true if the stride in in bytes (optional)
  30653. */
  30654. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30655. if (stride === void 0) { stride = 0; }
  30656. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30657. if (instanced === void 0) { instanced = false; }
  30658. if (useBytes === void 0) { useBytes = false; }
  30659. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30660. this._engine = engine.getScene().getEngine();
  30661. }
  30662. else {
  30663. this._engine = engine;
  30664. }
  30665. this._updatable = updatable;
  30666. this._instanced = instanced;
  30667. this._data = data;
  30668. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30669. if (!postponeInternalCreation) { // by default
  30670. this.create();
  30671. }
  30672. }
  30673. /**
  30674. * Create a new VertexBuffer based on the current buffer
  30675. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30676. * @param offset defines offset in the buffer (0 by default)
  30677. * @param size defines the size in floats of attributes (position is 3 for instance)
  30678. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30679. * @param instanced defines if the vertex buffer contains indexed data
  30680. * @param useBytes defines if the offset and stride are in bytes
  30681. * @returns the new vertex buffer
  30682. */
  30683. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30684. if (useBytes === void 0) { useBytes = false; }
  30685. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30686. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30687. // a lot of these parameters are ignored as they are overriden by the buffer
  30688. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30689. };
  30690. // Properties
  30691. /**
  30692. * Gets a boolean indicating if the Buffer is updatable?
  30693. * @returns true if the buffer is updatable
  30694. */
  30695. Buffer.prototype.isUpdatable = function () {
  30696. return this._updatable;
  30697. };
  30698. /**
  30699. * Gets current buffer's data
  30700. * @returns a DataArray or null
  30701. */
  30702. Buffer.prototype.getData = function () {
  30703. return this._data;
  30704. };
  30705. /**
  30706. * Gets underlying native buffer
  30707. * @returns underlying native buffer
  30708. */
  30709. Buffer.prototype.getBuffer = function () {
  30710. return this._buffer;
  30711. };
  30712. /**
  30713. * Gets the stride in float32 units (i.e. byte stride / 4).
  30714. * May not be an integer if the byte stride is not divisible by 4.
  30715. * DEPRECATED. Use byteStride instead.
  30716. * @returns the stride in float32 units
  30717. */
  30718. Buffer.prototype.getStrideSize = function () {
  30719. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30720. };
  30721. // Methods
  30722. /**
  30723. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30724. * @param data defines the data to store
  30725. */
  30726. Buffer.prototype.create = function (data) {
  30727. if (data === void 0) { data = null; }
  30728. if (!data && this._buffer) {
  30729. return; // nothing to do
  30730. }
  30731. data = data || this._data;
  30732. if (!data) {
  30733. return;
  30734. }
  30735. if (!this._buffer) { // create buffer
  30736. if (this._updatable) {
  30737. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30738. this._data = data;
  30739. }
  30740. else {
  30741. this._buffer = this._engine.createVertexBuffer(data);
  30742. }
  30743. }
  30744. else if (this._updatable) { // update buffer
  30745. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30746. this._data = data;
  30747. }
  30748. };
  30749. /** @hidden */
  30750. Buffer.prototype._rebuild = function () {
  30751. this._buffer = null;
  30752. this.create(this._data);
  30753. };
  30754. /**
  30755. * Update current buffer data
  30756. * @param data defines the data to store
  30757. */
  30758. Buffer.prototype.update = function (data) {
  30759. this.create(data);
  30760. };
  30761. /**
  30762. * Updates the data directly.
  30763. * @param data the new data
  30764. * @param offset the new offset
  30765. * @param vertexCount the vertex count (optional)
  30766. * @param useBytes set to true if the offset is in bytes
  30767. */
  30768. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30769. if (useBytes === void 0) { useBytes = false; }
  30770. if (!this._buffer) {
  30771. return;
  30772. }
  30773. if (this._updatable) { // update buffer
  30774. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30775. this._data = null;
  30776. }
  30777. };
  30778. /**
  30779. * Release all resources
  30780. */
  30781. Buffer.prototype.dispose = function () {
  30782. if (!this._buffer) {
  30783. return;
  30784. }
  30785. if (this._engine._releaseBuffer(this._buffer)) {
  30786. this._buffer = null;
  30787. }
  30788. };
  30789. return Buffer;
  30790. }());
  30791. BABYLON.Buffer = Buffer;
  30792. })(BABYLON || (BABYLON = {}));
  30793. //# sourceMappingURL=babylon.buffer.js.map
  30794. var BABYLON;
  30795. (function (BABYLON) {
  30796. /**
  30797. * Specialized buffer used to store vertex data
  30798. */
  30799. var VertexBuffer = /** @class */ (function () {
  30800. /**
  30801. * Constructor
  30802. * @param engine the engine
  30803. * @param data the data to use for this vertex buffer
  30804. * @param kind the vertex buffer kind
  30805. * @param updatable whether the data is updatable
  30806. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30807. * @param stride the stride (optional)
  30808. * @param instanced whether the buffer is instanced (optional)
  30809. * @param offset the offset of the data (optional)
  30810. * @param size the number of components (optional)
  30811. * @param type the type of the component (optional)
  30812. * @param normalized whether the data contains normalized data (optional)
  30813. * @param useBytes set to true if stride and offset are in bytes (optional)
  30814. */
  30815. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30816. if (normalized === void 0) { normalized = false; }
  30817. if (useBytes === void 0) { useBytes = false; }
  30818. if (data instanceof BABYLON.Buffer) {
  30819. this._buffer = data;
  30820. this._ownsBuffer = false;
  30821. }
  30822. else {
  30823. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30824. this._ownsBuffer = true;
  30825. }
  30826. this._kind = kind;
  30827. if (type == undefined) {
  30828. var data_1 = this.getData();
  30829. this.type = VertexBuffer.FLOAT;
  30830. if (data_1 instanceof Int8Array) {
  30831. this.type = VertexBuffer.BYTE;
  30832. }
  30833. else if (data_1 instanceof Uint8Array) {
  30834. this.type = VertexBuffer.UNSIGNED_BYTE;
  30835. }
  30836. else if (data_1 instanceof Int16Array) {
  30837. this.type = VertexBuffer.SHORT;
  30838. }
  30839. else if (data_1 instanceof Uint16Array) {
  30840. this.type = VertexBuffer.UNSIGNED_SHORT;
  30841. }
  30842. else if (data_1 instanceof Int32Array) {
  30843. this.type = VertexBuffer.INT;
  30844. }
  30845. else if (data_1 instanceof Uint32Array) {
  30846. this.type = VertexBuffer.UNSIGNED_INT;
  30847. }
  30848. }
  30849. else {
  30850. this.type = type;
  30851. }
  30852. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30853. if (useBytes) {
  30854. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30855. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30856. this.byteOffset = offset || 0;
  30857. }
  30858. else {
  30859. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30860. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30861. this.byteOffset = (offset || 0) * typeByteLength;
  30862. }
  30863. this.normalized = normalized;
  30864. this._instanced = instanced !== undefined ? instanced : false;
  30865. this._instanceDivisor = instanced ? 1 : 0;
  30866. }
  30867. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30868. /**
  30869. * Gets or sets the instance divisor when in instanced mode
  30870. */
  30871. get: function () {
  30872. return this._instanceDivisor;
  30873. },
  30874. set: function (value) {
  30875. this._instanceDivisor = value;
  30876. if (value == 0) {
  30877. this._instanced = false;
  30878. }
  30879. else {
  30880. this._instanced = true;
  30881. }
  30882. },
  30883. enumerable: true,
  30884. configurable: true
  30885. });
  30886. /** @hidden */
  30887. VertexBuffer.prototype._rebuild = function () {
  30888. if (!this._buffer) {
  30889. return;
  30890. }
  30891. this._buffer._rebuild();
  30892. };
  30893. /**
  30894. * Returns the kind of the VertexBuffer (string)
  30895. * @returns a string
  30896. */
  30897. VertexBuffer.prototype.getKind = function () {
  30898. return this._kind;
  30899. };
  30900. // Properties
  30901. /**
  30902. * Gets a boolean indicating if the VertexBuffer is updatable?
  30903. * @returns true if the buffer is updatable
  30904. */
  30905. VertexBuffer.prototype.isUpdatable = function () {
  30906. return this._buffer.isUpdatable();
  30907. };
  30908. /**
  30909. * Gets current buffer's data
  30910. * @returns a DataArray or null
  30911. */
  30912. VertexBuffer.prototype.getData = function () {
  30913. return this._buffer.getData();
  30914. };
  30915. /**
  30916. * Gets underlying native buffer
  30917. * @returns underlying native buffer
  30918. */
  30919. VertexBuffer.prototype.getBuffer = function () {
  30920. return this._buffer.getBuffer();
  30921. };
  30922. /**
  30923. * Gets the stride in float32 units (i.e. byte stride / 4).
  30924. * May not be an integer if the byte stride is not divisible by 4.
  30925. * DEPRECATED. Use byteStride instead.
  30926. * @returns the stride in float32 units
  30927. */
  30928. VertexBuffer.prototype.getStrideSize = function () {
  30929. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30930. };
  30931. /**
  30932. * Returns the offset as a multiple of the type byte length.
  30933. * DEPRECATED. Use byteOffset instead.
  30934. * @returns the offset in bytes
  30935. */
  30936. VertexBuffer.prototype.getOffset = function () {
  30937. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30938. };
  30939. /**
  30940. * Returns the number of components per vertex attribute (integer)
  30941. * @returns the size in float
  30942. */
  30943. VertexBuffer.prototype.getSize = function () {
  30944. return this._size;
  30945. };
  30946. /**
  30947. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30948. * @returns true if this buffer is instanced
  30949. */
  30950. VertexBuffer.prototype.getIsInstanced = function () {
  30951. return this._instanced;
  30952. };
  30953. /**
  30954. * Returns the instancing divisor, zero for non-instanced (integer).
  30955. * @returns a number
  30956. */
  30957. VertexBuffer.prototype.getInstanceDivisor = function () {
  30958. return this._instanceDivisor;
  30959. };
  30960. // Methods
  30961. /**
  30962. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30963. * @param data defines the data to store
  30964. */
  30965. VertexBuffer.prototype.create = function (data) {
  30966. this._buffer.create(data);
  30967. };
  30968. /**
  30969. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30970. * This function will create a new buffer if the current one is not updatable
  30971. * @param data defines the data to store
  30972. */
  30973. VertexBuffer.prototype.update = function (data) {
  30974. this._buffer.update(data);
  30975. };
  30976. /**
  30977. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30978. * Returns the directly updated WebGLBuffer.
  30979. * @param data the new data
  30980. * @param offset the new offset
  30981. * @param useBytes set to true if the offset is in bytes
  30982. */
  30983. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30984. if (useBytes === void 0) { useBytes = false; }
  30985. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30986. };
  30987. /**
  30988. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30989. */
  30990. VertexBuffer.prototype.dispose = function () {
  30991. if (this._ownsBuffer) {
  30992. this._buffer.dispose();
  30993. }
  30994. };
  30995. /**
  30996. * Enumerates each value of this vertex buffer as numbers.
  30997. * @param count the number of values to enumerate
  30998. * @param callback the callback function called for each value
  30999. */
  31000. VertexBuffer.prototype.forEach = function (count, callback) {
  31001. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31002. };
  31003. /**
  31004. * Deduces the stride given a kind.
  31005. * @param kind The kind string to deduce
  31006. * @returns The deduced stride
  31007. */
  31008. VertexBuffer.DeduceStride = function (kind) {
  31009. switch (kind) {
  31010. case VertexBuffer.UVKind:
  31011. case VertexBuffer.UV2Kind:
  31012. case VertexBuffer.UV3Kind:
  31013. case VertexBuffer.UV4Kind:
  31014. case VertexBuffer.UV5Kind:
  31015. case VertexBuffer.UV6Kind:
  31016. return 2;
  31017. case VertexBuffer.NormalKind:
  31018. case VertexBuffer.PositionKind:
  31019. return 3;
  31020. case VertexBuffer.ColorKind:
  31021. case VertexBuffer.MatricesIndicesKind:
  31022. case VertexBuffer.MatricesIndicesExtraKind:
  31023. case VertexBuffer.MatricesWeightsKind:
  31024. case VertexBuffer.MatricesWeightsExtraKind:
  31025. case VertexBuffer.TangentKind:
  31026. return 4;
  31027. default:
  31028. throw new Error("Invalid kind '" + kind + "'");
  31029. }
  31030. };
  31031. /**
  31032. * Gets the byte length of the given type.
  31033. * @param type the type
  31034. * @returns the number of bytes
  31035. */
  31036. VertexBuffer.GetTypeByteLength = function (type) {
  31037. switch (type) {
  31038. case VertexBuffer.BYTE:
  31039. case VertexBuffer.UNSIGNED_BYTE:
  31040. return 1;
  31041. case VertexBuffer.SHORT:
  31042. case VertexBuffer.UNSIGNED_SHORT:
  31043. return 2;
  31044. case VertexBuffer.INT:
  31045. case VertexBuffer.FLOAT:
  31046. return 4;
  31047. default:
  31048. throw new Error("Invalid type '" + type + "'");
  31049. }
  31050. };
  31051. /**
  31052. * Enumerates each value of the given parameters as numbers.
  31053. * @param data the data to enumerate
  31054. * @param byteOffset the byte offset of the data
  31055. * @param byteStride the byte stride of the data
  31056. * @param componentCount the number of components per element
  31057. * @param componentType the type of the component
  31058. * @param count the total number of components
  31059. * @param normalized whether the data is normalized
  31060. * @param callback the callback function called for each value
  31061. */
  31062. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31063. if (data instanceof Array) {
  31064. var offset = byteOffset / 4;
  31065. var stride = byteStride / 4;
  31066. for (var index = 0; index < count; index += componentCount) {
  31067. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31068. callback(data[offset + componentIndex], index + componentIndex);
  31069. }
  31070. offset += stride;
  31071. }
  31072. }
  31073. else {
  31074. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31075. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31076. for (var index = 0; index < count; index += componentCount) {
  31077. var componentByteOffset = byteOffset;
  31078. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31079. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31080. callback(value, index + componentIndex);
  31081. componentByteOffset += componentByteLength;
  31082. }
  31083. byteOffset += byteStride;
  31084. }
  31085. }
  31086. };
  31087. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31088. switch (type) {
  31089. case VertexBuffer.BYTE: {
  31090. var value = dataView.getInt8(byteOffset);
  31091. if (normalized) {
  31092. value = Math.max(value / 127, -1);
  31093. }
  31094. return value;
  31095. }
  31096. case VertexBuffer.UNSIGNED_BYTE: {
  31097. var value = dataView.getUint8(byteOffset);
  31098. if (normalized) {
  31099. value = value / 255;
  31100. }
  31101. return value;
  31102. }
  31103. case VertexBuffer.SHORT: {
  31104. var value = dataView.getInt16(byteOffset, true);
  31105. if (normalized) {
  31106. value = Math.max(value / 16383, -1);
  31107. }
  31108. return value;
  31109. }
  31110. case VertexBuffer.UNSIGNED_SHORT: {
  31111. var value = dataView.getUint16(byteOffset, true);
  31112. if (normalized) {
  31113. value = value / 65535;
  31114. }
  31115. return value;
  31116. }
  31117. case VertexBuffer.FLOAT: {
  31118. return dataView.getFloat32(byteOffset, true);
  31119. }
  31120. default: {
  31121. throw new Error("Invalid component type " + type);
  31122. }
  31123. }
  31124. };
  31125. /**
  31126. * The byte type.
  31127. */
  31128. VertexBuffer.BYTE = 5120;
  31129. /**
  31130. * The unsigned byte type.
  31131. */
  31132. VertexBuffer.UNSIGNED_BYTE = 5121;
  31133. /**
  31134. * The short type.
  31135. */
  31136. VertexBuffer.SHORT = 5122;
  31137. /**
  31138. * The unsigned short type.
  31139. */
  31140. VertexBuffer.UNSIGNED_SHORT = 5123;
  31141. /**
  31142. * The integer type.
  31143. */
  31144. VertexBuffer.INT = 5124;
  31145. /**
  31146. * The unsigned integer type.
  31147. */
  31148. VertexBuffer.UNSIGNED_INT = 5125;
  31149. /**
  31150. * The float type.
  31151. */
  31152. VertexBuffer.FLOAT = 5126;
  31153. // Enums
  31154. /**
  31155. * Positions
  31156. */
  31157. VertexBuffer.PositionKind = "position";
  31158. /**
  31159. * Normals
  31160. */
  31161. VertexBuffer.NormalKind = "normal";
  31162. /**
  31163. * Tangents
  31164. */
  31165. VertexBuffer.TangentKind = "tangent";
  31166. /**
  31167. * Texture coordinates
  31168. */
  31169. VertexBuffer.UVKind = "uv";
  31170. /**
  31171. * Texture coordinates 2
  31172. */
  31173. VertexBuffer.UV2Kind = "uv2";
  31174. /**
  31175. * Texture coordinates 3
  31176. */
  31177. VertexBuffer.UV3Kind = "uv3";
  31178. /**
  31179. * Texture coordinates 4
  31180. */
  31181. VertexBuffer.UV4Kind = "uv4";
  31182. /**
  31183. * Texture coordinates 5
  31184. */
  31185. VertexBuffer.UV5Kind = "uv5";
  31186. /**
  31187. * Texture coordinates 6
  31188. */
  31189. VertexBuffer.UV6Kind = "uv6";
  31190. /**
  31191. * Colors
  31192. */
  31193. VertexBuffer.ColorKind = "color";
  31194. /**
  31195. * Matrix indices (for bones)
  31196. */
  31197. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31198. /**
  31199. * Matrix weights (for bones)
  31200. */
  31201. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31202. /**
  31203. * Additional matrix indices (for bones)
  31204. */
  31205. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31206. /**
  31207. * Additional matrix weights (for bones)
  31208. */
  31209. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31210. return VertexBuffer;
  31211. }());
  31212. BABYLON.VertexBuffer = VertexBuffer;
  31213. })(BABYLON || (BABYLON = {}));
  31214. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31215. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31216. var BABYLON;
  31217. (function (BABYLON) {
  31218. /**
  31219. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31220. */
  31221. var DummyInternalTextureTracker = /** @class */ (function () {
  31222. function DummyInternalTextureTracker() {
  31223. /**
  31224. * Gets or set the previous tracker in the list
  31225. */
  31226. this.previous = null;
  31227. /**
  31228. * Gets or set the next tracker in the list
  31229. */
  31230. this.next = null;
  31231. }
  31232. return DummyInternalTextureTracker;
  31233. }());
  31234. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31235. })(BABYLON || (BABYLON = {}));
  31236. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31237. var BABYLON;
  31238. (function (BABYLON) {
  31239. /**
  31240. * Class used to store data associated with WebGL texture data for the engine
  31241. * This class should not be used directly
  31242. */
  31243. var InternalTexture = /** @class */ (function () {
  31244. /**
  31245. * Creates a new InternalTexture
  31246. * @param engine defines the engine to use
  31247. * @param dataSource defines the type of data that will be used
  31248. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31249. */
  31250. function InternalTexture(engine, dataSource, delayAllocation) {
  31251. if (delayAllocation === void 0) { delayAllocation = false; }
  31252. /**
  31253. * Observable called when the texture is loaded
  31254. */
  31255. this.onLoadedObservable = new BABYLON.Observable();
  31256. /**
  31257. * Gets or set the previous tracker in the list
  31258. */
  31259. this.previous = null;
  31260. /**
  31261. * Gets or set the next tracker in the list
  31262. */
  31263. this.next = null;
  31264. // Private
  31265. /** @hidden */
  31266. this._initialSlot = -1;
  31267. /** @hidden */
  31268. this._designatedSlot = -1;
  31269. /** @hidden */
  31270. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31271. /** @hidden */
  31272. this._comparisonFunction = 0;
  31273. /** @hidden */
  31274. this._sphericalPolynomial = null;
  31275. /** @hidden */
  31276. this._lodGenerationScale = 0;
  31277. /** @hidden */
  31278. this._lodGenerationOffset = 0;
  31279. /** @hidden */
  31280. this._isRGBD = false;
  31281. /** @hidden */
  31282. this._references = 1;
  31283. this._engine = engine;
  31284. this._dataSource = dataSource;
  31285. if (!delayAllocation) {
  31286. this._webGLTexture = engine._createTexture();
  31287. }
  31288. }
  31289. /**
  31290. * Gets the Engine the texture belongs to.
  31291. * @returns The babylon engine
  31292. */
  31293. InternalTexture.prototype.getEngine = function () {
  31294. return this._engine;
  31295. };
  31296. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31297. /**
  31298. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31299. */
  31300. get: function () {
  31301. return this._dataSource;
  31302. },
  31303. enumerable: true,
  31304. configurable: true
  31305. });
  31306. /**
  31307. * Increments the number of references (ie. the number of Texture that point to it)
  31308. */
  31309. InternalTexture.prototype.incrementReferences = function () {
  31310. this._references++;
  31311. };
  31312. /**
  31313. * Change the size of the texture (not the size of the content)
  31314. * @param width defines the new width
  31315. * @param height defines the new height
  31316. * @param depth defines the new depth (1 by default)
  31317. */
  31318. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31319. if (depth === void 0) { depth = 1; }
  31320. this.width = width;
  31321. this.height = height;
  31322. this.depth = depth;
  31323. this.baseWidth = width;
  31324. this.baseHeight = height;
  31325. this.baseDepth = depth;
  31326. this._size = width * height * depth;
  31327. };
  31328. /** @hidden */
  31329. InternalTexture.prototype._rebuild = function () {
  31330. var _this = this;
  31331. var proxy;
  31332. this.isReady = false;
  31333. this._cachedCoordinatesMode = null;
  31334. this._cachedWrapU = null;
  31335. this._cachedWrapV = null;
  31336. this._cachedAnisotropicFilteringLevel = null;
  31337. switch (this._dataSource) {
  31338. case InternalTexture.DATASOURCE_TEMP:
  31339. return;
  31340. case InternalTexture.DATASOURCE_URL:
  31341. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31342. proxy._swapAndDie(_this);
  31343. _this.isReady = true;
  31344. }, null, this._buffer, undefined, this.format);
  31345. return;
  31346. case InternalTexture.DATASOURCE_RAW:
  31347. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31348. proxy._swapAndDie(this);
  31349. this.isReady = true;
  31350. return;
  31351. case InternalTexture.DATASOURCE_RAW3D:
  31352. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31353. proxy._swapAndDie(this);
  31354. this.isReady = true;
  31355. return;
  31356. case InternalTexture.DATASOURCE_DYNAMIC:
  31357. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31358. proxy._swapAndDie(this);
  31359. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31360. // The engine will make sure to update content so no need to flag it as isReady = true
  31361. return;
  31362. case InternalTexture.DATASOURCE_RENDERTARGET:
  31363. var options = new BABYLON.RenderTargetCreationOptions();
  31364. options.generateDepthBuffer = this._generateDepthBuffer;
  31365. options.generateMipMaps = this.generateMipMaps;
  31366. options.generateStencilBuffer = this._generateStencilBuffer;
  31367. options.samplingMode = this.samplingMode;
  31368. options.type = this.type;
  31369. if (this.isCube) {
  31370. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31371. }
  31372. else {
  31373. var size = {
  31374. width: this.width,
  31375. height: this.height
  31376. };
  31377. proxy = this._engine.createRenderTargetTexture(size, options);
  31378. }
  31379. proxy._swapAndDie(this);
  31380. this.isReady = true;
  31381. return;
  31382. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31383. var depthTextureOptions = {
  31384. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31385. comparisonFunction: this._comparisonFunction,
  31386. generateStencil: this._generateStencilBuffer,
  31387. isCube: this.isCube
  31388. };
  31389. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31390. proxy._swapAndDie(this);
  31391. this.isReady = true;
  31392. return;
  31393. case InternalTexture.DATASOURCE_CUBE:
  31394. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31395. proxy._swapAndDie(_this);
  31396. _this.isReady = true;
  31397. }, null, this.format, this._extension);
  31398. return;
  31399. case InternalTexture.DATASOURCE_CUBERAW:
  31400. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31401. proxy._swapAndDie(this);
  31402. this.isReady = true;
  31403. return;
  31404. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31405. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31406. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31407. proxy._swapAndDie(_this);
  31408. _this.isReady = true;
  31409. });
  31410. return;
  31411. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31412. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31413. if (proxy) {
  31414. proxy._swapAndDie(_this);
  31415. }
  31416. _this.isReady = true;
  31417. }, null, this.format, this._extension);
  31418. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31419. return;
  31420. }
  31421. };
  31422. /** @hidden */
  31423. InternalTexture.prototype._swapAndDie = function (target) {
  31424. target._webGLTexture = this._webGLTexture;
  31425. if (this._framebuffer) {
  31426. target._framebuffer = this._framebuffer;
  31427. }
  31428. if (this._depthStencilBuffer) {
  31429. target._depthStencilBuffer = this._depthStencilBuffer;
  31430. }
  31431. if (this._lodTextureHigh) {
  31432. if (target._lodTextureHigh) {
  31433. target._lodTextureHigh.dispose();
  31434. }
  31435. target._lodTextureHigh = this._lodTextureHigh;
  31436. }
  31437. if (this._lodTextureMid) {
  31438. if (target._lodTextureMid) {
  31439. target._lodTextureMid.dispose();
  31440. }
  31441. target._lodTextureMid = this._lodTextureMid;
  31442. }
  31443. if (this._lodTextureLow) {
  31444. if (target._lodTextureLow) {
  31445. target._lodTextureLow.dispose();
  31446. }
  31447. target._lodTextureLow = this._lodTextureLow;
  31448. }
  31449. var cache = this._engine.getLoadedTexturesCache();
  31450. var index = cache.indexOf(this);
  31451. if (index !== -1) {
  31452. cache.splice(index, 1);
  31453. }
  31454. };
  31455. /**
  31456. * Dispose the current allocated resources
  31457. */
  31458. InternalTexture.prototype.dispose = function () {
  31459. if (!this._webGLTexture) {
  31460. return;
  31461. }
  31462. this._references--;
  31463. if (this._references === 0) {
  31464. this._engine._releaseTexture(this);
  31465. this._webGLTexture = null;
  31466. this.previous = null;
  31467. this.next = null;
  31468. }
  31469. };
  31470. /**
  31471. * The source of the texture data is unknown
  31472. */
  31473. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31474. /**
  31475. * Texture data comes from an URL
  31476. */
  31477. InternalTexture.DATASOURCE_URL = 1;
  31478. /**
  31479. * Texture data is only used for temporary storage
  31480. */
  31481. InternalTexture.DATASOURCE_TEMP = 2;
  31482. /**
  31483. * Texture data comes from raw data (ArrayBuffer)
  31484. */
  31485. InternalTexture.DATASOURCE_RAW = 3;
  31486. /**
  31487. * Texture content is dynamic (video or dynamic texture)
  31488. */
  31489. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31490. /**
  31491. * Texture content is generated by rendering to it
  31492. */
  31493. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31494. /**
  31495. * Texture content is part of a multi render target process
  31496. */
  31497. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31498. /**
  31499. * Texture data comes from a cube data file
  31500. */
  31501. InternalTexture.DATASOURCE_CUBE = 7;
  31502. /**
  31503. * Texture data comes from a raw cube data
  31504. */
  31505. InternalTexture.DATASOURCE_CUBERAW = 8;
  31506. /**
  31507. * Texture data come from a prefiltered cube data file
  31508. */
  31509. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31510. /**
  31511. * Texture content is raw 3D data
  31512. */
  31513. InternalTexture.DATASOURCE_RAW3D = 10;
  31514. /**
  31515. * Texture content is a depth texture
  31516. */
  31517. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31518. /**
  31519. * Texture data comes from a raw cube data encoded with RGBD
  31520. */
  31521. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31522. return InternalTexture;
  31523. }());
  31524. BABYLON.InternalTexture = InternalTexture;
  31525. })(BABYLON || (BABYLON = {}));
  31526. //# sourceMappingURL=babylon.internalTexture.js.map
  31527. var BABYLON;
  31528. (function (BABYLON) {
  31529. /**
  31530. * Base class of all the textures in babylon.
  31531. * It groups all the common properties the materials, post process, lights... might need
  31532. * in order to make a correct use of the texture.
  31533. */
  31534. var BaseTexture = /** @class */ (function () {
  31535. /**
  31536. * Instantiates a new BaseTexture.
  31537. * Base class of all the textures in babylon.
  31538. * It groups all the common properties the materials, post process, lights... might need
  31539. * in order to make a correct use of the texture.
  31540. * @param scene Define the scene the texture blongs to
  31541. */
  31542. function BaseTexture(scene) {
  31543. /**
  31544. * Gets or sets an object used to store user defined information.
  31545. */
  31546. this.metadata = null;
  31547. /**
  31548. * For internal use only. Please do not use.
  31549. */
  31550. this.reservedDataStore = null;
  31551. this._hasAlpha = false;
  31552. /**
  31553. * Defines if the alpha value should be determined via the rgb values.
  31554. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31555. */
  31556. this.getAlphaFromRGB = false;
  31557. /**
  31558. * Intensity or strength of the texture.
  31559. * It is commonly used by materials to fine tune the intensity of the texture
  31560. */
  31561. this.level = 1;
  31562. /**
  31563. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31564. * This is part of the texture as textures usually maps to one uv set.
  31565. */
  31566. this.coordinatesIndex = 0;
  31567. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31568. /**
  31569. * | Value | Type | Description |
  31570. * | ----- | ------------------ | ----------- |
  31571. * | 0 | CLAMP_ADDRESSMODE | |
  31572. * | 1 | WRAP_ADDRESSMODE | |
  31573. * | 2 | MIRROR_ADDRESSMODE | |
  31574. */
  31575. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31576. /**
  31577. * | Value | Type | Description |
  31578. * | ----- | ------------------ | ----------- |
  31579. * | 0 | CLAMP_ADDRESSMODE | |
  31580. * | 1 | WRAP_ADDRESSMODE | |
  31581. * | 2 | MIRROR_ADDRESSMODE | |
  31582. */
  31583. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31584. /**
  31585. * | Value | Type | Description |
  31586. * | ----- | ------------------ | ----------- |
  31587. * | 0 | CLAMP_ADDRESSMODE | |
  31588. * | 1 | WRAP_ADDRESSMODE | |
  31589. * | 2 | MIRROR_ADDRESSMODE | |
  31590. */
  31591. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31592. /**
  31593. * With compliant hardware and browser (supporting anisotropic filtering)
  31594. * this defines the level of anisotropic filtering in the texture.
  31595. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31596. */
  31597. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31598. /**
  31599. * Define if the texture is a cube texture or if false a 2d texture.
  31600. */
  31601. this.isCube = false;
  31602. /**
  31603. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31604. */
  31605. this.is3D = false;
  31606. /**
  31607. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31608. * HDR texture are usually stored in linear space.
  31609. * This only impacts the PBR and Background materials
  31610. */
  31611. this.gammaSpace = true;
  31612. /**
  31613. * Is Z inverted in the texture (useful in a cube texture).
  31614. */
  31615. this.invertZ = false;
  31616. /**
  31617. * @hidden
  31618. */
  31619. this.lodLevelInAlpha = false;
  31620. /**
  31621. * Define if the texture is a render target.
  31622. */
  31623. this.isRenderTarget = false;
  31624. /**
  31625. * Define the list of animation attached to the texture.
  31626. */
  31627. this.animations = new Array();
  31628. /**
  31629. * An event triggered when the texture is disposed.
  31630. */
  31631. this.onDisposeObservable = new BABYLON.Observable();
  31632. /**
  31633. * Define the current state of the loading sequence when in delayed load mode.
  31634. */
  31635. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31636. this._cachedSize = BABYLON.Size.Zero();
  31637. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31638. if (this._scene) {
  31639. this.uniqueId = this._scene.getUniqueId();
  31640. this._scene.addTexture(this);
  31641. }
  31642. this._uid = null;
  31643. }
  31644. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31645. get: function () {
  31646. return this._hasAlpha;
  31647. },
  31648. /**
  31649. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31650. */
  31651. set: function (value) {
  31652. if (this._hasAlpha === value) {
  31653. return;
  31654. }
  31655. this._hasAlpha = value;
  31656. if (this._scene) {
  31657. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31658. }
  31659. },
  31660. enumerable: true,
  31661. configurable: true
  31662. });
  31663. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31664. get: function () {
  31665. return this._coordinatesMode;
  31666. },
  31667. /**
  31668. * How a texture is mapped.
  31669. *
  31670. * | Value | Type | Description |
  31671. * | ----- | ----------------------------------- | ----------- |
  31672. * | 0 | EXPLICIT_MODE | |
  31673. * | 1 | SPHERICAL_MODE | |
  31674. * | 2 | PLANAR_MODE | |
  31675. * | 3 | CUBIC_MODE | |
  31676. * | 4 | PROJECTION_MODE | |
  31677. * | 5 | SKYBOX_MODE | |
  31678. * | 6 | INVCUBIC_MODE | |
  31679. * | 7 | EQUIRECTANGULAR_MODE | |
  31680. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31681. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31682. */
  31683. set: function (value) {
  31684. if (this._coordinatesMode === value) {
  31685. return;
  31686. }
  31687. this._coordinatesMode = value;
  31688. if (this._scene) {
  31689. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31690. }
  31691. },
  31692. enumerable: true,
  31693. configurable: true
  31694. });
  31695. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31696. /**
  31697. * Gets whether or not the texture contains RGBD data.
  31698. */
  31699. get: function () {
  31700. return this._texture != null && this._texture._isRGBD;
  31701. },
  31702. enumerable: true,
  31703. configurable: true
  31704. });
  31705. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31706. /**
  31707. * Are mip maps generated for this texture or not.
  31708. */
  31709. get: function () {
  31710. return false;
  31711. },
  31712. enumerable: true,
  31713. configurable: true
  31714. });
  31715. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31716. /**
  31717. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31718. */
  31719. get: function () {
  31720. if (this._texture) {
  31721. return this._texture._lodGenerationOffset;
  31722. }
  31723. return 0.0;
  31724. },
  31725. set: function (value) {
  31726. if (this._texture) {
  31727. this._texture._lodGenerationOffset = value;
  31728. }
  31729. },
  31730. enumerable: true,
  31731. configurable: true
  31732. });
  31733. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31734. /**
  31735. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31736. */
  31737. get: function () {
  31738. if (this._texture) {
  31739. return this._texture._lodGenerationScale;
  31740. }
  31741. return 0.0;
  31742. },
  31743. set: function (value) {
  31744. if (this._texture) {
  31745. this._texture._lodGenerationScale = value;
  31746. }
  31747. },
  31748. enumerable: true,
  31749. configurable: true
  31750. });
  31751. Object.defineProperty(BaseTexture.prototype, "uid", {
  31752. /**
  31753. * Define the unique id of the texture in the scene.
  31754. */
  31755. get: function () {
  31756. if (!this._uid) {
  31757. this._uid = BABYLON.Tools.RandomId();
  31758. }
  31759. return this._uid;
  31760. },
  31761. enumerable: true,
  31762. configurable: true
  31763. });
  31764. /**
  31765. * Return a string representation of the texture.
  31766. * @returns the texture as a string
  31767. */
  31768. BaseTexture.prototype.toString = function () {
  31769. return this.name;
  31770. };
  31771. /**
  31772. * Get the class name of the texture.
  31773. * @returns "BaseTexture"
  31774. */
  31775. BaseTexture.prototype.getClassName = function () {
  31776. return "BaseTexture";
  31777. };
  31778. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31779. /**
  31780. * Callback triggered when the texture has been disposed.
  31781. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31782. */
  31783. set: function (callback) {
  31784. if (this._onDisposeObserver) {
  31785. this.onDisposeObservable.remove(this._onDisposeObserver);
  31786. }
  31787. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31788. },
  31789. enumerable: true,
  31790. configurable: true
  31791. });
  31792. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31793. /**
  31794. * Define if the texture is preventinga material to render or not.
  31795. * If not and the texture is not ready, the engine will use a default black texture instead.
  31796. */
  31797. get: function () {
  31798. return true;
  31799. },
  31800. enumerable: true,
  31801. configurable: true
  31802. });
  31803. /**
  31804. * Get the scene the texture belongs to.
  31805. * @returns the scene or null if undefined
  31806. */
  31807. BaseTexture.prototype.getScene = function () {
  31808. return this._scene;
  31809. };
  31810. /**
  31811. * Get the texture transform matrix used to offset tile the texture for istance.
  31812. * @returns the transformation matrix
  31813. */
  31814. BaseTexture.prototype.getTextureMatrix = function () {
  31815. return BABYLON.Matrix.IdentityReadOnly;
  31816. };
  31817. /**
  31818. * Get the texture reflection matrix used to rotate/transform the reflection.
  31819. * @returns the reflection matrix
  31820. */
  31821. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31822. return BABYLON.Matrix.IdentityReadOnly;
  31823. };
  31824. /**
  31825. * Get the underlying lower level texture from Babylon.
  31826. * @returns the insternal texture
  31827. */
  31828. BaseTexture.prototype.getInternalTexture = function () {
  31829. return this._texture;
  31830. };
  31831. /**
  31832. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31833. * @returns true if ready or not blocking
  31834. */
  31835. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31836. return !this.isBlocking || this.isReady();
  31837. };
  31838. /**
  31839. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31840. * @returns true if fully ready
  31841. */
  31842. BaseTexture.prototype.isReady = function () {
  31843. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31844. this.delayLoad();
  31845. return false;
  31846. }
  31847. if (this._texture) {
  31848. return this._texture.isReady;
  31849. }
  31850. return false;
  31851. };
  31852. /**
  31853. * Get the size of the texture.
  31854. * @returns the texture size.
  31855. */
  31856. BaseTexture.prototype.getSize = function () {
  31857. if (this._texture) {
  31858. if (this._texture.width) {
  31859. this._cachedSize.width = this._texture.width;
  31860. this._cachedSize.height = this._texture.height;
  31861. return this._cachedSize;
  31862. }
  31863. if (this._texture._size) {
  31864. this._cachedSize.width = this._texture._size;
  31865. this._cachedSize.height = this._texture._size;
  31866. return this._cachedSize;
  31867. }
  31868. }
  31869. return this._cachedSize;
  31870. };
  31871. /**
  31872. * Get the base size of the texture.
  31873. * It can be different from the size if the texture has been resized for POT for instance
  31874. * @returns the base size
  31875. */
  31876. BaseTexture.prototype.getBaseSize = function () {
  31877. if (!this.isReady() || !this._texture) {
  31878. return BABYLON.Size.Zero();
  31879. }
  31880. if (this._texture._size) {
  31881. return new BABYLON.Size(this._texture._size, this._texture._size);
  31882. }
  31883. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31884. };
  31885. /**
  31886. * Update the sampling mode of the texture.
  31887. * Default is Trilinear mode.
  31888. *
  31889. * | Value | Type | Description |
  31890. * | ----- | ------------------ | ----------- |
  31891. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31892. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31893. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31894. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31895. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31896. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31897. * | 7 | NEAREST_LINEAR | |
  31898. * | 8 | NEAREST_NEAREST | |
  31899. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31900. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31901. * | 11 | LINEAR_LINEAR | |
  31902. * | 12 | LINEAR_NEAREST | |
  31903. *
  31904. * > _mag_: magnification filter (close to the viewer)
  31905. * > _min_: minification filter (far from the viewer)
  31906. * > _mip_: filter used between mip map levels
  31907. *@param samplingMode Define the new sampling mode of the texture
  31908. */
  31909. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  31910. if (!this._texture) {
  31911. return;
  31912. }
  31913. var scene = this.getScene();
  31914. if (!scene) {
  31915. return;
  31916. }
  31917. this._samplingMode = samplingMode;
  31918. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31919. };
  31920. /**
  31921. * Scales the texture if is `canRescale()`
  31922. * @param ratio the resize factor we want to use to rescale
  31923. */
  31924. BaseTexture.prototype.scale = function (ratio) {
  31925. };
  31926. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31927. /**
  31928. * Get if the texture can rescale.
  31929. */
  31930. get: function () {
  31931. return false;
  31932. },
  31933. enumerable: true,
  31934. configurable: true
  31935. });
  31936. /** @hidden */
  31937. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31938. if (!this._scene) {
  31939. return null;
  31940. }
  31941. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31942. for (var index = 0; index < texturesCache.length; index++) {
  31943. var texturesCacheEntry = texturesCache[index];
  31944. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31945. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31946. texturesCacheEntry.incrementReferences();
  31947. return texturesCacheEntry;
  31948. }
  31949. }
  31950. }
  31951. return null;
  31952. };
  31953. /** @hidden */
  31954. BaseTexture.prototype._rebuild = function () {
  31955. };
  31956. /**
  31957. * Triggers the load sequence in delayed load mode.
  31958. */
  31959. BaseTexture.prototype.delayLoad = function () {
  31960. };
  31961. /**
  31962. * Clones the texture.
  31963. * @returns the cloned texture
  31964. */
  31965. BaseTexture.prototype.clone = function () {
  31966. return null;
  31967. };
  31968. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31969. /**
  31970. * Get the texture underlying type (INT, FLOAT...)
  31971. */
  31972. get: function () {
  31973. if (!this._texture) {
  31974. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31975. }
  31976. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31977. },
  31978. enumerable: true,
  31979. configurable: true
  31980. });
  31981. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31982. /**
  31983. * Get the texture underlying format (RGB, RGBA...)
  31984. */
  31985. get: function () {
  31986. if (!this._texture) {
  31987. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31988. }
  31989. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31990. },
  31991. enumerable: true,
  31992. configurable: true
  31993. });
  31994. /**
  31995. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31996. * This will returns an RGBA array buffer containing either in values (0-255) or
  31997. * float values (0-1) depending of the underlying buffer type.
  31998. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31999. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32000. * @param buffer defines a user defined buffer to fill with data (can be null)
  32001. * @returns The Array buffer containing the pixels data.
  32002. */
  32003. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32004. if (faceIndex === void 0) { faceIndex = 0; }
  32005. if (level === void 0) { level = 0; }
  32006. if (buffer === void 0) { buffer = null; }
  32007. if (!this._texture) {
  32008. return null;
  32009. }
  32010. var size = this.getSize();
  32011. var width = size.width;
  32012. var height = size.height;
  32013. var scene = this.getScene();
  32014. if (!scene) {
  32015. return null;
  32016. }
  32017. var engine = scene.getEngine();
  32018. if (level != 0) {
  32019. width = width / Math.pow(2, level);
  32020. height = height / Math.pow(2, level);
  32021. width = Math.round(width);
  32022. height = Math.round(height);
  32023. }
  32024. if (this._texture.isCube) {
  32025. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32026. }
  32027. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32028. };
  32029. /**
  32030. * Release and destroy the underlying lower level texture aka internalTexture.
  32031. */
  32032. BaseTexture.prototype.releaseInternalTexture = function () {
  32033. if (this._texture) {
  32034. this._texture.dispose();
  32035. this._texture = null;
  32036. }
  32037. };
  32038. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32039. /**
  32040. * Get the polynomial representation of the texture data.
  32041. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32042. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32043. */
  32044. get: function () {
  32045. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32046. return null;
  32047. }
  32048. if (!this._texture._sphericalPolynomial) {
  32049. this._texture._sphericalPolynomial =
  32050. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32051. }
  32052. return this._texture._sphericalPolynomial;
  32053. },
  32054. set: function (value) {
  32055. if (this._texture) {
  32056. this._texture._sphericalPolynomial = value;
  32057. }
  32058. },
  32059. enumerable: true,
  32060. configurable: true
  32061. });
  32062. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32063. /** @hidden */
  32064. get: function () {
  32065. if (this._texture) {
  32066. return this._texture._lodTextureHigh;
  32067. }
  32068. return null;
  32069. },
  32070. enumerable: true,
  32071. configurable: true
  32072. });
  32073. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32074. /** @hidden */
  32075. get: function () {
  32076. if (this._texture) {
  32077. return this._texture._lodTextureMid;
  32078. }
  32079. return null;
  32080. },
  32081. enumerable: true,
  32082. configurable: true
  32083. });
  32084. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32085. /** @hidden */
  32086. get: function () {
  32087. if (this._texture) {
  32088. return this._texture._lodTextureLow;
  32089. }
  32090. return null;
  32091. },
  32092. enumerable: true,
  32093. configurable: true
  32094. });
  32095. /**
  32096. * Dispose the texture and release its associated resources.
  32097. */
  32098. BaseTexture.prototype.dispose = function () {
  32099. if (!this._scene) {
  32100. return;
  32101. }
  32102. // Animations
  32103. this._scene.stopAnimation(this);
  32104. // Remove from scene
  32105. this._scene._removePendingData(this);
  32106. var index = this._scene.textures.indexOf(this);
  32107. if (index >= 0) {
  32108. this._scene.textures.splice(index, 1);
  32109. }
  32110. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32111. if (this._texture === undefined) {
  32112. return;
  32113. }
  32114. // Release
  32115. this.releaseInternalTexture();
  32116. // Callback
  32117. this.onDisposeObservable.notifyObservers(this);
  32118. this.onDisposeObservable.clear();
  32119. };
  32120. /**
  32121. * Serialize the texture into a JSON representation that can be parsed later on.
  32122. * @returns the JSON representation of the texture
  32123. */
  32124. BaseTexture.prototype.serialize = function () {
  32125. if (!this.name) {
  32126. return null;
  32127. }
  32128. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32129. // Animations
  32130. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32131. return serializationObject;
  32132. };
  32133. /**
  32134. * Helper function to be called back once a list of texture contains only ready textures.
  32135. * @param textures Define the list of textures to wait for
  32136. * @param callback Define the callback triggered once the entire list will be ready
  32137. */
  32138. BaseTexture.WhenAllReady = function (textures, callback) {
  32139. var numRemaining = textures.length;
  32140. if (numRemaining === 0) {
  32141. callback();
  32142. return;
  32143. }
  32144. var _loop_1 = function () {
  32145. texture = textures[i];
  32146. if (texture.isReady()) {
  32147. if (--numRemaining === 0) {
  32148. callback();
  32149. }
  32150. }
  32151. else {
  32152. onLoadObservable = texture.onLoadObservable;
  32153. var onLoadCallback_1 = function () {
  32154. onLoadObservable.removeCallback(onLoadCallback_1);
  32155. if (--numRemaining === 0) {
  32156. callback();
  32157. }
  32158. };
  32159. onLoadObservable.add(onLoadCallback_1);
  32160. }
  32161. };
  32162. var texture, onLoadObservable;
  32163. for (var i = 0; i < textures.length; i++) {
  32164. _loop_1();
  32165. }
  32166. };
  32167. /**
  32168. * Default anisotropic filtering level for the application.
  32169. * It is set to 4 as a good tradeoff between perf and quality.
  32170. */
  32171. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32172. __decorate([
  32173. BABYLON.serialize()
  32174. ], BaseTexture.prototype, "uniqueId", void 0);
  32175. __decorate([
  32176. BABYLON.serialize()
  32177. ], BaseTexture.prototype, "name", void 0);
  32178. __decorate([
  32179. BABYLON.serialize()
  32180. ], BaseTexture.prototype, "metadata", void 0);
  32181. __decorate([
  32182. BABYLON.serialize("hasAlpha")
  32183. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32184. __decorate([
  32185. BABYLON.serialize()
  32186. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32187. __decorate([
  32188. BABYLON.serialize()
  32189. ], BaseTexture.prototype, "level", void 0);
  32190. __decorate([
  32191. BABYLON.serialize()
  32192. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32193. __decorate([
  32194. BABYLON.serialize("coordinatesMode")
  32195. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32196. __decorate([
  32197. BABYLON.serialize()
  32198. ], BaseTexture.prototype, "wrapU", void 0);
  32199. __decorate([
  32200. BABYLON.serialize()
  32201. ], BaseTexture.prototype, "wrapV", void 0);
  32202. __decorate([
  32203. BABYLON.serialize()
  32204. ], BaseTexture.prototype, "wrapR", void 0);
  32205. __decorate([
  32206. BABYLON.serialize()
  32207. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32208. __decorate([
  32209. BABYLON.serialize()
  32210. ], BaseTexture.prototype, "isCube", void 0);
  32211. __decorate([
  32212. BABYLON.serialize()
  32213. ], BaseTexture.prototype, "is3D", void 0);
  32214. __decorate([
  32215. BABYLON.serialize()
  32216. ], BaseTexture.prototype, "gammaSpace", void 0);
  32217. __decorate([
  32218. BABYLON.serialize()
  32219. ], BaseTexture.prototype, "invertZ", void 0);
  32220. __decorate([
  32221. BABYLON.serialize()
  32222. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32223. __decorate([
  32224. BABYLON.serialize()
  32225. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32226. __decorate([
  32227. BABYLON.serialize()
  32228. ], BaseTexture.prototype, "lodGenerationScale", null);
  32229. __decorate([
  32230. BABYLON.serialize()
  32231. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32232. return BaseTexture;
  32233. }());
  32234. BABYLON.BaseTexture = BaseTexture;
  32235. })(BABYLON || (BABYLON = {}));
  32236. //# sourceMappingURL=babylon.baseTexture.js.map
  32237. var BABYLON;
  32238. (function (BABYLON) {
  32239. /**
  32240. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32241. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32242. */
  32243. var Texture = /** @class */ (function (_super) {
  32244. __extends(Texture, _super);
  32245. /**
  32246. * Instantiates a new texture.
  32247. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32248. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32249. * @param url define the url of the picture to load as a texture
  32250. * @param scene define the scene the texture will belong to
  32251. * @param noMipmap define if the texture will require mip maps or not
  32252. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32253. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32254. * @param onLoad define a callback triggered when the texture has been loaded
  32255. * @param onError define a callback triggered when an error occurred during the loading session
  32256. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32257. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32258. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32259. */
  32260. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32261. if (noMipmap === void 0) { noMipmap = false; }
  32262. if (invertY === void 0) { invertY = true; }
  32263. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32264. if (onLoad === void 0) { onLoad = null; }
  32265. if (onError === void 0) { onError = null; }
  32266. if (buffer === void 0) { buffer = null; }
  32267. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32268. var _this = _super.call(this, scene) || this;
  32269. /**
  32270. * Define an offset on the texture to offset the u coordinates of the UVs
  32271. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32272. */
  32273. _this.uOffset = 0;
  32274. /**
  32275. * Define an offset on the texture to offset the v coordinates of the UVs
  32276. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32277. */
  32278. _this.vOffset = 0;
  32279. /**
  32280. * Define an offset on the texture to scale the u coordinates of the UVs
  32281. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32282. */
  32283. _this.uScale = 1.0;
  32284. /**
  32285. * Define an offset on the texture to scale the v coordinates of the UVs
  32286. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32287. */
  32288. _this.vScale = 1.0;
  32289. /**
  32290. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32291. * @see http://doc.babylonjs.com/how_to/more_materials
  32292. */
  32293. _this.uAng = 0;
  32294. /**
  32295. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32296. * @see http://doc.babylonjs.com/how_to/more_materials
  32297. */
  32298. _this.vAng = 0;
  32299. /**
  32300. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32301. * @see http://doc.babylonjs.com/how_to/more_materials
  32302. */
  32303. _this.wAng = 0;
  32304. /**
  32305. * Defines the center of rotation (U)
  32306. */
  32307. _this.uRotationCenter = 0.5;
  32308. /**
  32309. * Defines the center of rotation (V)
  32310. */
  32311. _this.vRotationCenter = 0.5;
  32312. /**
  32313. * Defines the center of rotation (W)
  32314. */
  32315. _this.wRotationCenter = 0.5;
  32316. /**
  32317. * Observable triggered once the texture has been loaded.
  32318. */
  32319. _this.onLoadObservable = new BABYLON.Observable();
  32320. _this._isBlocking = true;
  32321. _this.name = url || "";
  32322. _this.url = url;
  32323. _this._noMipmap = noMipmap;
  32324. _this._invertY = invertY;
  32325. _this._samplingMode = samplingMode;
  32326. _this._buffer = buffer;
  32327. _this._deleteBuffer = deleteBuffer;
  32328. if (format) {
  32329. _this._format = format;
  32330. }
  32331. scene = _this.getScene();
  32332. if (!scene) {
  32333. return _this;
  32334. }
  32335. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32336. var load = function () {
  32337. if (_this.onLoadObservable.hasObservers()) {
  32338. _this.onLoadObservable.notifyObservers(_this);
  32339. }
  32340. if (onLoad) {
  32341. onLoad();
  32342. }
  32343. if (!_this.isBlocking && scene) {
  32344. scene.resetCachedMaterial();
  32345. }
  32346. };
  32347. if (!_this.url) {
  32348. _this._delayedOnLoad = load;
  32349. _this._delayedOnError = onError;
  32350. return _this;
  32351. }
  32352. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32353. if (!_this._texture) {
  32354. if (!scene.useDelayedTextureLoading) {
  32355. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32356. if (deleteBuffer) {
  32357. delete _this._buffer;
  32358. }
  32359. }
  32360. else {
  32361. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32362. _this._delayedOnLoad = load;
  32363. _this._delayedOnError = onError;
  32364. }
  32365. }
  32366. else {
  32367. if (_this._texture.isReady) {
  32368. BABYLON.Tools.SetImmediate(function () { return load(); });
  32369. }
  32370. else {
  32371. _this._texture.onLoadedObservable.add(load);
  32372. }
  32373. }
  32374. return _this;
  32375. }
  32376. Object.defineProperty(Texture.prototype, "noMipmap", {
  32377. /**
  32378. * Are mip maps generated for this texture or not.
  32379. */
  32380. get: function () {
  32381. return this._noMipmap;
  32382. },
  32383. enumerable: true,
  32384. configurable: true
  32385. });
  32386. Object.defineProperty(Texture.prototype, "isBlocking", {
  32387. get: function () {
  32388. return this._isBlocking;
  32389. },
  32390. /**
  32391. * Is the texture preventing material to render while loading.
  32392. * If false, a default texture will be used instead of the loading one during the preparation step.
  32393. */
  32394. set: function (value) {
  32395. this._isBlocking = value;
  32396. },
  32397. enumerable: true,
  32398. configurable: true
  32399. });
  32400. Object.defineProperty(Texture.prototype, "samplingMode", {
  32401. /**
  32402. * Get the current sampling mode associated with the texture.
  32403. */
  32404. get: function () {
  32405. return this._samplingMode;
  32406. },
  32407. enumerable: true,
  32408. configurable: true
  32409. });
  32410. Object.defineProperty(Texture.prototype, "invertY", {
  32411. /**
  32412. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32413. */
  32414. get: function () {
  32415. return this._invertY;
  32416. },
  32417. enumerable: true,
  32418. configurable: true
  32419. });
  32420. /**
  32421. * Update the url (and optional buffer) of this texture if url was null during construction.
  32422. * @param url the url of the texture
  32423. * @param buffer the buffer of the texture (defaults to null)
  32424. * @param onLoad callback called when the texture is loaded (defaults to null)
  32425. */
  32426. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32427. if (buffer === void 0) { buffer = null; }
  32428. if (this.url) {
  32429. this.releaseInternalTexture();
  32430. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32431. }
  32432. this.url = url;
  32433. this._buffer = buffer;
  32434. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32435. if (onLoad) {
  32436. this._delayedOnLoad = onLoad;
  32437. }
  32438. this.delayLoad();
  32439. };
  32440. /**
  32441. * Finish the loading sequence of a texture flagged as delayed load.
  32442. * @hidden
  32443. */
  32444. Texture.prototype.delayLoad = function () {
  32445. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32446. return;
  32447. }
  32448. var scene = this.getScene();
  32449. if (!scene) {
  32450. return;
  32451. }
  32452. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32453. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32454. if (!this._texture) {
  32455. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32456. if (this._deleteBuffer) {
  32457. delete this._buffer;
  32458. }
  32459. }
  32460. else {
  32461. if (this._delayedOnLoad) {
  32462. if (this._texture.isReady) {
  32463. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32464. }
  32465. else {
  32466. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32467. }
  32468. }
  32469. }
  32470. this._delayedOnLoad = null;
  32471. this._delayedOnError = null;
  32472. };
  32473. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32474. x *= this.uScale;
  32475. y *= this.vScale;
  32476. x -= this.uRotationCenter * this.uScale;
  32477. y -= this.vRotationCenter * this.vScale;
  32478. z -= this.wRotationCenter;
  32479. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32480. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32481. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32482. t.z += this.wRotationCenter;
  32483. };
  32484. /**
  32485. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32486. * @returns the transform matrix of the texture.
  32487. */
  32488. Texture.prototype.getTextureMatrix = function () {
  32489. var _this = this;
  32490. if (this.uOffset === this._cachedUOffset &&
  32491. this.vOffset === this._cachedVOffset &&
  32492. this.uScale === this._cachedUScale &&
  32493. this.vScale === this._cachedVScale &&
  32494. this.uAng === this._cachedUAng &&
  32495. this.vAng === this._cachedVAng &&
  32496. this.wAng === this._cachedWAng) {
  32497. return this._cachedTextureMatrix;
  32498. }
  32499. this._cachedUOffset = this.uOffset;
  32500. this._cachedVOffset = this.vOffset;
  32501. this._cachedUScale = this.uScale;
  32502. this._cachedVScale = this.vScale;
  32503. this._cachedUAng = this.uAng;
  32504. this._cachedVAng = this.vAng;
  32505. this._cachedWAng = this.wAng;
  32506. if (!this._cachedTextureMatrix) {
  32507. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32508. this._rowGenerationMatrix = new BABYLON.Matrix();
  32509. this._t0 = BABYLON.Vector3.Zero();
  32510. this._t1 = BABYLON.Vector3.Zero();
  32511. this._t2 = BABYLON.Vector3.Zero();
  32512. }
  32513. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32514. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32515. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32516. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32517. this._t1.subtractInPlace(this._t0);
  32518. this._t2.subtractInPlace(this._t0);
  32519. 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);
  32520. var scene = this.getScene();
  32521. if (!scene) {
  32522. return this._cachedTextureMatrix;
  32523. }
  32524. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32525. return mat.hasTexture(_this);
  32526. });
  32527. return this._cachedTextureMatrix;
  32528. };
  32529. /**
  32530. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32531. * @returns The reflection texture transform
  32532. */
  32533. Texture.prototype.getReflectionTextureMatrix = function () {
  32534. var _this = this;
  32535. var scene = this.getScene();
  32536. if (!scene) {
  32537. return this._cachedTextureMatrix;
  32538. }
  32539. if (this.uOffset === this._cachedUOffset &&
  32540. this.vOffset === this._cachedVOffset &&
  32541. this.uScale === this._cachedUScale &&
  32542. this.vScale === this._cachedVScale &&
  32543. this.coordinatesMode === this._cachedCoordinatesMode) {
  32544. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32545. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32546. return this._cachedTextureMatrix;
  32547. }
  32548. }
  32549. else {
  32550. return this._cachedTextureMatrix;
  32551. }
  32552. }
  32553. if (!this._cachedTextureMatrix) {
  32554. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32555. }
  32556. if (!this._projectionModeMatrix) {
  32557. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32558. }
  32559. this._cachedUOffset = this.uOffset;
  32560. this._cachedVOffset = this.vOffset;
  32561. this._cachedUScale = this.uScale;
  32562. this._cachedVScale = this.vScale;
  32563. this._cachedCoordinatesMode = this.coordinatesMode;
  32564. switch (this.coordinatesMode) {
  32565. case Texture.PLANAR_MODE:
  32566. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32567. this._cachedTextureMatrix[0] = this.uScale;
  32568. this._cachedTextureMatrix[5] = this.vScale;
  32569. this._cachedTextureMatrix[12] = this.uOffset;
  32570. this._cachedTextureMatrix[13] = this.vOffset;
  32571. break;
  32572. case Texture.PROJECTION_MODE:
  32573. 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);
  32574. var projectionMatrix = scene.getProjectionMatrix();
  32575. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32576. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32577. break;
  32578. default:
  32579. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32580. break;
  32581. }
  32582. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32583. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32584. });
  32585. return this._cachedTextureMatrix;
  32586. };
  32587. /**
  32588. * Clones the texture.
  32589. * @returns the cloned texture
  32590. */
  32591. Texture.prototype.clone = function () {
  32592. var _this = this;
  32593. return BABYLON.SerializationHelper.Clone(function () {
  32594. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32595. }, this);
  32596. };
  32597. /**
  32598. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32599. * @returns The JSON representation of the texture
  32600. */
  32601. Texture.prototype.serialize = function () {
  32602. var serializationObject = _super.prototype.serialize.call(this);
  32603. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32604. serializationObject.base64String = this._buffer;
  32605. serializationObject.name = serializationObject.name.replace("data:", "");
  32606. }
  32607. serializationObject.invertY = this._invertY;
  32608. serializationObject.samplingMode = this.samplingMode;
  32609. return serializationObject;
  32610. };
  32611. /**
  32612. * Get the current class name of the texture useful for serialization or dynamic coding.
  32613. * @returns "Texture"
  32614. */
  32615. Texture.prototype.getClassName = function () {
  32616. return "Texture";
  32617. };
  32618. /**
  32619. * Dispose the texture and release its associated resources.
  32620. */
  32621. Texture.prototype.dispose = function () {
  32622. _super.prototype.dispose.call(this);
  32623. this.onLoadObservable.clear();
  32624. this._delayedOnLoad = null;
  32625. this._delayedOnError = null;
  32626. };
  32627. /**
  32628. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32629. * @param parsedTexture Define the JSON representation of the texture
  32630. * @param scene Define the scene the parsed texture should be instantiated in
  32631. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32632. * @returns The parsed texture if successful
  32633. */
  32634. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32635. if (parsedTexture.customType) {
  32636. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32637. // Update Sampling Mode
  32638. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32639. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32640. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32641. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32642. }
  32643. }
  32644. return parsedCustomTexture;
  32645. }
  32646. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32647. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32648. }
  32649. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32650. return null;
  32651. }
  32652. var texture = BABYLON.SerializationHelper.Parse(function () {
  32653. var generateMipMaps = true;
  32654. if (parsedTexture.noMipmap) {
  32655. generateMipMaps = false;
  32656. }
  32657. if (parsedTexture.mirrorPlane) {
  32658. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32659. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32660. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32661. return mirrorTexture;
  32662. }
  32663. else if (parsedTexture.isRenderTarget) {
  32664. var renderTargetTexture = null;
  32665. if (parsedTexture.isCube) {
  32666. // Search for an existing reflection probe (which contains a cube render target texture)
  32667. if (scene.reflectionProbes) {
  32668. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32669. var probe = scene.reflectionProbes[index];
  32670. if (probe.name === parsedTexture.name) {
  32671. return probe.cubeTexture;
  32672. }
  32673. }
  32674. }
  32675. }
  32676. else {
  32677. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32678. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32679. }
  32680. return renderTargetTexture;
  32681. }
  32682. else {
  32683. var texture;
  32684. if (parsedTexture.base64String) {
  32685. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32686. }
  32687. else {
  32688. var url = rootUrl + parsedTexture.name;
  32689. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32690. url = parsedTexture.url;
  32691. }
  32692. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32693. }
  32694. return texture;
  32695. }
  32696. }, parsedTexture, scene);
  32697. // Update Sampling Mode
  32698. if (parsedTexture.samplingMode) {
  32699. var sampling = parsedTexture.samplingMode;
  32700. if (texture && texture._samplingMode !== sampling) {
  32701. texture.updateSamplingMode(sampling);
  32702. }
  32703. }
  32704. // Animations
  32705. if (texture && parsedTexture.animations) {
  32706. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32707. var parsedAnimation = parsedTexture.animations[animationIndex];
  32708. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32709. }
  32710. }
  32711. return texture;
  32712. };
  32713. /**
  32714. * Creates a texture from its base 64 representation.
  32715. * @param data Define the base64 payload without the data: prefix
  32716. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32717. * @param scene Define the scene the texture should belong to
  32718. * @param noMipmap Forces the texture to not create mip map information if true
  32719. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32720. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32721. * @param onLoad define a callback triggered when the texture has been loaded
  32722. * @param onError define a callback triggered when an error occurred during the loading session
  32723. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32724. * @returns the created texture
  32725. */
  32726. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32727. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32728. if (onLoad === void 0) { onLoad = null; }
  32729. if (onError === void 0) { onError = null; }
  32730. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32731. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32732. };
  32733. /**
  32734. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32735. * @param data Define the base64 payload without the data: prefix
  32736. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32737. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32738. * @param scene Define the scene the texture should belong to
  32739. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32740. * @param noMipmap Forces the texture to not create mip map information if true
  32741. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32742. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32743. * @param onLoad define a callback triggered when the texture has been loaded
  32744. * @param onError define a callback triggered when an error occurred during the loading session
  32745. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32746. * @returns the created texture
  32747. */
  32748. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32749. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32750. if (noMipmap === void 0) { noMipmap = false; }
  32751. if (invertY === void 0) { invertY = true; }
  32752. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32753. if (onLoad === void 0) { onLoad = null; }
  32754. if (onError === void 0) { onError = null; }
  32755. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32756. if (name.substr(0, 5) !== "data:") {
  32757. name = "data:" + name;
  32758. }
  32759. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32760. };
  32761. /** nearest is mag = nearest and min = nearest and mip = linear */
  32762. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32763. /** nearest is mag = nearest and min = nearest and mip = linear */
  32764. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32765. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32766. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32767. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32768. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32769. /** Trilinear is mag = linear and min = linear and mip = linear */
  32770. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32771. /** Trilinear is mag = linear and min = linear and mip = linear */
  32772. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32773. /** mag = nearest and min = nearest and mip = nearest */
  32774. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32775. /** mag = nearest and min = linear and mip = nearest */
  32776. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32777. /** mag = nearest and min = linear and mip = linear */
  32778. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32779. /** mag = nearest and min = linear and mip = none */
  32780. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32781. /** mag = nearest and min = nearest and mip = none */
  32782. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32783. /** mag = linear and min = nearest and mip = nearest */
  32784. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32785. /** mag = linear and min = nearest and mip = linear */
  32786. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32787. /** mag = linear and min = linear and mip = none */
  32788. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32789. /** mag = linear and min = nearest and mip = none */
  32790. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32791. /** Explicit coordinates mode */
  32792. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32793. /** Spherical coordinates mode */
  32794. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32795. /** Planar coordinates mode */
  32796. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32797. /** Cubic coordinates mode */
  32798. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32799. /** Projection coordinates mode */
  32800. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32801. /** Inverse Cubic coordinates mode */
  32802. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32803. /** Inverse Cubic coordinates mode */
  32804. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32805. /** Equirectangular coordinates mode */
  32806. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32807. /** Equirectangular Fixed coordinates mode */
  32808. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32809. /** Equirectangular Fixed Mirrored coordinates mode */
  32810. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32811. /** Texture is not repeating outside of 0..1 UVs */
  32812. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32813. /** Texture is repeating outside of 0..1 UVs */
  32814. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32815. /** Texture is repeating and mirrored */
  32816. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32817. /**
  32818. * 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
  32819. */
  32820. Texture.UseSerializedUrlIfAny = false;
  32821. __decorate([
  32822. BABYLON.serialize()
  32823. ], Texture.prototype, "url", void 0);
  32824. __decorate([
  32825. BABYLON.serialize()
  32826. ], Texture.prototype, "uOffset", void 0);
  32827. __decorate([
  32828. BABYLON.serialize()
  32829. ], Texture.prototype, "vOffset", void 0);
  32830. __decorate([
  32831. BABYLON.serialize()
  32832. ], Texture.prototype, "uScale", void 0);
  32833. __decorate([
  32834. BABYLON.serialize()
  32835. ], Texture.prototype, "vScale", void 0);
  32836. __decorate([
  32837. BABYLON.serialize()
  32838. ], Texture.prototype, "uAng", void 0);
  32839. __decorate([
  32840. BABYLON.serialize()
  32841. ], Texture.prototype, "vAng", void 0);
  32842. __decorate([
  32843. BABYLON.serialize()
  32844. ], Texture.prototype, "wAng", void 0);
  32845. __decorate([
  32846. BABYLON.serialize()
  32847. ], Texture.prototype, "uRotationCenter", void 0);
  32848. __decorate([
  32849. BABYLON.serialize()
  32850. ], Texture.prototype, "vRotationCenter", void 0);
  32851. __decorate([
  32852. BABYLON.serialize()
  32853. ], Texture.prototype, "wRotationCenter", void 0);
  32854. __decorate([
  32855. BABYLON.serialize()
  32856. ], Texture.prototype, "isBlocking", null);
  32857. return Texture;
  32858. }(BABYLON.BaseTexture));
  32859. BABYLON.Texture = Texture;
  32860. })(BABYLON || (BABYLON = {}));
  32861. //# sourceMappingURL=babylon.texture.js.map
  32862. var BABYLON;
  32863. (function (BABYLON) {
  32864. /**
  32865. * @hidden
  32866. **/
  32867. var _CreationDataStorage = /** @class */ (function () {
  32868. function _CreationDataStorage() {
  32869. }
  32870. return _CreationDataStorage;
  32871. }());
  32872. BABYLON._CreationDataStorage = _CreationDataStorage;
  32873. /**
  32874. * @hidden
  32875. **/
  32876. var _InstanceDataStorage = /** @class */ (function () {
  32877. function _InstanceDataStorage() {
  32878. this.visibleInstances = {};
  32879. this.renderIdForInstances = new Array();
  32880. this.batchCache = new _InstancesBatch();
  32881. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32882. }
  32883. return _InstanceDataStorage;
  32884. }());
  32885. /**
  32886. * @hidden
  32887. **/
  32888. var _InstancesBatch = /** @class */ (function () {
  32889. function _InstancesBatch() {
  32890. this.mustReturn = false;
  32891. this.visibleInstances = new Array();
  32892. this.renderSelf = new Array();
  32893. }
  32894. return _InstancesBatch;
  32895. }());
  32896. BABYLON._InstancesBatch = _InstancesBatch;
  32897. /**
  32898. * Class used to represent renderable models
  32899. */
  32900. var Mesh = /** @class */ (function (_super) {
  32901. __extends(Mesh, _super);
  32902. /**
  32903. * @constructor
  32904. * @param name The value used by scene.getMeshByName() to do a lookup.
  32905. * @param scene The scene to add this mesh to.
  32906. * @param parent The parent of this mesh, if it has one
  32907. * @param source An optional Mesh from which geometry is shared, cloned.
  32908. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32909. * When false, achieved by calling a clone(), also passing False.
  32910. * This will make creation of children, recursive.
  32911. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32912. */
  32913. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32914. if (scene === void 0) { scene = null; }
  32915. if (parent === void 0) { parent = null; }
  32916. if (source === void 0) { source = null; }
  32917. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32918. var _this = _super.call(this, name, scene) || this;
  32919. // Members
  32920. /**
  32921. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32922. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32923. */
  32924. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32925. /**
  32926. * Gets the list of instances created from this mesh
  32927. * it is not supposed to be modified manually.
  32928. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32929. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32930. */
  32931. _this.instances = new Array();
  32932. _this._LODLevels = new Array();
  32933. /** @hidden */
  32934. _this._instanceDataStorage = new _InstanceDataStorage();
  32935. // Use by builder only to know what orientation were the mesh build in.
  32936. /** @hidden */
  32937. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32938. /**
  32939. * Use this property to change the original side orientation defined at construction time
  32940. */
  32941. _this.overrideMaterialSideOrientation = null;
  32942. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32943. // Will be used to save a source mesh reference, If any
  32944. _this._source = null;
  32945. scene = _this.getScene();
  32946. if (source) {
  32947. // Geometry
  32948. if (source._geometry) {
  32949. source._geometry.applyToMesh(_this);
  32950. }
  32951. // Deep copy
  32952. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32953. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32954. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32955. ], ["_poseMatrix"]);
  32956. // Source mesh
  32957. _this._source = source;
  32958. if (scene.useClonedMeshhMap) {
  32959. if (!source.meshMap) {
  32960. source.meshMap = {};
  32961. }
  32962. source.meshMap[_this.uniqueId] = _this;
  32963. }
  32964. // Construction Params
  32965. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32966. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32967. _this._creationDataStorage = source._creationDataStorage;
  32968. // Animation ranges
  32969. if (_this._source._ranges) {
  32970. var ranges = _this._source._ranges;
  32971. for (var name in ranges) {
  32972. if (!ranges.hasOwnProperty(name)) {
  32973. continue;
  32974. }
  32975. if (!ranges[name]) {
  32976. continue;
  32977. }
  32978. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32979. }
  32980. }
  32981. // Metadata
  32982. if (source.metadata && source.metadata.clone) {
  32983. _this.metadata = source.metadata.clone();
  32984. }
  32985. else {
  32986. _this.metadata = source.metadata;
  32987. }
  32988. // Tags
  32989. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32990. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32991. }
  32992. // Parent
  32993. _this.parent = source.parent;
  32994. // Pivot
  32995. _this.setPivotMatrix(source.getPivotMatrix());
  32996. _this.id = name + "." + source.id;
  32997. // Material
  32998. _this.material = source.material;
  32999. var index;
  33000. if (!doNotCloneChildren) {
  33001. // Children
  33002. var directDescendants = source.getDescendants(true);
  33003. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33004. var child = directDescendants[index_1];
  33005. if (child.clone) {
  33006. child.clone(name + "." + child.name, _this);
  33007. }
  33008. }
  33009. }
  33010. // Physics clone
  33011. var physicsEngine = _this.getScene().getPhysicsEngine();
  33012. if (clonePhysicsImpostor && physicsEngine) {
  33013. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33014. if (impostor) {
  33015. _this.physicsImpostor = impostor.clone(_this);
  33016. }
  33017. }
  33018. // Particles
  33019. for (index = 0; index < scene.particleSystems.length; index++) {
  33020. var system = scene.particleSystems[index];
  33021. if (system.emitter === source) {
  33022. system.clone(system.name, _this);
  33023. }
  33024. }
  33025. _this.refreshBoundingInfo();
  33026. _this.computeWorldMatrix(true);
  33027. }
  33028. // Parent
  33029. if (parent !== null) {
  33030. _this.parent = parent;
  33031. }
  33032. return _this;
  33033. }
  33034. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33035. /**
  33036. * An event triggered before rendering the mesh
  33037. */
  33038. get: function () {
  33039. if (!this._onBeforeRenderObservable) {
  33040. this._onBeforeRenderObservable = new BABYLON.Observable();
  33041. }
  33042. return this._onBeforeRenderObservable;
  33043. },
  33044. enumerable: true,
  33045. configurable: true
  33046. });
  33047. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33048. /**
  33049. * An event triggered after rendering the mesh
  33050. */
  33051. get: function () {
  33052. if (!this._onAfterRenderObservable) {
  33053. this._onAfterRenderObservable = new BABYLON.Observable();
  33054. }
  33055. return this._onAfterRenderObservable;
  33056. },
  33057. enumerable: true,
  33058. configurable: true
  33059. });
  33060. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33061. /**
  33062. * An event triggered before drawing the mesh
  33063. */
  33064. get: function () {
  33065. if (!this._onBeforeDrawObservable) {
  33066. this._onBeforeDrawObservable = new BABYLON.Observable();
  33067. }
  33068. return this._onBeforeDrawObservable;
  33069. },
  33070. enumerable: true,
  33071. configurable: true
  33072. });
  33073. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33074. /**
  33075. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33076. */
  33077. set: function (callback) {
  33078. if (this._onBeforeDrawObserver) {
  33079. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33080. }
  33081. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33082. },
  33083. enumerable: true,
  33084. configurable: true
  33085. });
  33086. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33087. /**
  33088. * Gets or sets the morph target manager
  33089. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33090. */
  33091. get: function () {
  33092. return this._morphTargetManager;
  33093. },
  33094. set: function (value) {
  33095. if (this._morphTargetManager === value) {
  33096. return;
  33097. }
  33098. this._morphTargetManager = value;
  33099. this._syncGeometryWithMorphTargetManager();
  33100. },
  33101. enumerable: true,
  33102. configurable: true
  33103. });
  33104. Object.defineProperty(Mesh.prototype, "source", {
  33105. /**
  33106. * Gets the source mesh (the one used to clone this one from)
  33107. */
  33108. get: function () {
  33109. return this._source;
  33110. },
  33111. enumerable: true,
  33112. configurable: true
  33113. });
  33114. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33115. /**
  33116. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33117. */
  33118. get: function () {
  33119. return this._unIndexed;
  33120. },
  33121. set: function (value) {
  33122. if (this._unIndexed !== value) {
  33123. this._unIndexed = value;
  33124. this._markSubMeshesAsAttributesDirty();
  33125. }
  33126. },
  33127. enumerable: true,
  33128. configurable: true
  33129. });
  33130. // Methods
  33131. /**
  33132. * Gets the class name
  33133. * @returns the string "Mesh".
  33134. */
  33135. Mesh.prototype.getClassName = function () {
  33136. return "Mesh";
  33137. };
  33138. /**
  33139. * Returns a description of this mesh
  33140. * @param fullDetails define if full details about this mesh must be used
  33141. * @returns a descriptive string representing this mesh
  33142. */
  33143. Mesh.prototype.toString = function (fullDetails) {
  33144. var ret = _super.prototype.toString.call(this, fullDetails);
  33145. ret += ", n vertices: " + this.getTotalVertices();
  33146. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33147. if (this.animations) {
  33148. for (var i = 0; i < this.animations.length; i++) {
  33149. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33150. }
  33151. }
  33152. if (fullDetails) {
  33153. if (this._geometry) {
  33154. var ib = this.getIndices();
  33155. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33156. if (vb && ib) {
  33157. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33158. }
  33159. }
  33160. else {
  33161. ret += ", flat shading: UNKNOWN";
  33162. }
  33163. }
  33164. return ret;
  33165. };
  33166. /** @hidden */
  33167. Mesh.prototype._unBindEffect = function () {
  33168. _super.prototype._unBindEffect.call(this);
  33169. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33170. var instance = _a[_i];
  33171. instance._unBindEffect();
  33172. }
  33173. };
  33174. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33175. /**
  33176. * Gets a boolean indicating if this mesh has LOD
  33177. */
  33178. get: function () {
  33179. return this._LODLevels.length > 0;
  33180. },
  33181. enumerable: true,
  33182. configurable: true
  33183. });
  33184. /**
  33185. * Gets the list of MeshLODLevel associated with the current mesh
  33186. * @returns an array of MeshLODLevel
  33187. */
  33188. Mesh.prototype.getLODLevels = function () {
  33189. return this._LODLevels;
  33190. };
  33191. Mesh.prototype._sortLODLevels = function () {
  33192. this._LODLevels.sort(function (a, b) {
  33193. if (a.distance < b.distance) {
  33194. return 1;
  33195. }
  33196. if (a.distance > b.distance) {
  33197. return -1;
  33198. }
  33199. return 0;
  33200. });
  33201. };
  33202. /**
  33203. * Add a mesh as LOD level triggered at the given distance.
  33204. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33205. * @param distance The distance from the center of the object to show this level
  33206. * @param mesh The mesh to be added as LOD level (can be null)
  33207. * @return This mesh (for chaining)
  33208. */
  33209. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33210. if (mesh && mesh._masterMesh) {
  33211. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33212. return this;
  33213. }
  33214. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33215. this._LODLevels.push(level);
  33216. if (mesh) {
  33217. mesh._masterMesh = this;
  33218. }
  33219. this._sortLODLevels();
  33220. return this;
  33221. };
  33222. /**
  33223. * Returns the LOD level mesh at the passed distance or null if not found.
  33224. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33225. * @param distance The distance from the center of the object to show this level
  33226. * @returns a Mesh or `null`
  33227. */
  33228. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33229. for (var index = 0; index < this._LODLevels.length; index++) {
  33230. var level = this._LODLevels[index];
  33231. if (level.distance === distance) {
  33232. return level.mesh;
  33233. }
  33234. }
  33235. return null;
  33236. };
  33237. /**
  33238. * Remove a mesh from the LOD array
  33239. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33240. * @param mesh defines the mesh to be removed
  33241. * @return This mesh (for chaining)
  33242. */
  33243. Mesh.prototype.removeLODLevel = function (mesh) {
  33244. for (var index = 0; index < this._LODLevels.length; index++) {
  33245. if (this._LODLevels[index].mesh === mesh) {
  33246. this._LODLevels.splice(index, 1);
  33247. if (mesh) {
  33248. mesh._masterMesh = null;
  33249. }
  33250. }
  33251. }
  33252. this._sortLODLevels();
  33253. return this;
  33254. };
  33255. /**
  33256. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33257. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33258. * @param camera defines the camera to use to compute distance
  33259. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33260. * @return This mesh (for chaining)
  33261. */
  33262. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33263. if (!this._LODLevels || this._LODLevels.length === 0) {
  33264. return this;
  33265. }
  33266. var bSphere;
  33267. if (boundingSphere) {
  33268. bSphere = boundingSphere;
  33269. }
  33270. else {
  33271. var boundingInfo = this.getBoundingInfo();
  33272. bSphere = boundingInfo.boundingSphere;
  33273. }
  33274. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33275. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33276. if (this.onLODLevelSelection) {
  33277. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33278. }
  33279. return this;
  33280. }
  33281. for (var index = 0; index < this._LODLevels.length; index++) {
  33282. var level = this._LODLevels[index];
  33283. if (level.distance < distanceToCamera) {
  33284. if (level.mesh) {
  33285. level.mesh._preActivate();
  33286. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33287. }
  33288. if (this.onLODLevelSelection) {
  33289. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33290. }
  33291. return level.mesh;
  33292. }
  33293. }
  33294. if (this.onLODLevelSelection) {
  33295. this.onLODLevelSelection(distanceToCamera, this, this);
  33296. }
  33297. return this;
  33298. };
  33299. Object.defineProperty(Mesh.prototype, "geometry", {
  33300. /**
  33301. * Gets the mesh internal Geometry object
  33302. */
  33303. get: function () {
  33304. return this._geometry;
  33305. },
  33306. enumerable: true,
  33307. configurable: true
  33308. });
  33309. /**
  33310. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33311. * @returns the total number of vertices
  33312. */
  33313. Mesh.prototype.getTotalVertices = function () {
  33314. if (this._geometry === null || this._geometry === undefined) {
  33315. return 0;
  33316. }
  33317. return this._geometry.getTotalVertices();
  33318. };
  33319. /**
  33320. * Returns the content of an associated vertex buffer
  33321. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33322. * - BABYLON.VertexBuffer.PositionKind
  33323. * - BABYLON.VertexBuffer.UVKind
  33324. * - BABYLON.VertexBuffer.UV2Kind
  33325. * - BABYLON.VertexBuffer.UV3Kind
  33326. * - BABYLON.VertexBuffer.UV4Kind
  33327. * - BABYLON.VertexBuffer.UV5Kind
  33328. * - BABYLON.VertexBuffer.UV6Kind
  33329. * - BABYLON.VertexBuffer.ColorKind
  33330. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33331. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33332. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33333. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33334. * @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
  33335. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33336. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33337. */
  33338. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33339. if (!this._geometry) {
  33340. return null;
  33341. }
  33342. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33343. };
  33344. /**
  33345. * Returns the mesh VertexBuffer object from the requested `kind`
  33346. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33347. * - BABYLON.VertexBuffer.PositionKind
  33348. * - BABYLON.VertexBuffer.UVKind
  33349. * - BABYLON.VertexBuffer.UV2Kind
  33350. * - BABYLON.VertexBuffer.UV3Kind
  33351. * - BABYLON.VertexBuffer.UV4Kind
  33352. * - BABYLON.VertexBuffer.UV5Kind
  33353. * - BABYLON.VertexBuffer.UV6Kind
  33354. * - BABYLON.VertexBuffer.ColorKind
  33355. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33356. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33357. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33358. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33359. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33360. */
  33361. Mesh.prototype.getVertexBuffer = function (kind) {
  33362. if (!this._geometry) {
  33363. return null;
  33364. }
  33365. return this._geometry.getVertexBuffer(kind);
  33366. };
  33367. /**
  33368. * Tests if a specific vertex buffer is associated with this mesh
  33369. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33370. * - BABYLON.VertexBuffer.PositionKind
  33371. * - BABYLON.VertexBuffer.UVKind
  33372. * - BABYLON.VertexBuffer.UV2Kind
  33373. * - BABYLON.VertexBuffer.UV3Kind
  33374. * - BABYLON.VertexBuffer.UV4Kind
  33375. * - BABYLON.VertexBuffer.UV5Kind
  33376. * - BABYLON.VertexBuffer.UV6Kind
  33377. * - BABYLON.VertexBuffer.ColorKind
  33378. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33379. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33380. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33381. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33382. * @returns a boolean
  33383. */
  33384. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33385. if (!this._geometry) {
  33386. if (this._delayInfo) {
  33387. return this._delayInfo.indexOf(kind) !== -1;
  33388. }
  33389. return false;
  33390. }
  33391. return this._geometry.isVerticesDataPresent(kind);
  33392. };
  33393. /**
  33394. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33395. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33396. * - BABYLON.VertexBuffer.PositionKind
  33397. * - BABYLON.VertexBuffer.UVKind
  33398. * - BABYLON.VertexBuffer.UV2Kind
  33399. * - BABYLON.VertexBuffer.UV3Kind
  33400. * - BABYLON.VertexBuffer.UV4Kind
  33401. * - BABYLON.VertexBuffer.UV5Kind
  33402. * - BABYLON.VertexBuffer.UV6Kind
  33403. * - BABYLON.VertexBuffer.ColorKind
  33404. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33405. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33406. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33407. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33408. * @returns a boolean
  33409. */
  33410. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33411. if (!this._geometry) {
  33412. if (this._delayInfo) {
  33413. return this._delayInfo.indexOf(kind) !== -1;
  33414. }
  33415. return false;
  33416. }
  33417. return this._geometry.isVertexBufferUpdatable(kind);
  33418. };
  33419. /**
  33420. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33421. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33422. * - BABYLON.VertexBuffer.PositionKind
  33423. * - BABYLON.VertexBuffer.UVKind
  33424. * - BABYLON.VertexBuffer.UV2Kind
  33425. * - BABYLON.VertexBuffer.UV3Kind
  33426. * - BABYLON.VertexBuffer.UV4Kind
  33427. * - BABYLON.VertexBuffer.UV5Kind
  33428. * - BABYLON.VertexBuffer.UV6Kind
  33429. * - BABYLON.VertexBuffer.ColorKind
  33430. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33431. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33432. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33433. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33434. * @returns an array of strings
  33435. */
  33436. Mesh.prototype.getVerticesDataKinds = function () {
  33437. if (!this._geometry) {
  33438. var result = new Array();
  33439. if (this._delayInfo) {
  33440. this._delayInfo.forEach(function (kind, index, array) {
  33441. result.push(kind);
  33442. });
  33443. }
  33444. return result;
  33445. }
  33446. return this._geometry.getVerticesDataKinds();
  33447. };
  33448. /**
  33449. * Returns a positive integer : the total number of indices in this mesh geometry.
  33450. * @returns the numner of indices or zero if the mesh has no geometry.
  33451. */
  33452. Mesh.prototype.getTotalIndices = function () {
  33453. if (!this._geometry) {
  33454. return 0;
  33455. }
  33456. return this._geometry.getTotalIndices();
  33457. };
  33458. /**
  33459. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33460. * @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.
  33461. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33462. * @returns the indices array or an empty array if the mesh has no geometry
  33463. */
  33464. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33465. if (!this._geometry) {
  33466. return [];
  33467. }
  33468. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33469. };
  33470. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33471. get: function () {
  33472. return this._masterMesh !== null && this._masterMesh !== undefined;
  33473. },
  33474. enumerable: true,
  33475. configurable: true
  33476. });
  33477. /**
  33478. * Determine if the current mesh is ready to be rendered
  33479. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33480. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33481. * @returns true if all associated assets are ready (material, textures, shaders)
  33482. */
  33483. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33484. if (completeCheck === void 0) { completeCheck = false; }
  33485. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33486. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33487. return false;
  33488. }
  33489. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33490. return false;
  33491. }
  33492. if (!this.subMeshes || this.subMeshes.length === 0) {
  33493. return true;
  33494. }
  33495. if (!completeCheck) {
  33496. return true;
  33497. }
  33498. var engine = this.getEngine();
  33499. var scene = this.getScene();
  33500. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33501. this.computeWorldMatrix();
  33502. var mat = this.material || scene.defaultMaterial;
  33503. if (mat) {
  33504. if (mat._storeEffectOnSubMeshes) {
  33505. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33506. var subMesh = _a[_i];
  33507. var effectiveMaterial = subMesh.getMaterial();
  33508. if (effectiveMaterial) {
  33509. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33510. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33511. return false;
  33512. }
  33513. }
  33514. else {
  33515. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33516. return false;
  33517. }
  33518. }
  33519. }
  33520. }
  33521. }
  33522. else {
  33523. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33524. return false;
  33525. }
  33526. }
  33527. }
  33528. // Shadows
  33529. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33530. var light = _c[_b];
  33531. var generator = light.getShadowGenerator();
  33532. if (generator) {
  33533. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33534. var subMesh = _e[_d];
  33535. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33536. return false;
  33537. }
  33538. }
  33539. }
  33540. }
  33541. // LOD
  33542. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33543. var lod = _g[_f];
  33544. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33545. return false;
  33546. }
  33547. }
  33548. return true;
  33549. };
  33550. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33551. /**
  33552. * 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.
  33553. */
  33554. get: function () {
  33555. return this._areNormalsFrozen;
  33556. },
  33557. enumerable: true,
  33558. configurable: true
  33559. });
  33560. /**
  33561. * 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.
  33562. * @returns the current mesh
  33563. */
  33564. Mesh.prototype.freezeNormals = function () {
  33565. this._areNormalsFrozen = true;
  33566. return this;
  33567. };
  33568. /**
  33569. * 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
  33570. * @returns the current mesh
  33571. */
  33572. Mesh.prototype.unfreezeNormals = function () {
  33573. this._areNormalsFrozen = false;
  33574. return this;
  33575. };
  33576. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33577. /**
  33578. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33579. */
  33580. set: function (count) {
  33581. this._instanceDataStorage.overridenInstanceCount = count;
  33582. },
  33583. enumerable: true,
  33584. configurable: true
  33585. });
  33586. // Methods
  33587. /** @hidden */
  33588. Mesh.prototype._preActivate = function () {
  33589. var sceneRenderId = this.getScene().getRenderId();
  33590. if (this._preActivateId === sceneRenderId) {
  33591. return this;
  33592. }
  33593. this._preActivateId = sceneRenderId;
  33594. this._instanceDataStorage.visibleInstances = null;
  33595. return this;
  33596. };
  33597. /** @hidden */
  33598. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33599. if (this._instanceDataStorage.visibleInstances) {
  33600. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33601. }
  33602. return this;
  33603. };
  33604. /** @hidden */
  33605. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33606. if (!this._instanceDataStorage.visibleInstances) {
  33607. this._instanceDataStorage.visibleInstances = {
  33608. defaultRenderId: renderId,
  33609. selfDefaultRenderId: this._renderId
  33610. };
  33611. }
  33612. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33613. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33614. }
  33615. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33616. return this;
  33617. };
  33618. /**
  33619. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33620. * This means the mesh underlying bounding box and sphere are recomputed.
  33621. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33622. * @returns the current mesh
  33623. */
  33624. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33625. if (applySkeleton === void 0) { applySkeleton = false; }
  33626. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33627. return this;
  33628. }
  33629. var bias = this.geometry ? this.geometry.boundingBias : null;
  33630. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33631. return this;
  33632. };
  33633. /** @hidden */
  33634. Mesh.prototype._createGlobalSubMesh = function (force) {
  33635. var totalVertices = this.getTotalVertices();
  33636. if (!totalVertices || !this.getIndices()) {
  33637. return null;
  33638. }
  33639. // Check if we need to recreate the submeshes
  33640. if (this.subMeshes && this.subMeshes.length > 0) {
  33641. var ib = this.getIndices();
  33642. if (!ib) {
  33643. return null;
  33644. }
  33645. var totalIndices = ib.length;
  33646. var needToRecreate = false;
  33647. if (force) {
  33648. needToRecreate = true;
  33649. }
  33650. else {
  33651. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33652. var submesh = _a[_i];
  33653. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33654. needToRecreate = true;
  33655. break;
  33656. }
  33657. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33658. needToRecreate = true;
  33659. break;
  33660. }
  33661. }
  33662. }
  33663. if (!needToRecreate) {
  33664. return this.subMeshes[0];
  33665. }
  33666. }
  33667. this.releaseSubMeshes();
  33668. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33669. };
  33670. /**
  33671. * This function will subdivide the mesh into multiple submeshes
  33672. * @param count defines the expected number of submeshes
  33673. */
  33674. Mesh.prototype.subdivide = function (count) {
  33675. if (count < 1) {
  33676. return;
  33677. }
  33678. var totalIndices = this.getTotalIndices();
  33679. var subdivisionSize = (totalIndices / count) | 0;
  33680. var offset = 0;
  33681. // Ensure that subdivisionSize is a multiple of 3
  33682. while (subdivisionSize % 3 !== 0) {
  33683. subdivisionSize++;
  33684. }
  33685. this.releaseSubMeshes();
  33686. for (var index = 0; index < count; index++) {
  33687. if (offset >= totalIndices) {
  33688. break;
  33689. }
  33690. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33691. offset += subdivisionSize;
  33692. }
  33693. this.synchronizeInstances();
  33694. };
  33695. /**
  33696. * Copy a FloatArray into a specific associated vertex buffer
  33697. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33698. * - BABYLON.VertexBuffer.PositionKind
  33699. * - BABYLON.VertexBuffer.UVKind
  33700. * - BABYLON.VertexBuffer.UV2Kind
  33701. * - BABYLON.VertexBuffer.UV3Kind
  33702. * - BABYLON.VertexBuffer.UV4Kind
  33703. * - BABYLON.VertexBuffer.UV5Kind
  33704. * - BABYLON.VertexBuffer.UV6Kind
  33705. * - BABYLON.VertexBuffer.ColorKind
  33706. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33707. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33708. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33709. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33710. * @param data defines the data source
  33711. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33712. * @param stride defines the data stride size (can be null)
  33713. * @returns the current mesh
  33714. */
  33715. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33716. if (updatable === void 0) { updatable = false; }
  33717. if (!this._geometry) {
  33718. var vertexData = new BABYLON.VertexData();
  33719. vertexData.set(data, kind);
  33720. var scene = this.getScene();
  33721. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33722. }
  33723. else {
  33724. this._geometry.setVerticesData(kind, data, updatable, stride);
  33725. }
  33726. return this;
  33727. };
  33728. /**
  33729. * Flags an associated vertex buffer as updatable
  33730. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33731. * - BABYLON.VertexBuffer.PositionKind
  33732. * - BABYLON.VertexBuffer.UVKind
  33733. * - BABYLON.VertexBuffer.UV2Kind
  33734. * - BABYLON.VertexBuffer.UV3Kind
  33735. * - BABYLON.VertexBuffer.UV4Kind
  33736. * - BABYLON.VertexBuffer.UV5Kind
  33737. * - BABYLON.VertexBuffer.UV6Kind
  33738. * - BABYLON.VertexBuffer.ColorKind
  33739. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33740. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33741. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33742. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33743. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33744. */
  33745. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33746. if (updatable === void 0) { updatable = true; }
  33747. var vb = this.getVertexBuffer(kind);
  33748. if (!vb || vb.isUpdatable() === updatable) {
  33749. return;
  33750. }
  33751. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33752. };
  33753. /**
  33754. * Sets the mesh global Vertex Buffer
  33755. * @param buffer defines the buffer to use
  33756. * @returns the current mesh
  33757. */
  33758. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33759. if (!this._geometry) {
  33760. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33761. }
  33762. this._geometry.setVerticesBuffer(buffer);
  33763. return this;
  33764. };
  33765. /**
  33766. * Update a specific associated vertex buffer
  33767. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33768. * - BABYLON.VertexBuffer.PositionKind
  33769. * - BABYLON.VertexBuffer.UVKind
  33770. * - BABYLON.VertexBuffer.UV2Kind
  33771. * - BABYLON.VertexBuffer.UV3Kind
  33772. * - BABYLON.VertexBuffer.UV4Kind
  33773. * - BABYLON.VertexBuffer.UV5Kind
  33774. * - BABYLON.VertexBuffer.UV6Kind
  33775. * - BABYLON.VertexBuffer.ColorKind
  33776. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33777. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33778. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33779. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33780. * @param data defines the data source
  33781. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33782. * @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)
  33783. * @returns the current mesh
  33784. */
  33785. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33786. if (!this._geometry) {
  33787. return this;
  33788. }
  33789. if (!makeItUnique) {
  33790. this._geometry.updateVerticesData(kind, data, updateExtends);
  33791. }
  33792. else {
  33793. this.makeGeometryUnique();
  33794. this.updateVerticesData(kind, data, updateExtends, false);
  33795. }
  33796. return this;
  33797. };
  33798. /**
  33799. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33800. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33801. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33802. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33803. * @returns the current mesh
  33804. */
  33805. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33806. if (computeNormals === void 0) { computeNormals = true; }
  33807. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33808. if (!positions) {
  33809. return this;
  33810. }
  33811. positionFunction(positions);
  33812. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33813. if (computeNormals) {
  33814. var indices = this.getIndices();
  33815. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33816. if (!normals) {
  33817. return this;
  33818. }
  33819. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33820. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33821. }
  33822. return this;
  33823. };
  33824. /**
  33825. * Creates a un-shared specific occurence of the geometry for the mesh.
  33826. * @returns the current mesh
  33827. */
  33828. Mesh.prototype.makeGeometryUnique = function () {
  33829. if (!this._geometry) {
  33830. return this;
  33831. }
  33832. var oldGeometry = this._geometry;
  33833. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33834. oldGeometry.releaseForMesh(this, true);
  33835. geometry.applyToMesh(this);
  33836. return this;
  33837. };
  33838. /**
  33839. * Set the index buffer of this mesh
  33840. * @param indices defines the source data
  33841. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33842. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33843. * @returns the current mesh
  33844. */
  33845. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33846. if (totalVertices === void 0) { totalVertices = null; }
  33847. if (updatable === void 0) { updatable = false; }
  33848. if (!this._geometry) {
  33849. var vertexData = new BABYLON.VertexData();
  33850. vertexData.indices = indices;
  33851. var scene = this.getScene();
  33852. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33853. }
  33854. else {
  33855. this._geometry.setIndices(indices, totalVertices, updatable);
  33856. }
  33857. return this;
  33858. };
  33859. /**
  33860. * Update the current index buffer
  33861. * @param indices defines the source data
  33862. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33863. * @returns the current mesh
  33864. */
  33865. Mesh.prototype.updateIndices = function (indices, offset) {
  33866. if (!this._geometry) {
  33867. return this;
  33868. }
  33869. this._geometry.updateIndices(indices, offset);
  33870. return this;
  33871. };
  33872. /**
  33873. * Invert the geometry to move from a right handed system to a left handed one.
  33874. * @returns the current mesh
  33875. */
  33876. Mesh.prototype.toLeftHanded = function () {
  33877. if (!this._geometry) {
  33878. return this;
  33879. }
  33880. this._geometry.toLeftHanded();
  33881. return this;
  33882. };
  33883. /** @hidden */
  33884. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33885. if (!this._geometry) {
  33886. return this;
  33887. }
  33888. var engine = this.getScene().getEngine();
  33889. // Wireframe
  33890. var indexToBind;
  33891. if (this._unIndexed) {
  33892. indexToBind = null;
  33893. }
  33894. else {
  33895. switch (fillMode) {
  33896. case BABYLON.Material.PointFillMode:
  33897. indexToBind = null;
  33898. break;
  33899. case BABYLON.Material.WireFrameFillMode:
  33900. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33901. break;
  33902. default:
  33903. case BABYLON.Material.TriangleFillMode:
  33904. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33905. break;
  33906. }
  33907. }
  33908. // VBOs
  33909. this._geometry._bind(effect, indexToBind);
  33910. return this;
  33911. };
  33912. /** @hidden */
  33913. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33914. if (alternate === void 0) { alternate = false; }
  33915. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33916. return this;
  33917. }
  33918. if (this._onBeforeDrawObservable) {
  33919. this._onBeforeDrawObservable.notifyObservers(this);
  33920. }
  33921. var scene = this.getScene();
  33922. var engine = scene.getEngine();
  33923. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33924. // or triangles as points
  33925. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33926. }
  33927. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33928. // Triangles as wireframe
  33929. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33930. }
  33931. else {
  33932. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33933. }
  33934. if (scene._isAlternateRenderingEnabled && !alternate) {
  33935. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33936. if (!effect || !scene.activeCamera) {
  33937. return this;
  33938. }
  33939. scene._switchToAlternateCameraConfiguration(true);
  33940. this._effectiveMaterial.bindView(effect);
  33941. this._effectiveMaterial.bindViewProjection(effect);
  33942. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33943. this._draw(subMesh, fillMode, instancesCount, true);
  33944. engine.setViewport(scene.activeCamera.viewport);
  33945. scene._switchToAlternateCameraConfiguration(false);
  33946. this._effectiveMaterial.bindView(effect);
  33947. this._effectiveMaterial.bindViewProjection(effect);
  33948. }
  33949. return this;
  33950. };
  33951. /**
  33952. * Registers for this mesh a javascript function called just before the rendering process
  33953. * @param func defines the function to call before rendering this mesh
  33954. * @returns the current mesh
  33955. */
  33956. Mesh.prototype.registerBeforeRender = function (func) {
  33957. this.onBeforeRenderObservable.add(func);
  33958. return this;
  33959. };
  33960. /**
  33961. * Disposes a previously registered javascript function called before the rendering
  33962. * @param func defines the function to remove
  33963. * @returns the current mesh
  33964. */
  33965. Mesh.prototype.unregisterBeforeRender = function (func) {
  33966. this.onBeforeRenderObservable.removeCallback(func);
  33967. return this;
  33968. };
  33969. /**
  33970. * Registers for this mesh a javascript function called just after the rendering is complete
  33971. * @param func defines the function to call after rendering this mesh
  33972. * @returns the current mesh
  33973. */
  33974. Mesh.prototype.registerAfterRender = function (func) {
  33975. this.onAfterRenderObservable.add(func);
  33976. return this;
  33977. };
  33978. /**
  33979. * Disposes a previously registered javascript function called after the rendering.
  33980. * @param func defines the function to remove
  33981. * @returns the current mesh
  33982. */
  33983. Mesh.prototype.unregisterAfterRender = function (func) {
  33984. this.onAfterRenderObservable.removeCallback(func);
  33985. return this;
  33986. };
  33987. /** @hidden */
  33988. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33989. var scene = this.getScene();
  33990. var batchCache = this._instanceDataStorage.batchCache;
  33991. batchCache.mustReturn = false;
  33992. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33993. batchCache.visibleInstances[subMeshId] = null;
  33994. if (this._instanceDataStorage.visibleInstances) {
  33995. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33996. var currentRenderId = scene.getRenderId();
  33997. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33998. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33999. var selfRenderId = this._renderId;
  34000. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34001. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34002. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34003. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34004. }
  34005. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34006. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34007. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34008. batchCache.mustReturn = true;
  34009. return batchCache;
  34010. }
  34011. if (currentRenderId !== selfRenderId) {
  34012. batchCache.renderSelf[subMeshId] = false;
  34013. }
  34014. }
  34015. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34016. }
  34017. return batchCache;
  34018. };
  34019. /** @hidden */
  34020. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34021. var visibleInstances = batch.visibleInstances[subMesh._id];
  34022. if (!visibleInstances) {
  34023. return this;
  34024. }
  34025. var matricesCount = visibleInstances.length + 1;
  34026. var bufferSize = matricesCount * 16 * 4;
  34027. var instanceStorage = this._instanceDataStorage;
  34028. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34029. var instancesBuffer = instanceStorage.instancesBuffer;
  34030. while (instanceStorage.instancesBufferSize < bufferSize) {
  34031. instanceStorage.instancesBufferSize *= 2;
  34032. }
  34033. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34034. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34035. }
  34036. var offset = 0;
  34037. var instancesCount = 0;
  34038. var world = this.getWorldMatrix();
  34039. if (batch.renderSelf[subMesh._id]) {
  34040. world.copyToArray(instanceStorage.instancesData, offset);
  34041. offset += 16;
  34042. instancesCount++;
  34043. }
  34044. if (visibleInstances) {
  34045. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34046. var instance = visibleInstances[instanceIndex];
  34047. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34048. offset += 16;
  34049. instancesCount++;
  34050. }
  34051. }
  34052. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34053. if (instancesBuffer) {
  34054. instancesBuffer.dispose();
  34055. }
  34056. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34057. instanceStorage.instancesBuffer = instancesBuffer;
  34058. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34059. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34060. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34061. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34062. }
  34063. else {
  34064. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34065. }
  34066. this._bind(subMesh, effect, fillMode);
  34067. this._draw(subMesh, fillMode, instancesCount);
  34068. engine.unbindInstanceAttributes();
  34069. return this;
  34070. };
  34071. /** @hidden */
  34072. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34073. var scene = this.getScene();
  34074. var engine = scene.getEngine();
  34075. if (hardwareInstancedRendering) {
  34076. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34077. }
  34078. else {
  34079. if (batch.renderSelf[subMesh._id]) {
  34080. // Draw
  34081. if (onBeforeDraw) {
  34082. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34083. }
  34084. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34085. }
  34086. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34087. if (visibleInstancesForSubMesh) {
  34088. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34089. var instance = visibleInstancesForSubMesh[instanceIndex];
  34090. // World
  34091. var world = instance.getWorldMatrix();
  34092. if (onBeforeDraw) {
  34093. onBeforeDraw(true, world, effectiveMaterial);
  34094. }
  34095. // Draw
  34096. this._draw(subMesh, fillMode);
  34097. }
  34098. }
  34099. }
  34100. return this;
  34101. };
  34102. /**
  34103. * 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
  34104. * @param subMesh defines the subMesh to render
  34105. * @param enableAlphaMode defines if alpha mode can be changed
  34106. * @returns the current mesh
  34107. */
  34108. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34109. if (this._checkOcclusionQuery()) {
  34110. return this;
  34111. }
  34112. var scene = this.getScene();
  34113. // Managing instances
  34114. var batch = this._getInstancesRenderList(subMesh._id);
  34115. if (batch.mustReturn) {
  34116. return this;
  34117. }
  34118. // Checking geometry state
  34119. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34120. return this;
  34121. }
  34122. if (this._onBeforeRenderObservable) {
  34123. this._onBeforeRenderObservable.notifyObservers(this);
  34124. }
  34125. var engine = scene.getEngine();
  34126. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34127. // Material
  34128. var material = subMesh.getMaterial();
  34129. if (!material) {
  34130. return this;
  34131. }
  34132. this._effectiveMaterial = material;
  34133. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34134. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34135. return this;
  34136. }
  34137. }
  34138. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34139. return this;
  34140. }
  34141. // Alpha mode
  34142. if (enableAlphaMode) {
  34143. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34144. }
  34145. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34146. var step = _a[_i];
  34147. step.action(this, subMesh, batch);
  34148. }
  34149. var effect;
  34150. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34151. effect = subMesh.effect;
  34152. }
  34153. else {
  34154. effect = this._effectiveMaterial.getEffect();
  34155. }
  34156. if (!effect) {
  34157. return this;
  34158. }
  34159. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34160. var sideOrientation = this.overrideMaterialSideOrientation;
  34161. if (sideOrientation == null) {
  34162. sideOrientation = this._effectiveMaterial.sideOrientation;
  34163. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34164. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34165. }
  34166. }
  34167. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34168. if (this._effectiveMaterial.forceDepthWrite) {
  34169. engine.setDepthWrite(true);
  34170. }
  34171. // Bind
  34172. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34173. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34174. this._bind(subMesh, effect, fillMode);
  34175. }
  34176. var world = effectiveMesh.getWorldMatrix();
  34177. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34178. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34179. }
  34180. else {
  34181. this._effectiveMaterial.bind(world, this);
  34182. }
  34183. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34184. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34185. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34186. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34187. }
  34188. // Draw
  34189. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34190. // Unbind
  34191. this._effectiveMaterial.unbind();
  34192. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34193. var step = _c[_b];
  34194. step.action(this, subMesh, batch);
  34195. }
  34196. if (this._onAfterRenderObservable) {
  34197. this._onAfterRenderObservable.notifyObservers(this);
  34198. }
  34199. return this;
  34200. };
  34201. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34202. if (isInstance && effectiveMaterial) {
  34203. effectiveMaterial.bindOnlyWorldMatrix(world);
  34204. }
  34205. };
  34206. /**
  34207. * Renormalize the mesh and patch it up if there are no weights
  34208. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34209. * However in the case of zero weights then we set just a single influence to 1.
  34210. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34211. */
  34212. Mesh.prototype.cleanMatrixWeights = function () {
  34213. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34214. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34215. this.normalizeSkinWeightsAndExtra();
  34216. }
  34217. else {
  34218. this.normalizeSkinFourWeights();
  34219. }
  34220. }
  34221. };
  34222. // faster 4 weight version.
  34223. Mesh.prototype.normalizeSkinFourWeights = function () {
  34224. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34225. var numWeights = matricesWeights.length;
  34226. for (var a = 0; a < numWeights; a += 4) {
  34227. // accumulate weights
  34228. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34229. // check for invalid weight and just set it to 1.
  34230. if (t === 0) {
  34231. matricesWeights[a] = 1;
  34232. }
  34233. else {
  34234. // renormalize so everything adds to 1 use reciprical
  34235. var recip = 1 / t;
  34236. matricesWeights[a] *= recip;
  34237. matricesWeights[a + 1] *= recip;
  34238. matricesWeights[a + 2] *= recip;
  34239. matricesWeights[a + 3] *= recip;
  34240. }
  34241. }
  34242. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34243. };
  34244. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34245. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34246. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34247. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34248. var numWeights = matricesWeights.length;
  34249. for (var a = 0; a < numWeights; a += 4) {
  34250. // accumulate weights
  34251. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34252. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34253. // check for invalid weight and just set it to 1.
  34254. if (t === 0) {
  34255. matricesWeights[a] = 1;
  34256. }
  34257. else {
  34258. // renormalize so everything adds to 1 use reciprical
  34259. var recip = 1 / t;
  34260. matricesWeights[a] *= recip;
  34261. matricesWeights[a + 1] *= recip;
  34262. matricesWeights[a + 2] *= recip;
  34263. matricesWeights[a + 3] *= recip;
  34264. // same goes for extras
  34265. matricesWeightsExtra[a] *= recip;
  34266. matricesWeightsExtra[a + 1] *= recip;
  34267. matricesWeightsExtra[a + 2] *= recip;
  34268. matricesWeightsExtra[a + 3] *= recip;
  34269. }
  34270. }
  34271. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34272. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34273. };
  34274. /**
  34275. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34276. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34277. * the user know there was an issue with importing the mesh
  34278. * @returns a validation object with skinned, valid and report string
  34279. */
  34280. Mesh.prototype.validateSkinning = function () {
  34281. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34282. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34283. if (matricesWeights === null || this.skeleton == null) {
  34284. return { skinned: false, valid: true, report: "not skinned" };
  34285. }
  34286. var numWeights = matricesWeights.length;
  34287. var numberNotSorted = 0;
  34288. var missingWeights = 0;
  34289. var maxUsedWeights = 0;
  34290. var numberNotNormalized = 0;
  34291. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34292. var usedWeightCounts = new Array();
  34293. for (var a = 0; a <= numInfluences; a++) {
  34294. usedWeightCounts[a] = 0;
  34295. }
  34296. var toleranceEpsilon = 0.001;
  34297. for (var a = 0; a < numWeights; a += 4) {
  34298. var lastWeight = matricesWeights[a];
  34299. var t = lastWeight;
  34300. var usedWeights = t === 0 ? 0 : 1;
  34301. for (var b = 1; b < numInfluences; b++) {
  34302. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34303. if (d > lastWeight) {
  34304. numberNotSorted++;
  34305. }
  34306. if (d !== 0) {
  34307. usedWeights++;
  34308. }
  34309. t += d;
  34310. lastWeight = d;
  34311. }
  34312. // count the buffer weights usage
  34313. usedWeightCounts[usedWeights]++;
  34314. // max influences
  34315. if (usedWeights > maxUsedWeights) {
  34316. maxUsedWeights = usedWeights;
  34317. }
  34318. // check for invalid weight and just set it to 1.
  34319. if (t === 0) {
  34320. missingWeights++;
  34321. }
  34322. else {
  34323. // renormalize so everything adds to 1 use reciprical
  34324. var recip = 1 / t;
  34325. var tolerance = 0;
  34326. for (b = 0; b < numInfluences; b++) {
  34327. if (b < 4) {
  34328. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34329. }
  34330. else {
  34331. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34332. }
  34333. }
  34334. // arbitary epsilon value for dicdating not normalized
  34335. if (tolerance > toleranceEpsilon) {
  34336. numberNotNormalized++;
  34337. }
  34338. }
  34339. }
  34340. // validate bone indices are in range of the skeleton
  34341. var numBones = this.skeleton.bones.length;
  34342. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34343. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34344. var numBadBoneIndices = 0;
  34345. for (var a = 0; a < numWeights; a++) {
  34346. for (var b = 0; b < numInfluences; b++) {
  34347. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34348. if (index >= numBones || index < 0) {
  34349. numBadBoneIndices++;
  34350. }
  34351. }
  34352. }
  34353. // log mesh stats
  34354. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34355. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34356. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34357. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34358. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34359. };
  34360. /** @hidden */
  34361. Mesh.prototype._checkDelayState = function () {
  34362. var scene = this.getScene();
  34363. if (this._geometry) {
  34364. this._geometry.load(scene);
  34365. }
  34366. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34367. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34368. this._queueLoad(scene);
  34369. }
  34370. return this;
  34371. };
  34372. Mesh.prototype._queueLoad = function (scene) {
  34373. var _this = this;
  34374. scene._addPendingData(this);
  34375. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34376. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34377. if (data instanceof ArrayBuffer) {
  34378. _this._delayLoadingFunction(data, _this);
  34379. }
  34380. else {
  34381. _this._delayLoadingFunction(JSON.parse(data), _this);
  34382. }
  34383. _this.instances.forEach(function (instance) {
  34384. instance._syncSubMeshes();
  34385. });
  34386. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34387. scene._removePendingData(_this);
  34388. }, function () { }, scene.offlineProvider, getBinaryData);
  34389. return this;
  34390. };
  34391. /**
  34392. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34393. * A mesh is in the frustum if its bounding box intersects the frustum
  34394. * @param frustumPlanes defines the frustum to test
  34395. * @returns true if the mesh is in the frustum planes
  34396. */
  34397. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34398. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34399. return false;
  34400. }
  34401. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34402. return false;
  34403. }
  34404. this._checkDelayState();
  34405. return true;
  34406. };
  34407. /**
  34408. * Sets the mesh material by the material or multiMaterial `id` property
  34409. * @param id is a string identifying the material or the multiMaterial
  34410. * @returns the current mesh
  34411. */
  34412. Mesh.prototype.setMaterialByID = function (id) {
  34413. var materials = this.getScene().materials;
  34414. var index;
  34415. for (index = materials.length - 1; index > -1; index--) {
  34416. if (materials[index].id === id) {
  34417. this.material = materials[index];
  34418. return this;
  34419. }
  34420. }
  34421. // Multi
  34422. var multiMaterials = this.getScene().multiMaterials;
  34423. for (index = multiMaterials.length - 1; index > -1; index--) {
  34424. if (multiMaterials[index].id === id) {
  34425. this.material = multiMaterials[index];
  34426. return this;
  34427. }
  34428. }
  34429. return this;
  34430. };
  34431. /**
  34432. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34433. * @returns an array of IAnimatable
  34434. */
  34435. Mesh.prototype.getAnimatables = function () {
  34436. var results = new Array();
  34437. if (this.material) {
  34438. results.push(this.material);
  34439. }
  34440. if (this.skeleton) {
  34441. results.push(this.skeleton);
  34442. }
  34443. return results;
  34444. };
  34445. /**
  34446. * Modifies the mesh geometry according to the passed transformation matrix.
  34447. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34448. * The mesh normals are modified using the same transformation.
  34449. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34450. * @param transform defines the transform matrix to use
  34451. * @see http://doc.babylonjs.com/resources/baking_transformations
  34452. * @returns the current mesh
  34453. */
  34454. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34455. // Position
  34456. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34457. return this;
  34458. }
  34459. var submeshes = this.subMeshes.splice(0);
  34460. this._resetPointsArrayCache();
  34461. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34462. var temp = new Array();
  34463. var index;
  34464. for (index = 0; index < data.length; index += 3) {
  34465. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34466. }
  34467. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34468. // Normals
  34469. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34470. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34471. temp = [];
  34472. for (index = 0; index < data.length; index += 3) {
  34473. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34474. }
  34475. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34476. }
  34477. // flip faces?
  34478. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34479. this.flipFaces();
  34480. }
  34481. // Restore submeshes
  34482. this.releaseSubMeshes();
  34483. this.subMeshes = submeshes;
  34484. return this;
  34485. };
  34486. /**
  34487. * Modifies the mesh geometry according to its own current World Matrix.
  34488. * The mesh World Matrix is then reset.
  34489. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34490. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34491. * @see http://doc.babylonjs.com/resources/baking_transformations
  34492. * @returns the current mesh
  34493. */
  34494. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34495. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34496. this.scaling.copyFromFloats(1, 1, 1);
  34497. this.position.copyFromFloats(0, 0, 0);
  34498. this.rotation.copyFromFloats(0, 0, 0);
  34499. //only if quaternion is already set
  34500. if (this.rotationQuaternion) {
  34501. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34502. }
  34503. this._worldMatrix = BABYLON.Matrix.Identity();
  34504. return this;
  34505. };
  34506. Object.defineProperty(Mesh.prototype, "_positions", {
  34507. // Cache
  34508. /** @hidden */
  34509. get: function () {
  34510. if (this._geometry) {
  34511. return this._geometry._positions;
  34512. }
  34513. return null;
  34514. },
  34515. enumerable: true,
  34516. configurable: true
  34517. });
  34518. /** @hidden */
  34519. Mesh.prototype._resetPointsArrayCache = function () {
  34520. if (this._geometry) {
  34521. this._geometry._resetPointsArrayCache();
  34522. }
  34523. return this;
  34524. };
  34525. /** @hidden */
  34526. Mesh.prototype._generatePointsArray = function () {
  34527. if (this._geometry) {
  34528. return this._geometry._generatePointsArray();
  34529. }
  34530. return false;
  34531. };
  34532. /**
  34533. * Returns a new Mesh object generated from the current mesh properties.
  34534. * This method must not get confused with createInstance()
  34535. * @param name is a string, the name given to the new mesh
  34536. * @param newParent can be any Node object (default `null`)
  34537. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34538. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34539. * @returns a new mesh
  34540. */
  34541. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34542. if (name === void 0) { name = ""; }
  34543. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34544. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34545. };
  34546. /**
  34547. * Releases resources associated with this mesh.
  34548. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34549. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34550. */
  34551. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34552. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34553. this.morphTargetManager = null;
  34554. if (this._geometry) {
  34555. this._geometry.releaseForMesh(this, true);
  34556. }
  34557. if (this._onBeforeDrawObservable) {
  34558. this._onBeforeDrawObservable.clear();
  34559. }
  34560. if (this._onBeforeRenderObservable) {
  34561. this._onBeforeRenderObservable.clear();
  34562. }
  34563. if (this._onAfterRenderObservable) {
  34564. this._onAfterRenderObservable.clear();
  34565. }
  34566. // Sources
  34567. if (this._scene.useClonedMeshhMap) {
  34568. if (this.meshMap) {
  34569. for (var uniqueId in this.meshMap) {
  34570. var mesh = this.meshMap[uniqueId];
  34571. if (mesh) {
  34572. mesh._source = null;
  34573. this.meshMap[uniqueId] = undefined;
  34574. }
  34575. }
  34576. }
  34577. if (this._source && this._source.meshMap) {
  34578. this._source.meshMap[this.uniqueId] = undefined;
  34579. }
  34580. }
  34581. else {
  34582. var meshes = this.getScene().meshes;
  34583. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34584. var abstractMesh = meshes_1[_i];
  34585. var mesh = abstractMesh;
  34586. if (mesh._source && mesh._source === this) {
  34587. mesh._source = null;
  34588. }
  34589. }
  34590. }
  34591. this._source = null;
  34592. // Instances
  34593. if (this._instanceDataStorage.instancesBuffer) {
  34594. this._instanceDataStorage.instancesBuffer.dispose();
  34595. this._instanceDataStorage.instancesBuffer = null;
  34596. }
  34597. while (this.instances.length) {
  34598. this.instances[0].dispose();
  34599. }
  34600. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34601. };
  34602. /**
  34603. * Modifies the mesh geometry according to a displacement map.
  34604. * 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.
  34605. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34606. * @param url is a string, the URL from the image file is to be downloaded.
  34607. * @param minHeight is the lower limit of the displacement.
  34608. * @param maxHeight is the upper limit of the displacement.
  34609. * @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.
  34610. * @param uvOffset is an optional vector2 used to offset UV.
  34611. * @param uvScale is an optional vector2 used to scale UV.
  34612. * @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.
  34613. * @returns the Mesh.
  34614. */
  34615. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34616. var _this = this;
  34617. if (forceUpdate === void 0) { forceUpdate = false; }
  34618. var scene = this.getScene();
  34619. var onload = function (img) {
  34620. // Getting height map data
  34621. var canvas = document.createElement("canvas");
  34622. var context = canvas.getContext("2d");
  34623. var heightMapWidth = img.width;
  34624. var heightMapHeight = img.height;
  34625. canvas.width = heightMapWidth;
  34626. canvas.height = heightMapHeight;
  34627. context.drawImage(img, 0, 0);
  34628. // Create VertexData from map data
  34629. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34630. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34631. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34632. //execute success callback, if set
  34633. if (onSuccess) {
  34634. onSuccess(_this);
  34635. }
  34636. };
  34637. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34638. return this;
  34639. };
  34640. /**
  34641. * Modifies the mesh geometry according to a displacementMap buffer.
  34642. * 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.
  34643. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34644. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34645. * @param heightMapWidth is the width of the buffer image.
  34646. * @param heightMapHeight is the height of the buffer image.
  34647. * @param minHeight is the lower limit of the displacement.
  34648. * @param maxHeight is the upper limit of the displacement.
  34649. * @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.
  34650. * @param uvOffset is an optional vector2 used to offset UV.
  34651. * @param uvScale is an optional vector2 used to scale UV.
  34652. * @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.
  34653. * @returns the Mesh.
  34654. */
  34655. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34656. if (forceUpdate === void 0) { forceUpdate = false; }
  34657. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34658. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34659. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34660. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34661. return this;
  34662. }
  34663. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34664. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34665. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34666. var position = BABYLON.Vector3.Zero();
  34667. var normal = BABYLON.Vector3.Zero();
  34668. var uv = BABYLON.Vector2.Zero();
  34669. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34670. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34671. for (var index = 0; index < positions.length; index += 3) {
  34672. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34673. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34674. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34675. // Compute height
  34676. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34677. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34678. var pos = (u + v * heightMapWidth) * 4;
  34679. var r = buffer[pos] / 255.0;
  34680. var g = buffer[pos + 1] / 255.0;
  34681. var b = buffer[pos + 2] / 255.0;
  34682. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34683. normal.normalize();
  34684. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34685. position = position.add(normal);
  34686. position.toArray(positions, index);
  34687. }
  34688. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34689. if (forceUpdate) {
  34690. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34691. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34692. }
  34693. else {
  34694. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34695. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34696. }
  34697. return this;
  34698. };
  34699. /**
  34700. * Modify the mesh to get a flat shading rendering.
  34701. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34702. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34703. * @returns current mesh
  34704. */
  34705. Mesh.prototype.convertToFlatShadedMesh = function () {
  34706. var kinds = this.getVerticesDataKinds();
  34707. var vbs = {};
  34708. var data = {};
  34709. var newdata = {};
  34710. var updatableNormals = false;
  34711. var kindIndex;
  34712. var kind;
  34713. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34714. kind = kinds[kindIndex];
  34715. var vertexBuffer = this.getVertexBuffer(kind);
  34716. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34717. updatableNormals = vertexBuffer.isUpdatable();
  34718. kinds.splice(kindIndex, 1);
  34719. kindIndex--;
  34720. continue;
  34721. }
  34722. vbs[kind] = vertexBuffer;
  34723. data[kind] = vbs[kind].getData();
  34724. newdata[kind] = [];
  34725. }
  34726. // Save previous submeshes
  34727. var previousSubmeshes = this.subMeshes.slice(0);
  34728. var indices = this.getIndices();
  34729. var totalIndices = this.getTotalIndices();
  34730. // Generating unique vertices per face
  34731. var index;
  34732. for (index = 0; index < totalIndices; index++) {
  34733. var vertexIndex = indices[index];
  34734. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34735. kind = kinds[kindIndex];
  34736. var stride = vbs[kind].getStrideSize();
  34737. for (var offset = 0; offset < stride; offset++) {
  34738. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34739. }
  34740. }
  34741. }
  34742. // Updating faces & normal
  34743. var normals = [];
  34744. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34745. for (index = 0; index < totalIndices; index += 3) {
  34746. indices[index] = index;
  34747. indices[index + 1] = index + 1;
  34748. indices[index + 2] = index + 2;
  34749. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34750. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34751. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34752. var p1p2 = p1.subtract(p2);
  34753. var p3p2 = p3.subtract(p2);
  34754. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34755. // Store same normals for every vertex
  34756. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34757. normals.push(normal.x);
  34758. normals.push(normal.y);
  34759. normals.push(normal.z);
  34760. }
  34761. }
  34762. this.setIndices(indices);
  34763. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34764. // Updating vertex buffers
  34765. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34766. kind = kinds[kindIndex];
  34767. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34768. }
  34769. // Updating submeshes
  34770. this.releaseSubMeshes();
  34771. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34772. var previousOne = previousSubmeshes[submeshIndex];
  34773. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34774. }
  34775. this.synchronizeInstances();
  34776. return this;
  34777. };
  34778. /**
  34779. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34780. * In other words, more vertices, no more indices and a single bigger VBO.
  34781. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34782. * @returns current mesh
  34783. */
  34784. Mesh.prototype.convertToUnIndexedMesh = function () {
  34785. var kinds = this.getVerticesDataKinds();
  34786. var vbs = {};
  34787. var data = {};
  34788. var newdata = {};
  34789. var kindIndex;
  34790. var kind;
  34791. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34792. kind = kinds[kindIndex];
  34793. var vertexBuffer = this.getVertexBuffer(kind);
  34794. vbs[kind] = vertexBuffer;
  34795. data[kind] = vbs[kind].getData();
  34796. newdata[kind] = [];
  34797. }
  34798. // Save previous submeshes
  34799. var previousSubmeshes = this.subMeshes.slice(0);
  34800. var indices = this.getIndices();
  34801. var totalIndices = this.getTotalIndices();
  34802. // Generating unique vertices per face
  34803. var index;
  34804. for (index = 0; index < totalIndices; index++) {
  34805. var vertexIndex = indices[index];
  34806. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34807. kind = kinds[kindIndex];
  34808. var stride = vbs[kind].getStrideSize();
  34809. for (var offset = 0; offset < stride; offset++) {
  34810. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34811. }
  34812. }
  34813. }
  34814. // Updating indices
  34815. for (index = 0; index < totalIndices; index += 3) {
  34816. indices[index] = index;
  34817. indices[index + 1] = index + 1;
  34818. indices[index + 2] = index + 2;
  34819. }
  34820. this.setIndices(indices);
  34821. // Updating vertex buffers
  34822. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34823. kind = kinds[kindIndex];
  34824. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34825. }
  34826. // Updating submeshes
  34827. this.releaseSubMeshes();
  34828. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34829. var previousOne = previousSubmeshes[submeshIndex];
  34830. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34831. }
  34832. this._unIndexed = true;
  34833. this.synchronizeInstances();
  34834. return this;
  34835. };
  34836. /**
  34837. * Inverses facet orientations.
  34838. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34839. * @param flipNormals will also inverts the normals
  34840. * @returns current mesh
  34841. */
  34842. Mesh.prototype.flipFaces = function (flipNormals) {
  34843. if (flipNormals === void 0) { flipNormals = false; }
  34844. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34845. var i;
  34846. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34847. for (i = 0; i < vertex_data.normals.length; i++) {
  34848. vertex_data.normals[i] *= -1;
  34849. }
  34850. }
  34851. if (vertex_data.indices) {
  34852. var temp;
  34853. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34854. // reassign indices
  34855. temp = vertex_data.indices[i + 1];
  34856. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34857. vertex_data.indices[i + 2] = temp;
  34858. }
  34859. }
  34860. vertex_data.applyToMesh(this);
  34861. return this;
  34862. };
  34863. // Instances
  34864. /**
  34865. * Creates a new InstancedMesh object from the mesh model.
  34866. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34867. * @param name defines the name of the new instance
  34868. * @returns a new InstancedMesh
  34869. */
  34870. Mesh.prototype.createInstance = function (name) {
  34871. return new BABYLON.InstancedMesh(name, this);
  34872. };
  34873. /**
  34874. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34875. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34876. * @returns the current mesh
  34877. */
  34878. Mesh.prototype.synchronizeInstances = function () {
  34879. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34880. var instance = this.instances[instanceIndex];
  34881. instance._syncSubMeshes();
  34882. }
  34883. return this;
  34884. };
  34885. /**
  34886. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34887. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34888. * This should be used together with the simplification to avoid disappearing triangles.
  34889. * @param successCallback an optional success callback to be called after the optimization finished.
  34890. * @returns the current mesh
  34891. */
  34892. Mesh.prototype.optimizeIndices = function (successCallback) {
  34893. var _this = this;
  34894. var indices = this.getIndices();
  34895. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34896. if (!positions || !indices) {
  34897. return this;
  34898. }
  34899. var vectorPositions = new Array();
  34900. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34901. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34902. }
  34903. var dupes = new Array();
  34904. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34905. var realPos = vectorPositions.length - 1 - iteration;
  34906. var testedPosition = vectorPositions[realPos];
  34907. for (var j = 0; j < realPos; ++j) {
  34908. var againstPosition = vectorPositions[j];
  34909. if (testedPosition.equals(againstPosition)) {
  34910. dupes[realPos] = j;
  34911. break;
  34912. }
  34913. }
  34914. }, function () {
  34915. for (var i = 0; i < indices.length; ++i) {
  34916. indices[i] = dupes[indices[i]] || indices[i];
  34917. }
  34918. //indices are now reordered
  34919. var originalSubMeshes = _this.subMeshes.slice(0);
  34920. _this.setIndices(indices);
  34921. _this.subMeshes = originalSubMeshes;
  34922. if (successCallback) {
  34923. successCallback(_this);
  34924. }
  34925. });
  34926. return this;
  34927. };
  34928. /**
  34929. * Serialize current mesh
  34930. * @param serializationObject defines the object which will receive the serialization data
  34931. */
  34932. Mesh.prototype.serialize = function (serializationObject) {
  34933. serializationObject.name = this.name;
  34934. serializationObject.id = this.id;
  34935. serializationObject.type = this.getClassName();
  34936. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34937. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34938. }
  34939. serializationObject.position = this.position.asArray();
  34940. if (this.rotationQuaternion) {
  34941. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34942. }
  34943. else if (this.rotation) {
  34944. serializationObject.rotation = this.rotation.asArray();
  34945. }
  34946. serializationObject.scaling = this.scaling.asArray();
  34947. if (this._postMultiplyPivotMatrix) {
  34948. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34949. }
  34950. else {
  34951. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34952. }
  34953. serializationObject.isEnabled = this.isEnabled(false);
  34954. serializationObject.isVisible = this.isVisible;
  34955. serializationObject.infiniteDistance = this.infiniteDistance;
  34956. serializationObject.pickable = this.isPickable;
  34957. serializationObject.receiveShadows = this.receiveShadows;
  34958. serializationObject.billboardMode = this.billboardMode;
  34959. serializationObject.visibility = this.visibility;
  34960. serializationObject.checkCollisions = this.checkCollisions;
  34961. serializationObject.isBlocker = this.isBlocker;
  34962. // Parent
  34963. if (this.parent) {
  34964. serializationObject.parentId = this.parent.id;
  34965. }
  34966. // Geometry
  34967. serializationObject.isUnIndexed = this.isUnIndexed;
  34968. var geometry = this._geometry;
  34969. if (geometry) {
  34970. var geometryId = geometry.id;
  34971. serializationObject.geometryId = geometryId;
  34972. // SubMeshes
  34973. serializationObject.subMeshes = [];
  34974. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34975. var subMesh = this.subMeshes[subIndex];
  34976. serializationObject.subMeshes.push({
  34977. materialIndex: subMesh.materialIndex,
  34978. verticesStart: subMesh.verticesStart,
  34979. verticesCount: subMesh.verticesCount,
  34980. indexStart: subMesh.indexStart,
  34981. indexCount: subMesh.indexCount
  34982. });
  34983. }
  34984. }
  34985. // Material
  34986. if (this.material) {
  34987. serializationObject.materialId = this.material.id;
  34988. }
  34989. else {
  34990. this.material = null;
  34991. }
  34992. // Morph targets
  34993. if (this.morphTargetManager) {
  34994. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34995. }
  34996. // Skeleton
  34997. if (this.skeleton) {
  34998. serializationObject.skeletonId = this.skeleton.id;
  34999. }
  35000. // Physics
  35001. //TODO implement correct serialization for physics impostors.
  35002. var impostor = this.getPhysicsImpostor();
  35003. if (impostor) {
  35004. serializationObject.physicsMass = impostor.getParam("mass");
  35005. serializationObject.physicsFriction = impostor.getParam("friction");
  35006. serializationObject.physicsRestitution = impostor.getParam("mass");
  35007. serializationObject.physicsImpostor = impostor.type;
  35008. }
  35009. // Metadata
  35010. if (this.metadata) {
  35011. serializationObject.metadata = this.metadata;
  35012. }
  35013. // Instances
  35014. serializationObject.instances = [];
  35015. for (var index = 0; index < this.instances.length; index++) {
  35016. var instance = this.instances[index];
  35017. if (instance.doNotSerialize) {
  35018. continue;
  35019. }
  35020. var serializationInstance = {
  35021. name: instance.name,
  35022. id: instance.id,
  35023. position: instance.position.asArray(),
  35024. scaling: instance.scaling.asArray()
  35025. };
  35026. if (instance.parent) {
  35027. serializationInstance.parentId = instance.parent.id;
  35028. }
  35029. if (instance.rotationQuaternion) {
  35030. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35031. }
  35032. else if (instance.rotation) {
  35033. serializationInstance.rotation = instance.rotation.asArray();
  35034. }
  35035. serializationObject.instances.push(serializationInstance);
  35036. // Animations
  35037. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35038. serializationInstance.ranges = instance.serializeAnimationRanges();
  35039. }
  35040. //
  35041. // Animations
  35042. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35043. serializationObject.ranges = this.serializeAnimationRanges();
  35044. // Layer mask
  35045. serializationObject.layerMask = this.layerMask;
  35046. // Alpha
  35047. serializationObject.alphaIndex = this.alphaIndex;
  35048. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35049. // Overlay
  35050. serializationObject.overlayAlpha = this.overlayAlpha;
  35051. serializationObject.overlayColor = this.overlayColor.asArray();
  35052. serializationObject.renderOverlay = this.renderOverlay;
  35053. // Fog
  35054. serializationObject.applyFog = this.applyFog;
  35055. // Action Manager
  35056. if (this.actionManager) {
  35057. serializationObject.actions = this.actionManager.serialize(this.name);
  35058. }
  35059. };
  35060. /** @hidden */
  35061. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35062. if (!this.geometry) {
  35063. return;
  35064. }
  35065. this._markSubMeshesAsAttributesDirty();
  35066. var morphTargetManager = this._morphTargetManager;
  35067. if (morphTargetManager && morphTargetManager.vertexCount) {
  35068. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35069. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35070. this.morphTargetManager = null;
  35071. return;
  35072. }
  35073. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35074. var morphTarget = morphTargetManager.getActiveTarget(index);
  35075. var positions = morphTarget.getPositions();
  35076. if (!positions) {
  35077. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35078. return;
  35079. }
  35080. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35081. var normals = morphTarget.getNormals();
  35082. if (normals) {
  35083. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35084. }
  35085. var tangents = morphTarget.getTangents();
  35086. if (tangents) {
  35087. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35088. }
  35089. }
  35090. }
  35091. else {
  35092. var index = 0;
  35093. // Positions
  35094. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35095. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35096. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35097. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35098. }
  35099. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35100. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35101. }
  35102. index++;
  35103. }
  35104. }
  35105. };
  35106. // Statics
  35107. /**
  35108. * Returns a new Mesh object parsed from the source provided.
  35109. * @param parsedMesh is the source
  35110. * @param scene defines the hosting scene
  35111. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35112. * @returns a new Mesh
  35113. */
  35114. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35115. var mesh;
  35116. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35117. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35118. }
  35119. else {
  35120. mesh = new Mesh(parsedMesh.name, scene);
  35121. }
  35122. mesh.id = parsedMesh.id;
  35123. if (BABYLON.Tags) {
  35124. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35125. }
  35126. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35127. if (parsedMesh.metadata !== undefined) {
  35128. mesh.metadata = parsedMesh.metadata;
  35129. }
  35130. if (parsedMesh.rotationQuaternion) {
  35131. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35132. }
  35133. else if (parsedMesh.rotation) {
  35134. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35135. }
  35136. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35137. if (parsedMesh.localMatrix) {
  35138. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35139. }
  35140. else if (parsedMesh.pivotMatrix) {
  35141. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35142. }
  35143. mesh.setEnabled(parsedMesh.isEnabled);
  35144. mesh.isVisible = parsedMesh.isVisible;
  35145. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35146. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35147. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35148. if (parsedMesh.applyFog !== undefined) {
  35149. mesh.applyFog = parsedMesh.applyFog;
  35150. }
  35151. if (parsedMesh.pickable !== undefined) {
  35152. mesh.isPickable = parsedMesh.pickable;
  35153. }
  35154. if (parsedMesh.alphaIndex !== undefined) {
  35155. mesh.alphaIndex = parsedMesh.alphaIndex;
  35156. }
  35157. mesh.receiveShadows = parsedMesh.receiveShadows;
  35158. mesh.billboardMode = parsedMesh.billboardMode;
  35159. if (parsedMesh.visibility !== undefined) {
  35160. mesh.visibility = parsedMesh.visibility;
  35161. }
  35162. mesh.checkCollisions = parsedMesh.checkCollisions;
  35163. if (parsedMesh.isBlocker !== undefined) {
  35164. mesh.isBlocker = parsedMesh.isBlocker;
  35165. }
  35166. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35167. // freezeWorldMatrix
  35168. if (parsedMesh.freezeWorldMatrix) {
  35169. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35170. }
  35171. // Parent
  35172. if (parsedMesh.parentId) {
  35173. mesh._waitingParentId = parsedMesh.parentId;
  35174. }
  35175. // Actions
  35176. if (parsedMesh.actions !== undefined) {
  35177. mesh._waitingActions = parsedMesh.actions;
  35178. }
  35179. // Overlay
  35180. if (parsedMesh.overlayAlpha !== undefined) {
  35181. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35182. }
  35183. if (parsedMesh.overlayColor !== undefined) {
  35184. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35185. }
  35186. if (parsedMesh.renderOverlay !== undefined) {
  35187. mesh.renderOverlay = parsedMesh.renderOverlay;
  35188. }
  35189. // Geometry
  35190. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35191. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35192. if (parsedMesh.delayLoadingFile) {
  35193. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35194. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35195. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35196. if (parsedMesh._binaryInfo) {
  35197. mesh._binaryInfo = parsedMesh._binaryInfo;
  35198. }
  35199. mesh._delayInfo = [];
  35200. if (parsedMesh.hasUVs) {
  35201. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35202. }
  35203. if (parsedMesh.hasUVs2) {
  35204. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35205. }
  35206. if (parsedMesh.hasUVs3) {
  35207. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35208. }
  35209. if (parsedMesh.hasUVs4) {
  35210. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35211. }
  35212. if (parsedMesh.hasUVs5) {
  35213. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35214. }
  35215. if (parsedMesh.hasUVs6) {
  35216. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35217. }
  35218. if (parsedMesh.hasColors) {
  35219. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35220. }
  35221. if (parsedMesh.hasMatricesIndices) {
  35222. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35223. }
  35224. if (parsedMesh.hasMatricesWeights) {
  35225. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35226. }
  35227. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35228. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35229. mesh._checkDelayState();
  35230. }
  35231. }
  35232. else {
  35233. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35234. }
  35235. // Material
  35236. if (parsedMesh.materialId) {
  35237. mesh.setMaterialByID(parsedMesh.materialId);
  35238. }
  35239. else {
  35240. mesh.material = null;
  35241. }
  35242. // Morph targets
  35243. if (parsedMesh.morphTargetManagerId > -1) {
  35244. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35245. }
  35246. // Skeleton
  35247. if (parsedMesh.skeletonId > -1) {
  35248. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35249. if (parsedMesh.numBoneInfluencers) {
  35250. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35251. }
  35252. }
  35253. // Animations
  35254. if (parsedMesh.animations) {
  35255. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35256. var parsedAnimation = parsedMesh.animations[animationIndex];
  35257. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35258. }
  35259. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35260. }
  35261. if (parsedMesh.autoAnimate) {
  35262. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35263. }
  35264. // Layer Mask
  35265. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35266. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35267. }
  35268. else {
  35269. mesh.layerMask = 0x0FFFFFFF;
  35270. }
  35271. // Physics
  35272. if (parsedMesh.physicsImpostor) {
  35273. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35274. mass: parsedMesh.physicsMass,
  35275. friction: parsedMesh.physicsFriction,
  35276. restitution: parsedMesh.physicsRestitution
  35277. }, scene);
  35278. }
  35279. // Instances
  35280. if (parsedMesh.instances) {
  35281. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35282. var parsedInstance = parsedMesh.instances[index];
  35283. var instance = mesh.createInstance(parsedInstance.name);
  35284. if (parsedInstance.id) {
  35285. instance.id = parsedInstance.id;
  35286. }
  35287. if (BABYLON.Tags) {
  35288. if (parsedInstance.tags) {
  35289. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35290. }
  35291. else {
  35292. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35293. }
  35294. }
  35295. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35296. if (parsedInstance.parentId) {
  35297. instance._waitingParentId = parsedInstance.parentId;
  35298. }
  35299. if (parsedInstance.rotationQuaternion) {
  35300. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35301. }
  35302. else if (parsedInstance.rotation) {
  35303. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35304. }
  35305. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35306. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35307. instance.checkCollisions = parsedInstance.checkCollisions;
  35308. }
  35309. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35310. instance.isPickable = parsedInstance.pickable;
  35311. }
  35312. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35313. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35314. }
  35315. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35316. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35317. }
  35318. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35319. instance.alphaIndex = parsedInstance.alphaIndex;
  35320. }
  35321. // Physics
  35322. if (parsedInstance.physicsImpostor) {
  35323. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35324. mass: parsedInstance.physicsMass,
  35325. friction: parsedInstance.physicsFriction,
  35326. restitution: parsedInstance.physicsRestitution
  35327. }, scene);
  35328. }
  35329. // Animation
  35330. if (parsedInstance.animations) {
  35331. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35332. parsedAnimation = parsedInstance.animations[animationIndex];
  35333. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35334. }
  35335. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35336. if (parsedInstance.autoAnimate) {
  35337. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35338. }
  35339. }
  35340. }
  35341. }
  35342. return mesh;
  35343. };
  35344. /**
  35345. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35346. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35347. * @param name defines the name of the mesh to create
  35348. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35349. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35350. * @param closePath creates a seam between the first and the last points of each path of the path array
  35351. * @param offset is taken in account only if the `pathArray` is containing a single path
  35352. * @param scene defines the hosting scene
  35353. * @param updatable defines if the mesh must be flagged as updatable
  35354. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35355. * @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)
  35356. * @returns a new Mesh
  35357. */
  35358. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35359. if (closeArray === void 0) { closeArray = false; }
  35360. if (updatable === void 0) { updatable = false; }
  35361. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35362. pathArray: pathArray,
  35363. closeArray: closeArray,
  35364. closePath: closePath,
  35365. offset: offset,
  35366. updatable: updatable,
  35367. sideOrientation: sideOrientation,
  35368. instance: instance
  35369. }, scene);
  35370. };
  35371. /**
  35372. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35373. * @param name defines the name of the mesh to create
  35374. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35375. * @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
  35376. * @param scene defines the hosting scene
  35377. * @param updatable defines if the mesh must be flagged as updatable
  35378. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35379. * @returns a new Mesh
  35380. */
  35381. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35382. if (scene === void 0) { scene = null; }
  35383. var options = {
  35384. radius: radius,
  35385. tessellation: tessellation,
  35386. sideOrientation: sideOrientation,
  35387. updatable: updatable
  35388. };
  35389. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35390. };
  35391. /**
  35392. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35393. * @param name defines the name of the mesh to create
  35394. * @param size sets the size (float) of each box side (default 1)
  35395. * @param scene defines the hosting scene
  35396. * @param updatable defines if the mesh must be flagged as updatable
  35397. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35398. * @returns a new Mesh
  35399. */
  35400. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35401. if (scene === void 0) { scene = null; }
  35402. var options = {
  35403. size: size,
  35404. sideOrientation: sideOrientation,
  35405. updatable: updatable
  35406. };
  35407. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35408. };
  35409. /**
  35410. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35411. * @param name defines the name of the mesh to create
  35412. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35413. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35414. * @param scene defines the hosting scene
  35415. * @param updatable defines if the mesh must be flagged as updatable
  35416. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35417. * @returns a new Mesh
  35418. */
  35419. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35420. var options = {
  35421. segments: segments,
  35422. diameterX: diameter,
  35423. diameterY: diameter,
  35424. diameterZ: diameter,
  35425. sideOrientation: sideOrientation,
  35426. updatable: updatable
  35427. };
  35428. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35429. };
  35430. /**
  35431. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35432. * @param name defines the name of the mesh to create
  35433. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35434. * @param diameterTop set the top cap diameter (floats, default 1)
  35435. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35436. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35437. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  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.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35444. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35445. if (scene !== undefined) {
  35446. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35447. updatable = scene;
  35448. }
  35449. scene = subdivisions;
  35450. subdivisions = 1;
  35451. }
  35452. var options = {
  35453. height: height,
  35454. diameterTop: diameterTop,
  35455. diameterBottom: diameterBottom,
  35456. tessellation: tessellation,
  35457. subdivisions: subdivisions,
  35458. sideOrientation: sideOrientation,
  35459. updatable: updatable
  35460. };
  35461. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35462. };
  35463. // Torus (Code from SharpDX.org)
  35464. /**
  35465. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35466. * @param name defines the name of the mesh to create
  35467. * @param diameter sets the diameter size (float) of the torus (default 1)
  35468. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35469. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35470. * @param scene defines the hosting scene
  35471. * @param updatable defines if the mesh must be flagged as updatable
  35472. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35473. * @returns a new Mesh
  35474. */
  35475. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35476. var options = {
  35477. diameter: diameter,
  35478. thickness: thickness,
  35479. tessellation: tessellation,
  35480. sideOrientation: sideOrientation,
  35481. updatable: updatable
  35482. };
  35483. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35484. };
  35485. /**
  35486. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35487. * @param name defines the name of the mesh to create
  35488. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35489. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35490. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35491. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35492. * @param p the number of windings on X axis (positive integers, default 2)
  35493. * @param q the number of windings on Y axis (positive integers, default 3)
  35494. * @param scene defines the hosting scene
  35495. * @param updatable defines if the mesh must be flagged as updatable
  35496. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35497. * @returns a new Mesh
  35498. */
  35499. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35500. var options = {
  35501. radius: radius,
  35502. tube: tube,
  35503. radialSegments: radialSegments,
  35504. tubularSegments: tubularSegments,
  35505. p: p,
  35506. q: q,
  35507. sideOrientation: sideOrientation,
  35508. updatable: updatable
  35509. };
  35510. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35511. };
  35512. /**
  35513. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35514. * @param name defines the name of the mesh to create
  35515. * @param points is an array successive Vector3
  35516. * @param scene defines the hosting scene
  35517. * @param updatable defines if the mesh must be flagged as updatable
  35518. * @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).
  35519. * @returns a new Mesh
  35520. */
  35521. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35522. if (scene === void 0) { scene = null; }
  35523. if (updatable === void 0) { updatable = false; }
  35524. if (instance === void 0) { instance = null; }
  35525. var options = {
  35526. points: points,
  35527. updatable: updatable,
  35528. instance: instance
  35529. };
  35530. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35531. };
  35532. /**
  35533. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35534. * @param name defines the name of the mesh to create
  35535. * @param points is an array successive Vector3
  35536. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35537. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35538. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35539. * @param scene defines the hosting scene
  35540. * @param updatable defines if the mesh must be flagged as updatable
  35541. * @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)
  35542. * @returns a new Mesh
  35543. */
  35544. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35545. if (scene === void 0) { scene = null; }
  35546. var options = {
  35547. points: points,
  35548. dashSize: dashSize,
  35549. gapSize: gapSize,
  35550. dashNb: dashNb,
  35551. updatable: updatable,
  35552. instance: instance
  35553. };
  35554. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35555. };
  35556. /**
  35557. * Creates a polygon mesh.
  35558. * Please consider using the same method from the MeshBuilder class instead.
  35559. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35560. * 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.
  35561. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35562. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35563. * Remember you can only change the shape positions, not their number when updating a polygon.
  35564. */
  35565. /**
  35566. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35567. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35568. * @param name defines the name of the mesh to create
  35569. * @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
  35570. * @param scene defines the hosting scene
  35571. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35572. * @param updatable defines if the mesh must be flagged as updatable
  35573. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35574. * @returns a new Mesh
  35575. */
  35576. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35577. var options = {
  35578. shape: shape,
  35579. holes: holes,
  35580. updatable: updatable,
  35581. sideOrientation: sideOrientation
  35582. };
  35583. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35584. };
  35585. /**
  35586. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35587. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35588. * @param name defines the name of the mesh to create
  35589. * @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
  35590. * @param depth defines the height of extrusion
  35591. * @param scene defines the hosting scene
  35592. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35593. * @param updatable defines if the mesh must be flagged as updatable
  35594. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35595. * @returns a new Mesh
  35596. */
  35597. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35598. var options = {
  35599. shape: shape,
  35600. holes: holes,
  35601. depth: depth,
  35602. updatable: updatable,
  35603. sideOrientation: sideOrientation
  35604. };
  35605. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35606. };
  35607. /**
  35608. * Creates an extruded shape mesh.
  35609. * 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
  35610. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  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 scale is the value to scale the shape
  35616. * @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
  35617. * @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
  35618. * @param scene defines the hosting scene
  35619. * @param updatable defines if the mesh must be flagged as updatable
  35620. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35621. * @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)
  35622. * @returns a new Mesh
  35623. */
  35624. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35625. if (scene === void 0) { scene = null; }
  35626. var options = {
  35627. shape: shape,
  35628. path: path,
  35629. scale: scale,
  35630. rotation: rotation,
  35631. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35632. sideOrientation: sideOrientation,
  35633. instance: instance,
  35634. updatable: updatable
  35635. };
  35636. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35637. };
  35638. /**
  35639. * Creates an custom extruded shape mesh.
  35640. * The custom extrusion is a parametric shape.
  35641. * It has no predefined shape. Its final shape will depend on the input parameters.
  35642. * Please consider using the same method from the MeshBuilder class instead
  35643. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35644. * @param name defines the name of the mesh to create
  35645. * @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
  35646. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35647. * @param scaleFunction is a custom Javascript function called on each path point
  35648. * @param rotationFunction is a custom Javascript function called on each path point
  35649. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35650. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35651. * @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
  35652. * @param scene defines the hosting scene
  35653. * @param updatable defines if the mesh must be flagged as updatable
  35654. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35655. * @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)
  35656. * @returns a new Mesh
  35657. */
  35658. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35659. var options = {
  35660. shape: shape,
  35661. path: path,
  35662. scaleFunction: scaleFunction,
  35663. rotationFunction: rotationFunction,
  35664. ribbonCloseArray: ribbonCloseArray,
  35665. ribbonClosePath: ribbonClosePath,
  35666. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35667. sideOrientation: sideOrientation,
  35668. instance: instance,
  35669. updatable: updatable
  35670. };
  35671. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35672. };
  35673. /**
  35674. * Creates lathe mesh.
  35675. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35676. * Please consider using the same method from the MeshBuilder class instead
  35677. * @param name defines the name of the mesh to create
  35678. * @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
  35679. * @param radius is the radius value of the lathe
  35680. * @param tessellation is the side number of the lathe.
  35681. * @param scene defines the hosting scene
  35682. * @param updatable defines if the mesh must be flagged as updatable
  35683. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35684. * @returns a new Mesh
  35685. */
  35686. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35687. var options = {
  35688. shape: shape,
  35689. radius: radius,
  35690. tessellation: tessellation,
  35691. sideOrientation: sideOrientation,
  35692. updatable: updatable
  35693. };
  35694. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35695. };
  35696. /**
  35697. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35698. * @param name defines the name of the mesh to create
  35699. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35700. * @param scene defines the hosting scene
  35701. * @param updatable defines if the mesh must be flagged as updatable
  35702. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35703. * @returns a new Mesh
  35704. */
  35705. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35706. var options = {
  35707. size: size,
  35708. width: size,
  35709. height: size,
  35710. sideOrientation: sideOrientation,
  35711. updatable: updatable
  35712. };
  35713. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35714. };
  35715. /**
  35716. * Creates a ground mesh.
  35717. * Please consider using the same method from the MeshBuilder class instead
  35718. * @param name defines the name of the mesh to create
  35719. * @param width set the width of the ground
  35720. * @param height set the height of the ground
  35721. * @param subdivisions sets the number of subdivisions per side
  35722. * @param scene defines the hosting scene
  35723. * @param updatable defines if the mesh must be flagged as updatable
  35724. * @returns a new Mesh
  35725. */
  35726. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35727. var options = {
  35728. width: width,
  35729. height: height,
  35730. subdivisions: subdivisions,
  35731. updatable: updatable
  35732. };
  35733. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35734. };
  35735. /**
  35736. * Creates a tiled ground mesh.
  35737. * Please consider using the same method from the MeshBuilder class instead
  35738. * @param name defines the name of the mesh to create
  35739. * @param xmin set the ground minimum X coordinate
  35740. * @param zmin set the ground minimum Y coordinate
  35741. * @param xmax set the ground maximum X coordinate
  35742. * @param zmax set the ground maximum Z coordinate
  35743. * @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
  35744. * @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
  35745. * @param scene defines the hosting scene
  35746. * @param updatable defines if the mesh must be flagged as updatable
  35747. * @returns a new Mesh
  35748. */
  35749. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35750. var options = {
  35751. xmin: xmin,
  35752. zmin: zmin,
  35753. xmax: xmax,
  35754. zmax: zmax,
  35755. subdivisions: subdivisions,
  35756. precision: precision,
  35757. updatable: updatable
  35758. };
  35759. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35760. };
  35761. /**
  35762. * Creates a ground mesh from a height map.
  35763. * Please consider using the same method from the MeshBuilder class instead
  35764. * @see http://doc.babylonjs.com/babylon101/height_map
  35765. * @param name defines the name of the mesh to create
  35766. * @param url sets the URL of the height map image resource
  35767. * @param width set the ground width size
  35768. * @param height set the ground height size
  35769. * @param subdivisions sets the number of subdivision per side
  35770. * @param minHeight is the minimum altitude on the ground
  35771. * @param maxHeight is the maximum altitude on the ground
  35772. * @param scene defines the hosting scene
  35773. * @param updatable defines if the mesh must be flagged as updatable
  35774. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35775. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35776. * @returns a new Mesh
  35777. */
  35778. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35779. var options = {
  35780. width: width,
  35781. height: height,
  35782. subdivisions: subdivisions,
  35783. minHeight: minHeight,
  35784. maxHeight: maxHeight,
  35785. updatable: updatable,
  35786. onReady: onReady,
  35787. alphaFilter: alphaFilter
  35788. };
  35789. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35790. };
  35791. /**
  35792. * Creates a tube mesh.
  35793. * The tube is a parametric shape.
  35794. * It has no predefined shape. Its final shape will depend on the input parameters.
  35795. * Please consider using the same method from the MeshBuilder class instead
  35796. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35797. * @param name defines the name of the mesh to create
  35798. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35799. * @param radius sets the tube radius size
  35800. * @param tessellation is the number of sides on the tubular surface
  35801. * @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
  35802. * @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
  35803. * @param scene defines the hosting scene
  35804. * @param updatable defines if the mesh must be flagged as updatable
  35805. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35806. * @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)
  35807. * @returns a new Mesh
  35808. */
  35809. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35810. var options = {
  35811. path: path,
  35812. radius: radius,
  35813. tessellation: tessellation,
  35814. radiusFunction: radiusFunction,
  35815. arc: 1,
  35816. cap: cap,
  35817. updatable: updatable,
  35818. sideOrientation: sideOrientation,
  35819. instance: instance
  35820. };
  35821. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35822. };
  35823. /**
  35824. * Creates a polyhedron mesh.
  35825. * Please consider using the same method from the MeshBuilder class instead.
  35826. * * 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
  35827. * * The parameter `size` (positive float, default 1) sets the polygon size
  35828. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35829. * * 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`
  35830. * * 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
  35831. * * 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)`)
  35832. * * 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
  35833. * * 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
  35834. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35835. * * 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
  35836. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35837. * @param name defines the name of the mesh to create
  35838. * @param options defines the options used to create the mesh
  35839. * @param scene defines the hosting scene
  35840. * @returns a new Mesh
  35841. */
  35842. Mesh.CreatePolyhedron = function (name, options, scene) {
  35843. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35844. };
  35845. /**
  35846. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35847. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35848. * * 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`)
  35849. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35850. * * 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
  35851. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35852. * * 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
  35853. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35854. * @param name defines the name of the mesh
  35855. * @param options defines the options used to create the mesh
  35856. * @param scene defines the hosting scene
  35857. * @returns a new Mesh
  35858. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35859. */
  35860. Mesh.CreateIcoSphere = function (name, options, scene) {
  35861. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35862. };
  35863. /**
  35864. * Creates a decal mesh.
  35865. * Please consider using the same method from the MeshBuilder class instead.
  35866. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35867. * @param name defines the name of the mesh
  35868. * @param sourceMesh defines the mesh receiving the decal
  35869. * @param position sets the position of the decal in world coordinates
  35870. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35871. * @param size sets the decal scaling
  35872. * @param angle sets the angle to rotate the decal
  35873. * @returns a new Mesh
  35874. */
  35875. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35876. var options = {
  35877. position: position,
  35878. normal: normal,
  35879. size: size,
  35880. angle: angle
  35881. };
  35882. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35883. };
  35884. // Skeletons
  35885. /**
  35886. * Prepare internal position array for software CPU skinning
  35887. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35888. */
  35889. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35890. if (!this._sourcePositions) {
  35891. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35892. if (!source) {
  35893. return this._sourcePositions;
  35894. }
  35895. this._sourcePositions = new Float32Array(source);
  35896. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35897. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35898. }
  35899. }
  35900. return this._sourcePositions;
  35901. };
  35902. /**
  35903. * Prepare internal normal array for software CPU skinning
  35904. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35905. */
  35906. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35907. if (!this._sourceNormals) {
  35908. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35909. if (!source) {
  35910. return this._sourceNormals;
  35911. }
  35912. this._sourceNormals = new Float32Array(source);
  35913. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35914. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35915. }
  35916. }
  35917. return this._sourceNormals;
  35918. };
  35919. /**
  35920. * Updates the vertex buffer by applying transformation from the bones
  35921. * @param skeleton defines the skeleton to apply to current mesh
  35922. * @returns the current mesh
  35923. */
  35924. Mesh.prototype.applySkeleton = function (skeleton) {
  35925. if (!this.geometry) {
  35926. return this;
  35927. }
  35928. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35929. return this;
  35930. }
  35931. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35932. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35933. return this;
  35934. }
  35935. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35936. return this;
  35937. }
  35938. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35939. return this;
  35940. }
  35941. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35942. return this;
  35943. }
  35944. if (!this._sourcePositions) {
  35945. var submeshes = this.subMeshes.slice();
  35946. this.setPositionsForCPUSkinning();
  35947. this.subMeshes = submeshes;
  35948. }
  35949. if (!this._sourceNormals) {
  35950. this.setNormalsForCPUSkinning();
  35951. }
  35952. // positionsData checks for not being Float32Array will only pass at most once
  35953. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35954. if (!positionsData) {
  35955. return this;
  35956. }
  35957. if (!(positionsData instanceof Float32Array)) {
  35958. positionsData = new Float32Array(positionsData);
  35959. }
  35960. // normalsData checks for not being Float32Array will only pass at most once
  35961. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35962. if (!normalsData) {
  35963. return this;
  35964. }
  35965. if (!(normalsData instanceof Float32Array)) {
  35966. normalsData = new Float32Array(normalsData);
  35967. }
  35968. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35969. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35970. if (!matricesWeightsData || !matricesIndicesData) {
  35971. return this;
  35972. }
  35973. var needExtras = this.numBoneInfluencers > 4;
  35974. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35975. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35976. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35977. var tempVector3 = BABYLON.Vector3.Zero();
  35978. var finalMatrix = new BABYLON.Matrix();
  35979. var tempMatrix = new BABYLON.Matrix();
  35980. var matWeightIdx = 0;
  35981. var inf;
  35982. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35983. var weight;
  35984. for (inf = 0; inf < 4; inf++) {
  35985. weight = matricesWeightsData[matWeightIdx + inf];
  35986. if (weight > 0) {
  35987. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35988. finalMatrix.addToSelf(tempMatrix);
  35989. }
  35990. }
  35991. if (needExtras) {
  35992. for (inf = 0; inf < 4; inf++) {
  35993. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35994. if (weight > 0) {
  35995. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35996. finalMatrix.addToSelf(tempMatrix);
  35997. }
  35998. }
  35999. }
  36000. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36001. tempVector3.toArray(positionsData, index);
  36002. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36003. tempVector3.toArray(normalsData, index);
  36004. finalMatrix.reset();
  36005. }
  36006. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36007. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36008. return this;
  36009. };
  36010. // Tools
  36011. /**
  36012. * 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
  36013. * @param meshes defines the list of meshes to scan
  36014. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36015. */
  36016. Mesh.MinMax = function (meshes) {
  36017. var minVector = null;
  36018. var maxVector = null;
  36019. meshes.forEach(function (mesh, index, array) {
  36020. var boundingInfo = mesh.getBoundingInfo();
  36021. var boundingBox = boundingInfo.boundingBox;
  36022. if (!minVector || !maxVector) {
  36023. minVector = boundingBox.minimumWorld;
  36024. maxVector = boundingBox.maximumWorld;
  36025. }
  36026. else {
  36027. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36028. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36029. }
  36030. });
  36031. if (!minVector || !maxVector) {
  36032. return {
  36033. min: BABYLON.Vector3.Zero(),
  36034. max: BABYLON.Vector3.Zero()
  36035. };
  36036. }
  36037. return {
  36038. min: minVector,
  36039. max: maxVector
  36040. };
  36041. };
  36042. /**
  36043. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36044. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36045. * @returns a vector3
  36046. */
  36047. Mesh.Center = function (meshesOrMinMaxVector) {
  36048. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36049. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36050. };
  36051. /**
  36052. * Merge the array of meshes into a single mesh for performance reasons.
  36053. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36054. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36055. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36056. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36057. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36058. * @returns a new mesh
  36059. */
  36060. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36061. if (disposeSource === void 0) { disposeSource = true; }
  36062. var index;
  36063. if (!allow32BitsIndices) {
  36064. var totalVertices = 0;
  36065. // Counting vertices
  36066. for (index = 0; index < meshes.length; index++) {
  36067. if (meshes[index]) {
  36068. totalVertices += meshes[index].getTotalVertices();
  36069. if (totalVertices > 65536) {
  36070. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36071. return null;
  36072. }
  36073. }
  36074. }
  36075. }
  36076. // Merge
  36077. var vertexData = null;
  36078. var otherVertexData;
  36079. var indiceArray = new Array();
  36080. var source = null;
  36081. for (index = 0; index < meshes.length; index++) {
  36082. if (meshes[index]) {
  36083. var wm = meshes[index].computeWorldMatrix(true);
  36084. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36085. otherVertexData.transform(wm);
  36086. if (vertexData) {
  36087. vertexData.merge(otherVertexData, allow32BitsIndices);
  36088. }
  36089. else {
  36090. vertexData = otherVertexData;
  36091. source = meshes[index];
  36092. }
  36093. if (subdivideWithSubMeshes) {
  36094. indiceArray.push(meshes[index].getTotalIndices());
  36095. }
  36096. }
  36097. }
  36098. source = source;
  36099. if (!meshSubclass) {
  36100. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36101. }
  36102. vertexData.applyToMesh(meshSubclass);
  36103. // Setting properties
  36104. meshSubclass.material = source.material;
  36105. meshSubclass.checkCollisions = source.checkCollisions;
  36106. // Cleaning
  36107. if (disposeSource) {
  36108. for (index = 0; index < meshes.length; index++) {
  36109. if (meshes[index]) {
  36110. meshes[index].dispose();
  36111. }
  36112. }
  36113. }
  36114. // Subdivide
  36115. if (subdivideWithSubMeshes) {
  36116. //-- removal of global submesh
  36117. meshSubclass.releaseSubMeshes();
  36118. index = 0;
  36119. var offset = 0;
  36120. //-- apply subdivision according to index table
  36121. while (index < indiceArray.length) {
  36122. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36123. offset += indiceArray[index];
  36124. index++;
  36125. }
  36126. }
  36127. return meshSubclass;
  36128. };
  36129. /** @hidden */
  36130. Mesh.prototype.addInstance = function (instance) {
  36131. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36132. this.instances.push(instance);
  36133. };
  36134. /** @hidden */
  36135. Mesh.prototype.removeInstance = function (instance) {
  36136. // Remove from mesh
  36137. var index = instance._indexInSourceMeshInstanceArray;
  36138. if (index != -1) {
  36139. if (index !== this.instances.length - 1) {
  36140. var last = this.instances[this.instances.length - 1];
  36141. this.instances[index] = last;
  36142. last._indexInSourceMeshInstanceArray = index;
  36143. }
  36144. instance._indexInSourceMeshInstanceArray = -1;
  36145. this.instances.pop();
  36146. }
  36147. };
  36148. // Consts
  36149. /**
  36150. * Mesh side orientation : usually the external or front surface
  36151. */
  36152. Mesh.FRONTSIDE = 0;
  36153. /**
  36154. * Mesh side orientation : usually the internal or back surface
  36155. */
  36156. Mesh.BACKSIDE = 1;
  36157. /**
  36158. * Mesh side orientation : both internal and external or front and back surfaces
  36159. */
  36160. Mesh.DOUBLESIDE = 2;
  36161. /**
  36162. * Mesh side orientation : by default, `FRONTSIDE`
  36163. */
  36164. Mesh.DEFAULTSIDE = 0;
  36165. /**
  36166. * Mesh cap setting : no cap
  36167. */
  36168. Mesh.NO_CAP = 0;
  36169. /**
  36170. * Mesh cap setting : one cap at the beginning of the mesh
  36171. */
  36172. Mesh.CAP_START = 1;
  36173. /**
  36174. * Mesh cap setting : one cap at the end of the mesh
  36175. */
  36176. Mesh.CAP_END = 2;
  36177. /**
  36178. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36179. */
  36180. Mesh.CAP_ALL = 3;
  36181. return Mesh;
  36182. }(BABYLON.AbstractMesh));
  36183. BABYLON.Mesh = Mesh;
  36184. })(BABYLON || (BABYLON = {}));
  36185. //# sourceMappingURL=babylon.mesh.js.map
  36186. var BABYLON;
  36187. (function (BABYLON) {
  36188. /**
  36189. * Base class for submeshes
  36190. */
  36191. var BaseSubMesh = /** @class */ (function () {
  36192. function BaseSubMesh() {
  36193. }
  36194. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36195. /**
  36196. * Gets associated effect
  36197. */
  36198. get: function () {
  36199. return this._materialEffect;
  36200. },
  36201. enumerable: true,
  36202. configurable: true
  36203. });
  36204. /**
  36205. * Sets associated effect (effect used to render this submesh)
  36206. * @param effect defines the effect to associate with
  36207. * @param defines defines the set of defines used to compile this effect
  36208. */
  36209. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36210. if (defines === void 0) { defines = null; }
  36211. if (this._materialEffect === effect) {
  36212. if (!effect) {
  36213. this._materialDefines = null;
  36214. }
  36215. return;
  36216. }
  36217. this._materialDefines = defines;
  36218. this._materialEffect = effect;
  36219. };
  36220. return BaseSubMesh;
  36221. }());
  36222. BABYLON.BaseSubMesh = BaseSubMesh;
  36223. /**
  36224. * Defines a subdivision inside a mesh
  36225. */
  36226. var SubMesh = /** @class */ (function (_super) {
  36227. __extends(SubMesh, _super);
  36228. /**
  36229. * Creates a new submesh
  36230. * @param materialIndex defines the material index to use
  36231. * @param verticesStart defines vertex index start
  36232. * @param verticesCount defines vertices count
  36233. * @param indexStart defines index start
  36234. * @param indexCount defines indices count
  36235. * @param mesh defines the parent mesh
  36236. * @param renderingMesh defines an optional rendering mesh
  36237. * @param createBoundingBox defines if bounding box should be created for this submesh
  36238. */
  36239. function SubMesh(
  36240. /** the material index to use */
  36241. materialIndex,
  36242. /** vertex index start */
  36243. verticesStart,
  36244. /** vertices count */
  36245. verticesCount,
  36246. /** index start */
  36247. indexStart,
  36248. /** indices count */
  36249. indexCount, mesh, renderingMesh, createBoundingBox) {
  36250. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36251. var _this = _super.call(this) || this;
  36252. _this.materialIndex = materialIndex;
  36253. _this.verticesStart = verticesStart;
  36254. _this.verticesCount = verticesCount;
  36255. _this.indexStart = indexStart;
  36256. _this.indexCount = indexCount;
  36257. /** @hidden */
  36258. _this._renderId = 0;
  36259. _this._mesh = mesh;
  36260. _this._renderingMesh = renderingMesh || mesh;
  36261. mesh.subMeshes.push(_this);
  36262. _this._trianglePlanes = [];
  36263. _this._id = mesh.subMeshes.length - 1;
  36264. if (createBoundingBox) {
  36265. _this.refreshBoundingInfo();
  36266. mesh.computeWorldMatrix(true);
  36267. }
  36268. return _this;
  36269. }
  36270. /**
  36271. * Add a new submesh to a mesh
  36272. * @param materialIndex defines the material index to use
  36273. * @param verticesStart defines vertex index start
  36274. * @param verticesCount defines vertices count
  36275. * @param indexStart defines index start
  36276. * @param indexCount defines indices count
  36277. * @param mesh defines the parent mesh
  36278. * @param renderingMesh defines an optional rendering mesh
  36279. * @param createBoundingBox defines if bounding box should be created for this submesh
  36280. * @returns the new submesh
  36281. */
  36282. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36283. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36284. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36285. };
  36286. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36287. /**
  36288. * Returns true if this submesh covers the entire parent mesh
  36289. * @ignorenaming
  36290. */
  36291. get: function () {
  36292. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36293. },
  36294. enumerable: true,
  36295. configurable: true
  36296. });
  36297. /**
  36298. * Returns the submesh BoudingInfo object
  36299. * @returns current bounding info (or mesh's one if the submesh is global)
  36300. */
  36301. SubMesh.prototype.getBoundingInfo = function () {
  36302. if (this.IsGlobal) {
  36303. return this._mesh.getBoundingInfo();
  36304. }
  36305. return this._boundingInfo;
  36306. };
  36307. /**
  36308. * Sets the submesh BoundingInfo
  36309. * @param boundingInfo defines the new bounding info to use
  36310. * @returns the SubMesh
  36311. */
  36312. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36313. this._boundingInfo = boundingInfo;
  36314. return this;
  36315. };
  36316. /**
  36317. * Returns the mesh of the current submesh
  36318. * @return the parent mesh
  36319. */
  36320. SubMesh.prototype.getMesh = function () {
  36321. return this._mesh;
  36322. };
  36323. /**
  36324. * Returns the rendering mesh of the submesh
  36325. * @returns the rendering mesh (could be different from parent mesh)
  36326. */
  36327. SubMesh.prototype.getRenderingMesh = function () {
  36328. return this._renderingMesh;
  36329. };
  36330. /**
  36331. * Returns the submesh material
  36332. * @returns null or the current material
  36333. */
  36334. SubMesh.prototype.getMaterial = function () {
  36335. var rootMaterial = this._renderingMesh.material;
  36336. if (rootMaterial === null || rootMaterial === undefined) {
  36337. return this._mesh.getScene().defaultMaterial;
  36338. }
  36339. else if (rootMaterial.getSubMaterial) {
  36340. var multiMaterial = rootMaterial;
  36341. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36342. if (this._currentMaterial !== effectiveMaterial) {
  36343. this._currentMaterial = effectiveMaterial;
  36344. this._materialDefines = null;
  36345. }
  36346. return effectiveMaterial;
  36347. }
  36348. return rootMaterial;
  36349. };
  36350. // Methods
  36351. /**
  36352. * Sets a new updated BoundingInfo object to the submesh
  36353. * @returns the SubMesh
  36354. */
  36355. SubMesh.prototype.refreshBoundingInfo = function () {
  36356. this._lastColliderWorldVertices = null;
  36357. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36358. return this;
  36359. }
  36360. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36361. if (!data) {
  36362. this._boundingInfo = this._mesh.getBoundingInfo();
  36363. return this;
  36364. }
  36365. var indices = this._renderingMesh.getIndices();
  36366. var extend;
  36367. //is this the only submesh?
  36368. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36369. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36370. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36371. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36372. }
  36373. else {
  36374. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36375. }
  36376. if (this._boundingInfo) {
  36377. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36378. }
  36379. else {
  36380. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36381. }
  36382. return this;
  36383. };
  36384. /** @hidden */
  36385. SubMesh.prototype._checkCollision = function (collider) {
  36386. var boundingInfo = this.getBoundingInfo();
  36387. return boundingInfo._checkCollision(collider);
  36388. };
  36389. /**
  36390. * Updates the submesh BoundingInfo
  36391. * @param world defines the world matrix to use to update the bounding info
  36392. * @returns the submesh
  36393. */
  36394. SubMesh.prototype.updateBoundingInfo = function (world) {
  36395. var boundingInfo = this.getBoundingInfo();
  36396. if (!boundingInfo) {
  36397. this.refreshBoundingInfo();
  36398. boundingInfo = this.getBoundingInfo();
  36399. }
  36400. boundingInfo.update(world);
  36401. return this;
  36402. };
  36403. /**
  36404. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36405. * @param frustumPlanes defines the frustum planes
  36406. * @returns true if the submesh is intersecting with the frustum
  36407. */
  36408. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36409. var boundingInfo = this.getBoundingInfo();
  36410. if (!boundingInfo) {
  36411. return false;
  36412. }
  36413. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36414. };
  36415. /**
  36416. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36417. * @param frustumPlanes defines the frustum planes
  36418. * @returns true if the submesh is inside the frustum
  36419. */
  36420. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36421. var boundingInfo = this.getBoundingInfo();
  36422. if (!boundingInfo) {
  36423. return false;
  36424. }
  36425. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36426. };
  36427. /**
  36428. * Renders the submesh
  36429. * @param enableAlphaMode defines if alpha needs to be used
  36430. * @returns the submesh
  36431. */
  36432. SubMesh.prototype.render = function (enableAlphaMode) {
  36433. this._renderingMesh.render(this, enableAlphaMode);
  36434. return this;
  36435. };
  36436. /**
  36437. * @hidden
  36438. */
  36439. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36440. if (!this._linesIndexBuffer) {
  36441. var linesIndices = [];
  36442. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36443. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36444. }
  36445. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36446. this._linesIndexCount = linesIndices.length;
  36447. }
  36448. return this._linesIndexBuffer;
  36449. };
  36450. /**
  36451. * Checks if the submesh intersects with a ray
  36452. * @param ray defines the ray to test
  36453. * @returns true is the passed ray intersects the submesh bounding box
  36454. */
  36455. SubMesh.prototype.canIntersects = function (ray) {
  36456. var boundingInfo = this.getBoundingInfo();
  36457. if (!boundingInfo) {
  36458. return false;
  36459. }
  36460. return ray.intersectsBox(boundingInfo.boundingBox);
  36461. };
  36462. /**
  36463. * Intersects current submesh with a ray
  36464. * @param ray defines the ray to test
  36465. * @param positions defines mesh's positions array
  36466. * @param indices defines mesh's indices array
  36467. * @param fastCheck defines if only bounding info should be used
  36468. * @returns intersection info or null if no intersection
  36469. */
  36470. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36471. var material = this.getMaterial();
  36472. if (!material) {
  36473. return null;
  36474. }
  36475. switch (material.fillMode) {
  36476. case BABYLON.Material.PointListDrawMode:
  36477. case BABYLON.Material.LineListDrawMode:
  36478. case BABYLON.Material.LineLoopDrawMode:
  36479. case BABYLON.Material.LineStripDrawMode:
  36480. case BABYLON.Material.TriangleFanDrawMode:
  36481. case BABYLON.Material.TriangleStripDrawMode:
  36482. return null;
  36483. }
  36484. // LineMesh first as it's also a Mesh...
  36485. if (BABYLON.LinesMesh) {
  36486. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36487. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36488. }
  36489. }
  36490. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36491. };
  36492. /** @hidden */
  36493. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36494. var intersectInfo = null;
  36495. // Line test
  36496. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36497. var p0 = positions[indices[index]];
  36498. var p1 = positions[indices[index + 1]];
  36499. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36500. if (length < 0) {
  36501. continue;
  36502. }
  36503. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36504. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36505. if (fastCheck) {
  36506. break;
  36507. }
  36508. }
  36509. }
  36510. return intersectInfo;
  36511. };
  36512. /** @hidden */
  36513. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36514. var intersectInfo = null;
  36515. // Triangles test
  36516. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36517. var p0 = positions[indices[index]];
  36518. var p1 = positions[indices[index + 1]];
  36519. var p2 = positions[indices[index + 2]];
  36520. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36521. if (currentIntersectInfo) {
  36522. if (currentIntersectInfo.distance < 0) {
  36523. continue;
  36524. }
  36525. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36526. intersectInfo = currentIntersectInfo;
  36527. intersectInfo.faceId = index / 3;
  36528. if (fastCheck) {
  36529. break;
  36530. }
  36531. }
  36532. }
  36533. }
  36534. return intersectInfo;
  36535. };
  36536. /** @hidden */
  36537. SubMesh.prototype._rebuild = function () {
  36538. if (this._linesIndexBuffer) {
  36539. this._linesIndexBuffer = null;
  36540. }
  36541. };
  36542. // Clone
  36543. /**
  36544. * Creates a new submesh from the passed mesh
  36545. * @param newMesh defines the new hosting mesh
  36546. * @param newRenderingMesh defines an optional rendering mesh
  36547. * @returns the new submesh
  36548. */
  36549. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36550. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36551. if (!this.IsGlobal) {
  36552. var boundingInfo = this.getBoundingInfo();
  36553. if (!boundingInfo) {
  36554. return result;
  36555. }
  36556. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36557. }
  36558. return result;
  36559. };
  36560. // Dispose
  36561. /**
  36562. * Release associated resources
  36563. */
  36564. SubMesh.prototype.dispose = function () {
  36565. if (this._linesIndexBuffer) {
  36566. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36567. this._linesIndexBuffer = null;
  36568. }
  36569. // Remove from mesh
  36570. var index = this._mesh.subMeshes.indexOf(this);
  36571. this._mesh.subMeshes.splice(index, 1);
  36572. };
  36573. // Statics
  36574. /**
  36575. * Creates a new submesh from indices data
  36576. * @param materialIndex the index of the main mesh material
  36577. * @param startIndex the index where to start the copy in the mesh indices array
  36578. * @param indexCount the number of indices to copy then from the startIndex
  36579. * @param mesh the main mesh to create the submesh from
  36580. * @param renderingMesh the optional rendering mesh
  36581. * @returns a new submesh
  36582. */
  36583. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36584. var minVertexIndex = Number.MAX_VALUE;
  36585. var maxVertexIndex = -Number.MAX_VALUE;
  36586. renderingMesh = (renderingMesh || mesh);
  36587. var indices = renderingMesh.getIndices();
  36588. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36589. var vertexIndex = indices[index];
  36590. if (vertexIndex < minVertexIndex) {
  36591. minVertexIndex = vertexIndex;
  36592. }
  36593. if (vertexIndex > maxVertexIndex) {
  36594. maxVertexIndex = vertexIndex;
  36595. }
  36596. }
  36597. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36598. };
  36599. return SubMesh;
  36600. }(BaseSubMesh));
  36601. BABYLON.SubMesh = SubMesh;
  36602. })(BABYLON || (BABYLON = {}));
  36603. //# sourceMappingURL=babylon.subMesh.js.map
  36604. var __assign = (this && this.__assign) || function () {
  36605. __assign = Object.assign || function(t) {
  36606. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36607. s = arguments[i];
  36608. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36609. t[p] = s[p];
  36610. }
  36611. return t;
  36612. };
  36613. return __assign.apply(this, arguments);
  36614. };
  36615. var BABYLON;
  36616. (function (BABYLON) {
  36617. /**
  36618. * Manages the defines for the Material
  36619. */
  36620. var MaterialDefines = /** @class */ (function () {
  36621. function MaterialDefines() {
  36622. this._isDirty = true;
  36623. /** @hidden */
  36624. this._areLightsDirty = true;
  36625. /** @hidden */
  36626. this._areAttributesDirty = true;
  36627. /** @hidden */
  36628. this._areTexturesDirty = true;
  36629. /** @hidden */
  36630. this._areFresnelDirty = true;
  36631. /** @hidden */
  36632. this._areMiscDirty = true;
  36633. /** @hidden */
  36634. this._areImageProcessingDirty = true;
  36635. /** @hidden */
  36636. this._normals = false;
  36637. /** @hidden */
  36638. this._uvs = false;
  36639. /** @hidden */
  36640. this._needNormals = false;
  36641. /** @hidden */
  36642. this._needUVs = false;
  36643. }
  36644. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36645. /**
  36646. * Specifies if the material needs to be re-calculated
  36647. */
  36648. get: function () {
  36649. return this._isDirty;
  36650. },
  36651. enumerable: true,
  36652. configurable: true
  36653. });
  36654. /**
  36655. * Marks the material to indicate that it has been re-calculated
  36656. */
  36657. MaterialDefines.prototype.markAsProcessed = function () {
  36658. this._isDirty = false;
  36659. this._areAttributesDirty = false;
  36660. this._areTexturesDirty = false;
  36661. this._areFresnelDirty = false;
  36662. this._areLightsDirty = false;
  36663. this._areMiscDirty = false;
  36664. this._areImageProcessingDirty = false;
  36665. };
  36666. /**
  36667. * Marks the material to indicate that it needs to be re-calculated
  36668. */
  36669. MaterialDefines.prototype.markAsUnprocessed = function () {
  36670. this._isDirty = true;
  36671. };
  36672. /**
  36673. * Marks the material to indicate all of its defines need to be re-calculated
  36674. */
  36675. MaterialDefines.prototype.markAllAsDirty = function () {
  36676. this._areTexturesDirty = true;
  36677. this._areAttributesDirty = true;
  36678. this._areLightsDirty = true;
  36679. this._areFresnelDirty = true;
  36680. this._areMiscDirty = true;
  36681. this._areImageProcessingDirty = true;
  36682. this._isDirty = true;
  36683. };
  36684. /**
  36685. * Marks the material to indicate that image processing needs to be re-calculated
  36686. */
  36687. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36688. this._areImageProcessingDirty = true;
  36689. this._isDirty = true;
  36690. };
  36691. /**
  36692. * Marks the material to indicate the lights need to be re-calculated
  36693. */
  36694. MaterialDefines.prototype.markAsLightDirty = function () {
  36695. this._areLightsDirty = true;
  36696. this._isDirty = true;
  36697. };
  36698. /**
  36699. * Marks the attribute state as changed
  36700. */
  36701. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36702. this._areAttributesDirty = true;
  36703. this._isDirty = true;
  36704. };
  36705. /**
  36706. * Marks the texture state as changed
  36707. */
  36708. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36709. this._areTexturesDirty = true;
  36710. this._isDirty = true;
  36711. };
  36712. /**
  36713. * Marks the fresnel state as changed
  36714. */
  36715. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36716. this._areFresnelDirty = true;
  36717. this._isDirty = true;
  36718. };
  36719. /**
  36720. * Marks the misc state as changed
  36721. */
  36722. MaterialDefines.prototype.markAsMiscDirty = function () {
  36723. this._areMiscDirty = true;
  36724. this._isDirty = true;
  36725. };
  36726. /**
  36727. * Rebuilds the material defines
  36728. */
  36729. MaterialDefines.prototype.rebuild = function () {
  36730. if (this._keys) {
  36731. delete this._keys;
  36732. }
  36733. this._keys = [];
  36734. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36735. var key = _a[_i];
  36736. if (key[0] === "_") {
  36737. continue;
  36738. }
  36739. this._keys.push(key);
  36740. }
  36741. };
  36742. /**
  36743. * Specifies if two material defines are equal
  36744. * @param other - A material define instance to compare to
  36745. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36746. */
  36747. MaterialDefines.prototype.isEqual = function (other) {
  36748. if (this._keys.length !== other._keys.length) {
  36749. return false;
  36750. }
  36751. for (var index = 0; index < this._keys.length; index++) {
  36752. var prop = this._keys[index];
  36753. if (this[prop] !== other[prop]) {
  36754. return false;
  36755. }
  36756. }
  36757. return true;
  36758. };
  36759. /**
  36760. * Clones this instance's defines to another instance
  36761. * @param other - material defines to clone values to
  36762. */
  36763. MaterialDefines.prototype.cloneTo = function (other) {
  36764. if (this._keys.length !== other._keys.length) {
  36765. other._keys = this._keys.slice(0);
  36766. }
  36767. for (var index = 0; index < this._keys.length; index++) {
  36768. var prop = this._keys[index];
  36769. other[prop] = this[prop];
  36770. }
  36771. };
  36772. /**
  36773. * Resets the material define values
  36774. */
  36775. MaterialDefines.prototype.reset = function () {
  36776. for (var index = 0; index < this._keys.length; index++) {
  36777. var prop = this._keys[index];
  36778. var type = typeof this[prop];
  36779. switch (type) {
  36780. case "number":
  36781. this[prop] = 0;
  36782. break;
  36783. case "string":
  36784. this[prop] = "";
  36785. break;
  36786. default:
  36787. this[prop] = false;
  36788. break;
  36789. }
  36790. }
  36791. };
  36792. /**
  36793. * Converts the material define values to a string
  36794. * @returns - String of material define information
  36795. */
  36796. MaterialDefines.prototype.toString = function () {
  36797. var result = "";
  36798. for (var index = 0; index < this._keys.length; index++) {
  36799. var prop = this._keys[index];
  36800. var value = this[prop];
  36801. var type = typeof value;
  36802. switch (type) {
  36803. case "number":
  36804. case "string":
  36805. result += "#define " + prop + " " + value + "\n";
  36806. break;
  36807. default:
  36808. if (value) {
  36809. result += "#define " + prop + "\n";
  36810. }
  36811. break;
  36812. }
  36813. }
  36814. return result;
  36815. };
  36816. return MaterialDefines;
  36817. }());
  36818. BABYLON.MaterialDefines = MaterialDefines;
  36819. /**
  36820. * Base class for the main features of a material in Babylon.js
  36821. */
  36822. var Material = /** @class */ (function () {
  36823. /**
  36824. * Creates a material instance
  36825. * @param name defines the name of the material
  36826. * @param scene defines the scene to reference
  36827. * @param doNotAdd specifies if the material should be added to the scene
  36828. */
  36829. function Material(name, scene, doNotAdd) {
  36830. /**
  36831. * Gets or sets user defined metadata
  36832. */
  36833. this.metadata = null;
  36834. /**
  36835. * For internal use only. Please do not use.
  36836. */
  36837. this.reservedDataStore = null;
  36838. /**
  36839. * Specifies if the ready state should be checked on each call
  36840. */
  36841. this.checkReadyOnEveryCall = false;
  36842. /**
  36843. * Specifies if the ready state should be checked once
  36844. */
  36845. this.checkReadyOnlyOnce = false;
  36846. /**
  36847. * The state of the material
  36848. */
  36849. this.state = "";
  36850. /**
  36851. * The alpha value of the material
  36852. */
  36853. this._alpha = 1.0;
  36854. /**
  36855. * Specifies if back face culling is enabled
  36856. */
  36857. this._backFaceCulling = true;
  36858. /**
  36859. * Specifies if the material should be serialized
  36860. */
  36861. this.doNotSerialize = false;
  36862. /**
  36863. * @hidden
  36864. */
  36865. this._storeEffectOnSubMeshes = false;
  36866. /**
  36867. * An event triggered when the material is disposed
  36868. */
  36869. this.onDisposeObservable = new BABYLON.Observable();
  36870. /**
  36871. * Stores the value of the alpha mode
  36872. */
  36873. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36874. /**
  36875. * Stores the state of the need depth pre-pass value
  36876. */
  36877. this._needDepthPrePass = false;
  36878. /**
  36879. * Specifies if depth writing should be disabled
  36880. */
  36881. this.disableDepthWrite = false;
  36882. /**
  36883. * Specifies if depth writing should be forced
  36884. */
  36885. this.forceDepthWrite = false;
  36886. /**
  36887. * Specifies if there should be a separate pass for culling
  36888. */
  36889. this.separateCullingPass = false;
  36890. /**
  36891. * Stores the state specifing if fog should be enabled
  36892. */
  36893. this._fogEnabled = true;
  36894. /**
  36895. * Stores the size of points
  36896. */
  36897. this.pointSize = 1.0;
  36898. /**
  36899. * Stores the z offset value
  36900. */
  36901. this.zOffset = 0;
  36902. /**
  36903. * @hidden
  36904. * Specifies if the material was previously ready
  36905. */
  36906. this._wasPreviouslyReady = false;
  36907. /**
  36908. * Stores the fill mode state
  36909. */
  36910. this._fillMode = Material.TriangleFillMode;
  36911. /** @hidden */
  36912. this._indexInSceneMaterialArray = -1;
  36913. this.name = name;
  36914. this.id = name || BABYLON.Tools.RandomId();
  36915. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36916. this.uniqueId = this._scene.getUniqueId();
  36917. if (this._scene.useRightHandedSystem) {
  36918. this.sideOrientation = Material.ClockWiseSideOrientation;
  36919. }
  36920. else {
  36921. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36922. }
  36923. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36924. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36925. if (!doNotAdd) {
  36926. this._scene.addMaterial(this);
  36927. }
  36928. if (this._scene.useMaterialMeshMap) {
  36929. this.meshMap = {};
  36930. }
  36931. }
  36932. Object.defineProperty(Material, "TriangleFillMode", {
  36933. /**
  36934. * Returns the triangle fill mode
  36935. */
  36936. get: function () {
  36937. return Material._TriangleFillMode;
  36938. },
  36939. enumerable: true,
  36940. configurable: true
  36941. });
  36942. Object.defineProperty(Material, "WireFrameFillMode", {
  36943. /**
  36944. * Returns the wireframe mode
  36945. */
  36946. get: function () {
  36947. return Material._WireFrameFillMode;
  36948. },
  36949. enumerable: true,
  36950. configurable: true
  36951. });
  36952. Object.defineProperty(Material, "PointFillMode", {
  36953. /**
  36954. * Returns the point fill mode
  36955. */
  36956. get: function () {
  36957. return Material._PointFillMode;
  36958. },
  36959. enumerable: true,
  36960. configurable: true
  36961. });
  36962. Object.defineProperty(Material, "PointListDrawMode", {
  36963. /**
  36964. * Returns the point list draw mode
  36965. */
  36966. get: function () {
  36967. return Material._PointListDrawMode;
  36968. },
  36969. enumerable: true,
  36970. configurable: true
  36971. });
  36972. Object.defineProperty(Material, "LineListDrawMode", {
  36973. /**
  36974. * Returns the line list draw mode
  36975. */
  36976. get: function () {
  36977. return Material._LineListDrawMode;
  36978. },
  36979. enumerable: true,
  36980. configurable: true
  36981. });
  36982. Object.defineProperty(Material, "LineLoopDrawMode", {
  36983. /**
  36984. * Returns the line loop draw mode
  36985. */
  36986. get: function () {
  36987. return Material._LineLoopDrawMode;
  36988. },
  36989. enumerable: true,
  36990. configurable: true
  36991. });
  36992. Object.defineProperty(Material, "LineStripDrawMode", {
  36993. /**
  36994. * Returns the line strip draw mode
  36995. */
  36996. get: function () {
  36997. return Material._LineStripDrawMode;
  36998. },
  36999. enumerable: true,
  37000. configurable: true
  37001. });
  37002. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37003. /**
  37004. * Returns the triangle strip draw mode
  37005. */
  37006. get: function () {
  37007. return Material._TriangleStripDrawMode;
  37008. },
  37009. enumerable: true,
  37010. configurable: true
  37011. });
  37012. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37013. /**
  37014. * Returns the triangle fan draw mode
  37015. */
  37016. get: function () {
  37017. return Material._TriangleFanDrawMode;
  37018. },
  37019. enumerable: true,
  37020. configurable: true
  37021. });
  37022. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37023. /**
  37024. * Returns the clock-wise side orientation
  37025. */
  37026. get: function () {
  37027. return Material._ClockWiseSideOrientation;
  37028. },
  37029. enumerable: true,
  37030. configurable: true
  37031. });
  37032. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37033. /**
  37034. * Returns the counter clock-wise side orientation
  37035. */
  37036. get: function () {
  37037. return Material._CounterClockWiseSideOrientation;
  37038. },
  37039. enumerable: true,
  37040. configurable: true
  37041. });
  37042. Object.defineProperty(Material.prototype, "alpha", {
  37043. /**
  37044. * Gets the alpha value of the material
  37045. */
  37046. get: function () {
  37047. return this._alpha;
  37048. },
  37049. /**
  37050. * Sets the alpha value of the material
  37051. */
  37052. set: function (value) {
  37053. if (this._alpha === value) {
  37054. return;
  37055. }
  37056. this._alpha = value;
  37057. this.markAsDirty(Material.MiscDirtyFlag);
  37058. },
  37059. enumerable: true,
  37060. configurable: true
  37061. });
  37062. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37063. /**
  37064. * Gets the back-face culling state
  37065. */
  37066. get: function () {
  37067. return this._backFaceCulling;
  37068. },
  37069. /**
  37070. * Sets the back-face culling state
  37071. */
  37072. set: function (value) {
  37073. if (this._backFaceCulling === value) {
  37074. return;
  37075. }
  37076. this._backFaceCulling = value;
  37077. this.markAsDirty(Material.TextureDirtyFlag);
  37078. },
  37079. enumerable: true,
  37080. configurable: true
  37081. });
  37082. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37083. /**
  37084. * Gets a boolean indicating that current material needs to register RTT
  37085. */
  37086. get: function () {
  37087. return false;
  37088. },
  37089. enumerable: true,
  37090. configurable: true
  37091. });
  37092. Object.defineProperty(Material.prototype, "onDispose", {
  37093. /**
  37094. * Called during a dispose event
  37095. */
  37096. set: function (callback) {
  37097. if (this._onDisposeObserver) {
  37098. this.onDisposeObservable.remove(this._onDisposeObserver);
  37099. }
  37100. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37101. },
  37102. enumerable: true,
  37103. configurable: true
  37104. });
  37105. Object.defineProperty(Material.prototype, "onBindObservable", {
  37106. /**
  37107. * An event triggered when the material is bound
  37108. */
  37109. get: function () {
  37110. if (!this._onBindObservable) {
  37111. this._onBindObservable = new BABYLON.Observable();
  37112. }
  37113. return this._onBindObservable;
  37114. },
  37115. enumerable: true,
  37116. configurable: true
  37117. });
  37118. Object.defineProperty(Material.prototype, "onBind", {
  37119. /**
  37120. * Called during a bind event
  37121. */
  37122. set: function (callback) {
  37123. if (this._onBindObserver) {
  37124. this.onBindObservable.remove(this._onBindObserver);
  37125. }
  37126. this._onBindObserver = this.onBindObservable.add(callback);
  37127. },
  37128. enumerable: true,
  37129. configurable: true
  37130. });
  37131. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37132. /**
  37133. * An event triggered when the material is unbound
  37134. */
  37135. get: function () {
  37136. if (!this._onUnBindObservable) {
  37137. this._onUnBindObservable = new BABYLON.Observable();
  37138. }
  37139. return this._onUnBindObservable;
  37140. },
  37141. enumerable: true,
  37142. configurable: true
  37143. });
  37144. Object.defineProperty(Material.prototype, "alphaMode", {
  37145. /**
  37146. * Gets the value of the alpha mode
  37147. */
  37148. get: function () {
  37149. return this._alphaMode;
  37150. },
  37151. /**
  37152. * Sets the value of the alpha mode.
  37153. *
  37154. * | Value | Type | Description |
  37155. * | --- | --- | --- |
  37156. * | 0 | ALPHA_DISABLE | |
  37157. * | 1 | ALPHA_ADD | |
  37158. * | 2 | ALPHA_COMBINE | |
  37159. * | 3 | ALPHA_SUBTRACT | |
  37160. * | 4 | ALPHA_MULTIPLY | |
  37161. * | 5 | ALPHA_MAXIMIZED | |
  37162. * | 6 | ALPHA_ONEONE | |
  37163. * | 7 | ALPHA_PREMULTIPLIED | |
  37164. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37165. * | 9 | ALPHA_INTERPOLATE | |
  37166. * | 10 | ALPHA_SCREENMODE | |
  37167. *
  37168. */
  37169. set: function (value) {
  37170. if (this._alphaMode === value) {
  37171. return;
  37172. }
  37173. this._alphaMode = value;
  37174. this.markAsDirty(Material.TextureDirtyFlag);
  37175. },
  37176. enumerable: true,
  37177. configurable: true
  37178. });
  37179. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37180. /**
  37181. * Gets the depth pre-pass value
  37182. */
  37183. get: function () {
  37184. return this._needDepthPrePass;
  37185. },
  37186. /**
  37187. * Sets the need depth pre-pass value
  37188. */
  37189. set: function (value) {
  37190. if (this._needDepthPrePass === value) {
  37191. return;
  37192. }
  37193. this._needDepthPrePass = value;
  37194. if (this._needDepthPrePass) {
  37195. this.checkReadyOnEveryCall = true;
  37196. }
  37197. },
  37198. enumerable: true,
  37199. configurable: true
  37200. });
  37201. Object.defineProperty(Material.prototype, "fogEnabled", {
  37202. /**
  37203. * Gets the value of the fog enabled state
  37204. */
  37205. get: function () {
  37206. return this._fogEnabled;
  37207. },
  37208. /**
  37209. * Sets the state for enabling fog
  37210. */
  37211. set: function (value) {
  37212. if (this._fogEnabled === value) {
  37213. return;
  37214. }
  37215. this._fogEnabled = value;
  37216. this.markAsDirty(Material.MiscDirtyFlag);
  37217. },
  37218. enumerable: true,
  37219. configurable: true
  37220. });
  37221. Object.defineProperty(Material.prototype, "wireframe", {
  37222. /**
  37223. * Gets a value specifying if wireframe mode is enabled
  37224. */
  37225. get: function () {
  37226. switch (this._fillMode) {
  37227. case Material.WireFrameFillMode:
  37228. case Material.LineListDrawMode:
  37229. case Material.LineLoopDrawMode:
  37230. case Material.LineStripDrawMode:
  37231. return true;
  37232. }
  37233. return this._scene.forceWireframe;
  37234. },
  37235. /**
  37236. * Sets the state of wireframe mode
  37237. */
  37238. set: function (value) {
  37239. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37240. },
  37241. enumerable: true,
  37242. configurable: true
  37243. });
  37244. Object.defineProperty(Material.prototype, "pointsCloud", {
  37245. /**
  37246. * Gets the value specifying if point clouds are enabled
  37247. */
  37248. get: function () {
  37249. switch (this._fillMode) {
  37250. case Material.PointFillMode:
  37251. case Material.PointListDrawMode:
  37252. return true;
  37253. }
  37254. return this._scene.forcePointsCloud;
  37255. },
  37256. /**
  37257. * Sets the state of point cloud mode
  37258. */
  37259. set: function (value) {
  37260. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37261. },
  37262. enumerable: true,
  37263. configurable: true
  37264. });
  37265. Object.defineProperty(Material.prototype, "fillMode", {
  37266. /**
  37267. * Gets the material fill mode
  37268. */
  37269. get: function () {
  37270. return this._fillMode;
  37271. },
  37272. /**
  37273. * Sets the material fill mode
  37274. */
  37275. set: function (value) {
  37276. if (this._fillMode === value) {
  37277. return;
  37278. }
  37279. this._fillMode = value;
  37280. this.markAsDirty(Material.MiscDirtyFlag);
  37281. },
  37282. enumerable: true,
  37283. configurable: true
  37284. });
  37285. /**
  37286. * Returns a string representation of the current material
  37287. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37288. * @returns a string with material information
  37289. */
  37290. Material.prototype.toString = function (fullDetails) {
  37291. var ret = "Name: " + this.name;
  37292. if (fullDetails) {
  37293. }
  37294. return ret;
  37295. };
  37296. /**
  37297. * Gets the class name of the material
  37298. * @returns a string with the class name of the material
  37299. */
  37300. Material.prototype.getClassName = function () {
  37301. return "Material";
  37302. };
  37303. Object.defineProperty(Material.prototype, "isFrozen", {
  37304. /**
  37305. * Specifies if updates for the material been locked
  37306. */
  37307. get: function () {
  37308. return this.checkReadyOnlyOnce;
  37309. },
  37310. enumerable: true,
  37311. configurable: true
  37312. });
  37313. /**
  37314. * Locks updates for the material
  37315. */
  37316. Material.prototype.freeze = function () {
  37317. this.checkReadyOnlyOnce = true;
  37318. };
  37319. /**
  37320. * Unlocks updates for the material
  37321. */
  37322. Material.prototype.unfreeze = function () {
  37323. this.checkReadyOnlyOnce = false;
  37324. };
  37325. /**
  37326. * Specifies if the material is ready to be used
  37327. * @param mesh defines the mesh to check
  37328. * @param useInstances specifies if instances should be used
  37329. * @returns a boolean indicating if the material is ready to be used
  37330. */
  37331. Material.prototype.isReady = function (mesh, useInstances) {
  37332. return true;
  37333. };
  37334. /**
  37335. * Specifies that the submesh is ready to be used
  37336. * @param mesh defines the mesh to check
  37337. * @param subMesh defines which submesh to check
  37338. * @param useInstances specifies that instances should be used
  37339. * @returns a boolean indicating that the submesh is ready or not
  37340. */
  37341. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37342. return false;
  37343. };
  37344. /**
  37345. * Returns the material effect
  37346. * @returns the effect associated with the material
  37347. */
  37348. Material.prototype.getEffect = function () {
  37349. return this._effect;
  37350. };
  37351. /**
  37352. * Returns the current scene
  37353. * @returns a Scene
  37354. */
  37355. Material.prototype.getScene = function () {
  37356. return this._scene;
  37357. };
  37358. /**
  37359. * Specifies if the material will require alpha blending
  37360. * @returns a boolean specifying if alpha blending is needed
  37361. */
  37362. Material.prototype.needAlphaBlending = function () {
  37363. return (this.alpha < 1.0);
  37364. };
  37365. /**
  37366. * Specifies if the mesh will require alpha blending
  37367. * @param mesh defines the mesh to check
  37368. * @returns a boolean specifying if alpha blending is needed for the mesh
  37369. */
  37370. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37371. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37372. };
  37373. /**
  37374. * Specifies if this material should be rendered in alpha test mode
  37375. * @returns a boolean specifying if an alpha test is needed.
  37376. */
  37377. Material.prototype.needAlphaTesting = function () {
  37378. return false;
  37379. };
  37380. /**
  37381. * Gets the texture used for the alpha test
  37382. * @returns the texture to use for alpha testing
  37383. */
  37384. Material.prototype.getAlphaTestTexture = function () {
  37385. return null;
  37386. };
  37387. /**
  37388. * Marks the material to indicate that it needs to be re-calculated
  37389. */
  37390. Material.prototype.markDirty = function () {
  37391. this._wasPreviouslyReady = false;
  37392. };
  37393. /** @hidden */
  37394. Material.prototype._preBind = function (effect, overrideOrientation) {
  37395. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37396. var engine = this._scene.getEngine();
  37397. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37398. var reverse = orientation === Material.ClockWiseSideOrientation;
  37399. engine.enableEffect(effect ? effect : this._effect);
  37400. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37401. return reverse;
  37402. };
  37403. /**
  37404. * Binds the material to the mesh
  37405. * @param world defines the world transformation matrix
  37406. * @param mesh defines the mesh to bind the material to
  37407. */
  37408. Material.prototype.bind = function (world, mesh) {
  37409. };
  37410. /**
  37411. * Binds the submesh to the material
  37412. * @param world defines the world transformation matrix
  37413. * @param mesh defines the mesh containing the submesh
  37414. * @param subMesh defines the submesh to bind the material to
  37415. */
  37416. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37417. };
  37418. /**
  37419. * Binds the world matrix to the material
  37420. * @param world defines the world transformation matrix
  37421. */
  37422. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37423. };
  37424. /**
  37425. * Binds the scene's uniform buffer to the effect.
  37426. * @param effect defines the effect to bind to the scene uniform buffer
  37427. * @param sceneUbo defines the uniform buffer storing scene data
  37428. */
  37429. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37430. sceneUbo.bindToEffect(effect, "Scene");
  37431. };
  37432. /**
  37433. * Binds the view matrix to the effect
  37434. * @param effect defines the effect to bind the view matrix to
  37435. */
  37436. Material.prototype.bindView = function (effect) {
  37437. if (!this._useUBO) {
  37438. effect.setMatrix("view", this.getScene().getViewMatrix());
  37439. }
  37440. else {
  37441. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37442. }
  37443. };
  37444. /**
  37445. * Binds the view projection matrix to the effect
  37446. * @param effect defines the effect to bind the view projection matrix to
  37447. */
  37448. Material.prototype.bindViewProjection = function (effect) {
  37449. if (!this._useUBO) {
  37450. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37451. }
  37452. else {
  37453. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37454. }
  37455. };
  37456. /**
  37457. * Specifies if material alpha testing should be turned on for the mesh
  37458. * @param mesh defines the mesh to check
  37459. */
  37460. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37461. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37462. };
  37463. /**
  37464. * Processes to execute after binding the material to a mesh
  37465. * @param mesh defines the rendered mesh
  37466. */
  37467. Material.prototype._afterBind = function (mesh) {
  37468. this._scene._cachedMaterial = this;
  37469. if (mesh) {
  37470. this._scene._cachedVisibility = mesh.visibility;
  37471. }
  37472. else {
  37473. this._scene._cachedVisibility = 1;
  37474. }
  37475. if (this._onBindObservable && mesh) {
  37476. this._onBindObservable.notifyObservers(mesh);
  37477. }
  37478. if (this.disableDepthWrite) {
  37479. var engine = this._scene.getEngine();
  37480. this._cachedDepthWriteState = engine.getDepthWrite();
  37481. engine.setDepthWrite(false);
  37482. }
  37483. };
  37484. /**
  37485. * Unbinds the material from the mesh
  37486. */
  37487. Material.prototype.unbind = function () {
  37488. if (this._onUnBindObservable) {
  37489. this._onUnBindObservable.notifyObservers(this);
  37490. }
  37491. if (this.disableDepthWrite) {
  37492. var engine = this._scene.getEngine();
  37493. engine.setDepthWrite(this._cachedDepthWriteState);
  37494. }
  37495. };
  37496. /**
  37497. * Gets the active textures from the material
  37498. * @returns an array of textures
  37499. */
  37500. Material.prototype.getActiveTextures = function () {
  37501. return [];
  37502. };
  37503. /**
  37504. * Specifies if the material uses a texture
  37505. * @param texture defines the texture to check against the material
  37506. * @returns a boolean specifying if the material uses the texture
  37507. */
  37508. Material.prototype.hasTexture = function (texture) {
  37509. return false;
  37510. };
  37511. /**
  37512. * Makes a duplicate of the material, and gives it a new name
  37513. * @param name defines the new name for the duplicated material
  37514. * @returns the cloned material
  37515. */
  37516. Material.prototype.clone = function (name) {
  37517. return null;
  37518. };
  37519. /**
  37520. * Gets the meshes bound to the material
  37521. * @returns an array of meshes bound to the material
  37522. */
  37523. Material.prototype.getBindedMeshes = function () {
  37524. var _this = this;
  37525. if (this.meshMap) {
  37526. var result = new Array();
  37527. for (var meshId in this.meshMap) {
  37528. var mesh = this.meshMap[meshId];
  37529. if (mesh) {
  37530. result.push(mesh);
  37531. }
  37532. }
  37533. return result;
  37534. }
  37535. else {
  37536. var meshes = this._scene.meshes;
  37537. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37538. }
  37539. };
  37540. /**
  37541. * Force shader compilation
  37542. * @param mesh defines the mesh associated with this material
  37543. * @param onCompiled defines a function to execute once the material is compiled
  37544. * @param options defines the options to configure the compilation
  37545. */
  37546. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37547. var _this = this;
  37548. var localOptions = __assign({ clipPlane: false }, options);
  37549. var subMesh = new BABYLON.BaseSubMesh();
  37550. var scene = this.getScene();
  37551. var checkReady = function () {
  37552. if (!_this._scene || !_this._scene.getEngine()) {
  37553. return;
  37554. }
  37555. if (subMesh._materialDefines) {
  37556. subMesh._materialDefines._renderId = -1;
  37557. }
  37558. var clipPlaneState = scene.clipPlane;
  37559. if (localOptions.clipPlane) {
  37560. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37561. }
  37562. if (_this._storeEffectOnSubMeshes) {
  37563. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37564. if (onCompiled) {
  37565. onCompiled(_this);
  37566. }
  37567. }
  37568. else {
  37569. setTimeout(checkReady, 16);
  37570. }
  37571. }
  37572. else {
  37573. if (_this.isReady(mesh)) {
  37574. if (onCompiled) {
  37575. onCompiled(_this);
  37576. }
  37577. }
  37578. else {
  37579. setTimeout(checkReady, 16);
  37580. }
  37581. }
  37582. if (localOptions.clipPlane) {
  37583. scene.clipPlane = clipPlaneState;
  37584. }
  37585. };
  37586. checkReady();
  37587. };
  37588. /**
  37589. * Force shader compilation
  37590. * @param mesh defines the mesh that will use this material
  37591. * @param options defines additional options for compiling the shaders
  37592. * @returns a promise that resolves when the compilation completes
  37593. */
  37594. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37595. var _this = this;
  37596. return new Promise(function (resolve) {
  37597. _this.forceCompilation(mesh, function () {
  37598. resolve();
  37599. }, options);
  37600. });
  37601. };
  37602. /**
  37603. * Marks a define in the material to indicate that it needs to be re-computed
  37604. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37605. */
  37606. Material.prototype.markAsDirty = function (flag) {
  37607. if (this.getScene().blockMaterialDirtyMechanism) {
  37608. return;
  37609. }
  37610. Material._DirtyCallbackArray.length = 0;
  37611. if (flag & Material.TextureDirtyFlag) {
  37612. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37613. }
  37614. if (flag & Material.LightDirtyFlag) {
  37615. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37616. }
  37617. if (flag & Material.FresnelDirtyFlag) {
  37618. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37619. }
  37620. if (flag & Material.AttributesDirtyFlag) {
  37621. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37622. }
  37623. if (flag & Material.MiscDirtyFlag) {
  37624. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37625. }
  37626. if (Material._DirtyCallbackArray.length) {
  37627. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37628. }
  37629. this.getScene().resetCachedMaterial();
  37630. };
  37631. /**
  37632. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37633. * @param func defines a function which checks material defines against the submeshes
  37634. */
  37635. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37636. if (this.getScene().blockMaterialDirtyMechanism) {
  37637. return;
  37638. }
  37639. var meshes = this.getScene().meshes;
  37640. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37641. var mesh = meshes_1[_i];
  37642. if (!mesh.subMeshes) {
  37643. continue;
  37644. }
  37645. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37646. var subMesh = _b[_a];
  37647. if (subMesh.getMaterial() !== this) {
  37648. continue;
  37649. }
  37650. if (!subMesh._materialDefines) {
  37651. continue;
  37652. }
  37653. func(subMesh._materialDefines);
  37654. }
  37655. }
  37656. };
  37657. /**
  37658. * Indicates that image processing needs to be re-calculated for all submeshes
  37659. */
  37660. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37661. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37662. };
  37663. /**
  37664. * Indicates that textures need to be re-calculated for all submeshes
  37665. */
  37666. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37667. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37668. };
  37669. /**
  37670. * Indicates that fresnel needs to be re-calculated for all submeshes
  37671. */
  37672. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37673. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37674. };
  37675. /**
  37676. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37677. */
  37678. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37679. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37680. };
  37681. /**
  37682. * Indicates that lights need to be re-calculated for all submeshes
  37683. */
  37684. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37685. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37686. };
  37687. /**
  37688. * Indicates that attributes need to be re-calculated for all submeshes
  37689. */
  37690. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37691. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37692. };
  37693. /**
  37694. * Indicates that misc needs to be re-calculated for all submeshes
  37695. */
  37696. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37697. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37698. };
  37699. /**
  37700. * Indicates that textures and misc need to be re-calculated for all submeshes
  37701. */
  37702. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37703. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37704. };
  37705. /**
  37706. * Disposes the material
  37707. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37708. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37709. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37710. */
  37711. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37712. var scene = this.getScene();
  37713. // Animations
  37714. scene.stopAnimation(this);
  37715. scene.freeProcessedMaterials();
  37716. // Remove from scene
  37717. scene.removeMaterial(this);
  37718. if (notBoundToMesh !== true) {
  37719. // Remove from meshes
  37720. if (this.meshMap) {
  37721. for (var meshId in this.meshMap) {
  37722. var mesh = this.meshMap[meshId];
  37723. if (mesh) {
  37724. mesh.material = null; // will set the entry in the map to undefined
  37725. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37726. }
  37727. }
  37728. }
  37729. else {
  37730. var meshes = scene.meshes;
  37731. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37732. var mesh = meshes_2[_i];
  37733. if (mesh.material === this) {
  37734. mesh.material = null;
  37735. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37736. }
  37737. }
  37738. }
  37739. }
  37740. this._uniformBuffer.dispose();
  37741. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37742. if (forceDisposeEffect && this._effect) {
  37743. if (!this._storeEffectOnSubMeshes) {
  37744. scene.getEngine()._releaseEffect(this._effect);
  37745. }
  37746. this._effect = null;
  37747. }
  37748. // Callback
  37749. this.onDisposeObservable.notifyObservers(this);
  37750. this.onDisposeObservable.clear();
  37751. if (this._onBindObservable) {
  37752. this._onBindObservable.clear();
  37753. }
  37754. if (this._onUnBindObservable) {
  37755. this._onUnBindObservable.clear();
  37756. }
  37757. };
  37758. /** @hidden */
  37759. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37760. if (mesh.geometry) {
  37761. var geometry = (mesh.geometry);
  37762. var scene = this.getScene();
  37763. if (this._storeEffectOnSubMeshes) {
  37764. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37765. var subMesh = _a[_i];
  37766. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37767. if (forceDisposeEffect && subMesh._materialEffect) {
  37768. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37769. }
  37770. }
  37771. }
  37772. else {
  37773. geometry._releaseVertexArrayObject(this._effect);
  37774. }
  37775. }
  37776. };
  37777. /**
  37778. * Serializes this material
  37779. * @returns the serialized material object
  37780. */
  37781. Material.prototype.serialize = function () {
  37782. return BABYLON.SerializationHelper.Serialize(this);
  37783. };
  37784. /**
  37785. * Creates a MultiMaterial from parsed MultiMaterial data.
  37786. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37787. * @param scene defines the hosting scene
  37788. * @returns a new MultiMaterial
  37789. */
  37790. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37791. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37792. multiMaterial.id = parsedMultiMaterial.id;
  37793. if (BABYLON.Tags) {
  37794. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37795. }
  37796. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37797. var subMatId = parsedMultiMaterial.materials[matIndex];
  37798. if (subMatId) {
  37799. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37800. }
  37801. else {
  37802. multiMaterial.subMaterials.push(null);
  37803. }
  37804. }
  37805. return multiMaterial;
  37806. };
  37807. /**
  37808. * Creates a material from parsed material data
  37809. * @param parsedMaterial defines parsed material data
  37810. * @param scene defines the hosting scene
  37811. * @param rootUrl defines the root URL to use to load textures
  37812. * @returns a new material
  37813. */
  37814. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37815. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37816. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37817. }
  37818. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37819. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37820. if (!BABYLON.LegacyPBRMaterial) {
  37821. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37822. return;
  37823. }
  37824. }
  37825. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37826. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37827. };
  37828. // Triangle views
  37829. Material._TriangleFillMode = 0;
  37830. Material._WireFrameFillMode = 1;
  37831. Material._PointFillMode = 2;
  37832. // Draw modes
  37833. Material._PointListDrawMode = 3;
  37834. Material._LineListDrawMode = 4;
  37835. Material._LineLoopDrawMode = 5;
  37836. Material._LineStripDrawMode = 6;
  37837. Material._TriangleStripDrawMode = 7;
  37838. Material._TriangleFanDrawMode = 8;
  37839. /**
  37840. * Stores the clock-wise side orientation
  37841. */
  37842. Material._ClockWiseSideOrientation = 0;
  37843. /**
  37844. * Stores the counter clock-wise side orientation
  37845. */
  37846. Material._CounterClockWiseSideOrientation = 1;
  37847. /**
  37848. * The dirty texture flag value
  37849. */
  37850. Material.TextureDirtyFlag = 1;
  37851. /**
  37852. * The dirty light flag value
  37853. */
  37854. Material.LightDirtyFlag = 2;
  37855. /**
  37856. * The dirty fresnel flag value
  37857. */
  37858. Material.FresnelDirtyFlag = 4;
  37859. /**
  37860. * The dirty attribute flag value
  37861. */
  37862. Material.AttributesDirtyFlag = 8;
  37863. /**
  37864. * The dirty misc flag value
  37865. */
  37866. Material.MiscDirtyFlag = 16;
  37867. /**
  37868. * The all dirty flag value
  37869. */
  37870. Material.AllDirtyFlag = 31;
  37871. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37872. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37873. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37874. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37875. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37876. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37877. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37878. Material._FresnelDirtyCallBack(defines);
  37879. Material._MiscDirtyCallBack(defines);
  37880. };
  37881. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37882. Material._TextureDirtyCallBack(defines);
  37883. Material._MiscDirtyCallBack(defines);
  37884. };
  37885. Material._DirtyCallbackArray = [];
  37886. Material._RunDirtyCallBacks = function (defines) {
  37887. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37888. var cb = _a[_i];
  37889. cb(defines);
  37890. }
  37891. };
  37892. __decorate([
  37893. BABYLON.serialize()
  37894. ], Material.prototype, "id", void 0);
  37895. __decorate([
  37896. BABYLON.serialize()
  37897. ], Material.prototype, "uniqueId", void 0);
  37898. __decorate([
  37899. BABYLON.serialize()
  37900. ], Material.prototype, "name", void 0);
  37901. __decorate([
  37902. BABYLON.serialize()
  37903. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37904. __decorate([
  37905. BABYLON.serialize()
  37906. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37907. __decorate([
  37908. BABYLON.serialize()
  37909. ], Material.prototype, "state", void 0);
  37910. __decorate([
  37911. BABYLON.serialize("alpha")
  37912. ], Material.prototype, "_alpha", void 0);
  37913. __decorate([
  37914. BABYLON.serialize("backFaceCulling")
  37915. ], Material.prototype, "_backFaceCulling", void 0);
  37916. __decorate([
  37917. BABYLON.serialize()
  37918. ], Material.prototype, "sideOrientation", void 0);
  37919. __decorate([
  37920. BABYLON.serialize("alphaMode")
  37921. ], Material.prototype, "_alphaMode", void 0);
  37922. __decorate([
  37923. BABYLON.serialize()
  37924. ], Material.prototype, "_needDepthPrePass", void 0);
  37925. __decorate([
  37926. BABYLON.serialize()
  37927. ], Material.prototype, "disableDepthWrite", void 0);
  37928. __decorate([
  37929. BABYLON.serialize()
  37930. ], Material.prototype, "forceDepthWrite", void 0);
  37931. __decorate([
  37932. BABYLON.serialize()
  37933. ], Material.prototype, "separateCullingPass", void 0);
  37934. __decorate([
  37935. BABYLON.serialize("fogEnabled")
  37936. ], Material.prototype, "_fogEnabled", void 0);
  37937. __decorate([
  37938. BABYLON.serialize()
  37939. ], Material.prototype, "pointSize", void 0);
  37940. __decorate([
  37941. BABYLON.serialize()
  37942. ], Material.prototype, "zOffset", void 0);
  37943. __decorate([
  37944. BABYLON.serialize()
  37945. ], Material.prototype, "wireframe", null);
  37946. __decorate([
  37947. BABYLON.serialize()
  37948. ], Material.prototype, "pointsCloud", null);
  37949. __decorate([
  37950. BABYLON.serialize()
  37951. ], Material.prototype, "fillMode", null);
  37952. return Material;
  37953. }());
  37954. BABYLON.Material = Material;
  37955. })(BABYLON || (BABYLON = {}));
  37956. //# sourceMappingURL=babylon.material.js.map
  37957. var BABYLON;
  37958. (function (BABYLON) {
  37959. /**
  37960. * Uniform buffer objects.
  37961. *
  37962. * Handles blocks of uniform on the GPU.
  37963. *
  37964. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37965. *
  37966. * For more information, please refer to :
  37967. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37968. */
  37969. var UniformBuffer = /** @class */ (function () {
  37970. /**
  37971. * Instantiates a new Uniform buffer objects.
  37972. *
  37973. * Handles blocks of uniform on the GPU.
  37974. *
  37975. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37976. *
  37977. * For more information, please refer to :
  37978. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37979. * @param engine Define the engine the buffer is associated with
  37980. * @param data Define the data contained in the buffer
  37981. * @param dynamic Define if the buffer is updatable
  37982. */
  37983. function UniformBuffer(engine, data, dynamic) {
  37984. this._engine = engine;
  37985. this._noUBO = !engine.supportsUniformBuffers;
  37986. this._dynamic = dynamic;
  37987. this._data = data || [];
  37988. this._uniformLocations = {};
  37989. this._uniformSizes = {};
  37990. this._uniformLocationPointer = 0;
  37991. this._needSync = false;
  37992. if (this._noUBO) {
  37993. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37994. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37995. this.updateFloat = this._updateFloatForEffect;
  37996. this.updateFloat2 = this._updateFloat2ForEffect;
  37997. this.updateFloat3 = this._updateFloat3ForEffect;
  37998. this.updateFloat4 = this._updateFloat4ForEffect;
  37999. this.updateMatrix = this._updateMatrixForEffect;
  38000. this.updateVector3 = this._updateVector3ForEffect;
  38001. this.updateVector4 = this._updateVector4ForEffect;
  38002. this.updateColor3 = this._updateColor3ForEffect;
  38003. this.updateColor4 = this._updateColor4ForEffect;
  38004. }
  38005. else {
  38006. this._engine._uniformBuffers.push(this);
  38007. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38008. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38009. this.updateFloat = this._updateFloatForUniform;
  38010. this.updateFloat2 = this._updateFloat2ForUniform;
  38011. this.updateFloat3 = this._updateFloat3ForUniform;
  38012. this.updateFloat4 = this._updateFloat4ForUniform;
  38013. this.updateMatrix = this._updateMatrixForUniform;
  38014. this.updateVector3 = this._updateVector3ForUniform;
  38015. this.updateVector4 = this._updateVector4ForUniform;
  38016. this.updateColor3 = this._updateColor3ForUniform;
  38017. this.updateColor4 = this._updateColor4ForUniform;
  38018. }
  38019. }
  38020. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38021. /**
  38022. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38023. * or just falling back on setUniformXXX calls.
  38024. */
  38025. get: function () {
  38026. return !this._noUBO;
  38027. },
  38028. enumerable: true,
  38029. configurable: true
  38030. });
  38031. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38032. /**
  38033. * Indicates if the WebGL underlying uniform buffer is in sync
  38034. * with the javascript cache data.
  38035. */
  38036. get: function () {
  38037. return !this._needSync;
  38038. },
  38039. enumerable: true,
  38040. configurable: true
  38041. });
  38042. /**
  38043. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38044. * Also, a dynamic UniformBuffer will disable cache verification and always
  38045. * update the underlying WebGL uniform buffer to the GPU.
  38046. * @returns if Dynamic, otherwise false
  38047. */
  38048. UniformBuffer.prototype.isDynamic = function () {
  38049. return this._dynamic !== undefined;
  38050. };
  38051. /**
  38052. * The data cache on JS side.
  38053. * @returns the underlying data as a float array
  38054. */
  38055. UniformBuffer.prototype.getData = function () {
  38056. return this._bufferData;
  38057. };
  38058. /**
  38059. * The underlying WebGL Uniform buffer.
  38060. * @returns the webgl buffer
  38061. */
  38062. UniformBuffer.prototype.getBuffer = function () {
  38063. return this._buffer;
  38064. };
  38065. /**
  38066. * std140 layout specifies how to align data within an UBO structure.
  38067. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38068. * for specs.
  38069. */
  38070. UniformBuffer.prototype._fillAlignment = function (size) {
  38071. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38072. // and 4x4 matrices
  38073. // TODO : change if other types are used
  38074. var alignment;
  38075. if (size <= 2) {
  38076. alignment = size;
  38077. }
  38078. else {
  38079. alignment = 4;
  38080. }
  38081. if ((this._uniformLocationPointer % alignment) !== 0) {
  38082. var oldPointer = this._uniformLocationPointer;
  38083. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38084. var diff = this._uniformLocationPointer - oldPointer;
  38085. for (var i = 0; i < diff; i++) {
  38086. this._data.push(0);
  38087. }
  38088. }
  38089. };
  38090. /**
  38091. * Adds an uniform in the buffer.
  38092. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38093. * for the layout to be correct !
  38094. * @param name Name of the uniform, as used in the uniform block in the shader.
  38095. * @param size Data size, or data directly.
  38096. */
  38097. UniformBuffer.prototype.addUniform = function (name, size) {
  38098. if (this._noUBO) {
  38099. return;
  38100. }
  38101. if (this._uniformLocations[name] !== undefined) {
  38102. // Already existing uniform
  38103. return;
  38104. }
  38105. // This function must be called in the order of the shader layout !
  38106. // size can be the size of the uniform, or data directly
  38107. var data;
  38108. if (size instanceof Array) {
  38109. data = size;
  38110. size = data.length;
  38111. }
  38112. else {
  38113. size = size;
  38114. data = [];
  38115. // Fill with zeros
  38116. for (var i = 0; i < size; i++) {
  38117. data.push(0);
  38118. }
  38119. }
  38120. this._fillAlignment(size);
  38121. this._uniformSizes[name] = size;
  38122. this._uniformLocations[name] = this._uniformLocationPointer;
  38123. this._uniformLocationPointer += size;
  38124. for (var i = 0; i < size; i++) {
  38125. this._data.push(data[i]);
  38126. }
  38127. this._needSync = true;
  38128. };
  38129. /**
  38130. * Adds a Matrix 4x4 to the uniform buffer.
  38131. * @param name Name of the uniform, as used in the uniform block in the shader.
  38132. * @param mat A 4x4 matrix.
  38133. */
  38134. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38135. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38136. };
  38137. /**
  38138. * Adds a vec2 to the uniform buffer.
  38139. * @param name Name of the uniform, as used in the uniform block in the shader.
  38140. * @param x Define the x component value of the vec2
  38141. * @param y Define the y component value of the vec2
  38142. */
  38143. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38144. var temp = [x, y];
  38145. this.addUniform(name, temp);
  38146. };
  38147. /**
  38148. * Adds a vec3 to the uniform buffer.
  38149. * @param name Name of the uniform, as used in the uniform block in the shader.
  38150. * @param x Define the x component value of the vec3
  38151. * @param y Define the y component value of the vec3
  38152. * @param z Define the z component value of the vec3
  38153. */
  38154. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38155. var temp = [x, y, z];
  38156. this.addUniform(name, temp);
  38157. };
  38158. /**
  38159. * Adds a vec3 to the uniform buffer.
  38160. * @param name Name of the uniform, as used in the uniform block in the shader.
  38161. * @param color Define the vec3 from a Color
  38162. */
  38163. UniformBuffer.prototype.addColor3 = function (name, color) {
  38164. var temp = new Array();
  38165. color.toArray(temp);
  38166. this.addUniform(name, temp);
  38167. };
  38168. /**
  38169. * Adds a vec4 to the uniform buffer.
  38170. * @param name Name of the uniform, as used in the uniform block in the shader.
  38171. * @param color Define the rgb components from a Color
  38172. * @param alpha Define the a component of the vec4
  38173. */
  38174. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38175. var temp = new Array();
  38176. color.toArray(temp);
  38177. temp.push(alpha);
  38178. this.addUniform(name, temp);
  38179. };
  38180. /**
  38181. * Adds a vec3 to the uniform buffer.
  38182. * @param name Name of the uniform, as used in the uniform block in the shader.
  38183. * @param vector Define the vec3 components from a Vector
  38184. */
  38185. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38186. var temp = new Array();
  38187. vector.toArray(temp);
  38188. this.addUniform(name, temp);
  38189. };
  38190. /**
  38191. * Adds a Matrix 3x3 to the uniform buffer.
  38192. * @param name Name of the uniform, as used in the uniform block in the shader.
  38193. */
  38194. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38195. this.addUniform(name, 12);
  38196. };
  38197. /**
  38198. * Adds a Matrix 2x2 to the uniform buffer.
  38199. * @param name Name of the uniform, as used in the uniform block in the shader.
  38200. */
  38201. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38202. this.addUniform(name, 8);
  38203. };
  38204. /**
  38205. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38206. */
  38207. UniformBuffer.prototype.create = function () {
  38208. if (this._noUBO) {
  38209. return;
  38210. }
  38211. if (this._buffer) {
  38212. return; // nothing to do
  38213. }
  38214. // See spec, alignment must be filled as a vec4
  38215. this._fillAlignment(4);
  38216. this._bufferData = new Float32Array(this._data);
  38217. this._rebuild();
  38218. this._needSync = true;
  38219. };
  38220. /** @hidden */
  38221. UniformBuffer.prototype._rebuild = function () {
  38222. if (this._noUBO) {
  38223. return;
  38224. }
  38225. if (this._dynamic) {
  38226. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38227. }
  38228. else {
  38229. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38230. }
  38231. };
  38232. /**
  38233. * Updates the WebGL Uniform Buffer on the GPU.
  38234. * If the `dynamic` flag is set to true, no cache comparison is done.
  38235. * Otherwise, the buffer will be updated only if the cache differs.
  38236. */
  38237. UniformBuffer.prototype.update = function () {
  38238. if (!this._buffer) {
  38239. this.create();
  38240. return;
  38241. }
  38242. if (!this._dynamic && !this._needSync) {
  38243. return;
  38244. }
  38245. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38246. this._needSync = false;
  38247. };
  38248. /**
  38249. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38250. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38251. * @param data Define the flattened data
  38252. * @param size Define the size of the data.
  38253. */
  38254. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38255. var location = this._uniformLocations[uniformName];
  38256. if (location === undefined) {
  38257. if (this._buffer) {
  38258. // Cannot add an uniform if the buffer is already created
  38259. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38260. return;
  38261. }
  38262. this.addUniform(uniformName, size);
  38263. location = this._uniformLocations[uniformName];
  38264. }
  38265. if (!this._buffer) {
  38266. this.create();
  38267. }
  38268. if (!this._dynamic) {
  38269. // Cache for static uniform buffers
  38270. var changed = false;
  38271. for (var i = 0; i < size; i++) {
  38272. if (this._bufferData[location + i] !== data[i]) {
  38273. changed = true;
  38274. this._bufferData[location + i] = data[i];
  38275. }
  38276. }
  38277. this._needSync = this._needSync || changed;
  38278. }
  38279. else {
  38280. // No cache for dynamic
  38281. for (var i = 0; i < size; i++) {
  38282. this._bufferData[location + i] = data[i];
  38283. }
  38284. }
  38285. };
  38286. // Update methods
  38287. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38288. // To match std140, matrix must be realigned
  38289. for (var i = 0; i < 3; i++) {
  38290. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38291. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38292. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38293. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38294. }
  38295. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38296. };
  38297. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38298. this._currentEffect.setMatrix3x3(name, matrix);
  38299. };
  38300. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38301. this._currentEffect.setMatrix2x2(name, matrix);
  38302. };
  38303. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38304. // To match std140, matrix must be realigned
  38305. for (var i = 0; i < 2; i++) {
  38306. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38307. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38308. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38309. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38310. }
  38311. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38312. };
  38313. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38314. this._currentEffect.setFloat(name, x);
  38315. };
  38316. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38317. UniformBuffer._tempBuffer[0] = x;
  38318. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38319. };
  38320. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38321. if (suffix === void 0) { suffix = ""; }
  38322. this._currentEffect.setFloat2(name + suffix, x, y);
  38323. };
  38324. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38325. if (suffix === void 0) { suffix = ""; }
  38326. UniformBuffer._tempBuffer[0] = x;
  38327. UniformBuffer._tempBuffer[1] = y;
  38328. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38329. };
  38330. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38331. if (suffix === void 0) { suffix = ""; }
  38332. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38333. };
  38334. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38335. if (suffix === void 0) { suffix = ""; }
  38336. UniformBuffer._tempBuffer[0] = x;
  38337. UniformBuffer._tempBuffer[1] = y;
  38338. UniformBuffer._tempBuffer[2] = z;
  38339. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38340. };
  38341. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38342. if (suffix === void 0) { suffix = ""; }
  38343. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38344. };
  38345. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38346. if (suffix === void 0) { suffix = ""; }
  38347. UniformBuffer._tempBuffer[0] = x;
  38348. UniformBuffer._tempBuffer[1] = y;
  38349. UniformBuffer._tempBuffer[2] = z;
  38350. UniformBuffer._tempBuffer[3] = w;
  38351. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38352. };
  38353. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38354. this._currentEffect.setMatrix(name, mat);
  38355. };
  38356. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38357. this.updateUniform(name, mat.toArray(), 16);
  38358. };
  38359. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38360. this._currentEffect.setVector3(name, vector);
  38361. };
  38362. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38363. vector.toArray(UniformBuffer._tempBuffer);
  38364. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38365. };
  38366. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38367. this._currentEffect.setVector4(name, vector);
  38368. };
  38369. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38370. vector.toArray(UniformBuffer._tempBuffer);
  38371. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38372. };
  38373. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38374. if (suffix === void 0) { suffix = ""; }
  38375. this._currentEffect.setColor3(name + suffix, color);
  38376. };
  38377. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38378. if (suffix === void 0) { suffix = ""; }
  38379. color.toArray(UniformBuffer._tempBuffer);
  38380. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38381. };
  38382. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38383. if (suffix === void 0) { suffix = ""; }
  38384. this._currentEffect.setColor4(name + suffix, color, alpha);
  38385. };
  38386. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38387. if (suffix === void 0) { suffix = ""; }
  38388. color.toArray(UniformBuffer._tempBuffer);
  38389. UniformBuffer._tempBuffer[3] = alpha;
  38390. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38391. };
  38392. /**
  38393. * Sets a sampler uniform on the effect.
  38394. * @param name Define the name of the sampler.
  38395. * @param texture Define the texture to set in the sampler
  38396. */
  38397. UniformBuffer.prototype.setTexture = function (name, texture) {
  38398. this._currentEffect.setTexture(name, texture);
  38399. };
  38400. /**
  38401. * Directly updates the value of the uniform in the cache AND on the GPU.
  38402. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38403. * @param data Define the flattened data
  38404. */
  38405. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38406. this.updateUniform(uniformName, data, data.length);
  38407. this.update();
  38408. };
  38409. /**
  38410. * Binds this uniform buffer to an effect.
  38411. * @param effect Define the effect to bind the buffer to
  38412. * @param name Name of the uniform block in the shader.
  38413. */
  38414. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38415. this._currentEffect = effect;
  38416. if (this._noUBO || !this._buffer) {
  38417. return;
  38418. }
  38419. effect.bindUniformBuffer(this._buffer, name);
  38420. };
  38421. /**
  38422. * Disposes the uniform buffer.
  38423. */
  38424. UniformBuffer.prototype.dispose = function () {
  38425. if (this._noUBO) {
  38426. return;
  38427. }
  38428. var uniformBuffers = this._engine._uniformBuffers;
  38429. var index = uniformBuffers.indexOf(this);
  38430. if (index !== -1) {
  38431. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38432. uniformBuffers.pop();
  38433. }
  38434. if (!this._buffer) {
  38435. return;
  38436. }
  38437. if (this._engine._releaseBuffer(this._buffer)) {
  38438. this._buffer = null;
  38439. }
  38440. };
  38441. // Pool for avoiding memory leaks
  38442. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38443. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38444. return UniformBuffer;
  38445. }());
  38446. BABYLON.UniformBuffer = UniformBuffer;
  38447. })(BABYLON || (BABYLON = {}));
  38448. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38449. var BABYLON;
  38450. (function (BABYLON) {
  38451. /**
  38452. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38453. */
  38454. var VertexData = /** @class */ (function () {
  38455. function VertexData() {
  38456. }
  38457. /**
  38458. * Uses the passed data array to set the set the values for the specified kind of data
  38459. * @param data a linear array of floating numbers
  38460. * @param kind the type of data that is being set, eg positions, colors etc
  38461. */
  38462. VertexData.prototype.set = function (data, kind) {
  38463. switch (kind) {
  38464. case BABYLON.VertexBuffer.PositionKind:
  38465. this.positions = data;
  38466. break;
  38467. case BABYLON.VertexBuffer.NormalKind:
  38468. this.normals = data;
  38469. break;
  38470. case BABYLON.VertexBuffer.TangentKind:
  38471. this.tangents = data;
  38472. break;
  38473. case BABYLON.VertexBuffer.UVKind:
  38474. this.uvs = data;
  38475. break;
  38476. case BABYLON.VertexBuffer.UV2Kind:
  38477. this.uvs2 = data;
  38478. break;
  38479. case BABYLON.VertexBuffer.UV3Kind:
  38480. this.uvs3 = data;
  38481. break;
  38482. case BABYLON.VertexBuffer.UV4Kind:
  38483. this.uvs4 = data;
  38484. break;
  38485. case BABYLON.VertexBuffer.UV5Kind:
  38486. this.uvs5 = data;
  38487. break;
  38488. case BABYLON.VertexBuffer.UV6Kind:
  38489. this.uvs6 = data;
  38490. break;
  38491. case BABYLON.VertexBuffer.ColorKind:
  38492. this.colors = data;
  38493. break;
  38494. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38495. this.matricesIndices = data;
  38496. break;
  38497. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38498. this.matricesWeights = data;
  38499. break;
  38500. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38501. this.matricesIndicesExtra = data;
  38502. break;
  38503. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38504. this.matricesWeightsExtra = data;
  38505. break;
  38506. }
  38507. };
  38508. /**
  38509. * Associates the vertexData to the passed Mesh.
  38510. * Sets it as updatable or not (default `false`)
  38511. * @param mesh the mesh the vertexData is applied to
  38512. * @param updatable when used and having the value true allows new data to update the vertexData
  38513. * @returns the VertexData
  38514. */
  38515. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38516. this._applyTo(mesh, updatable);
  38517. return this;
  38518. };
  38519. /**
  38520. * Associates the vertexData to the passed Geometry.
  38521. * Sets it as updatable or not (default `false`)
  38522. * @param geometry the geometry the vertexData is applied to
  38523. * @param updatable when used and having the value true allows new data to update the vertexData
  38524. * @returns VertexData
  38525. */
  38526. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38527. this._applyTo(geometry, updatable);
  38528. return this;
  38529. };
  38530. /**
  38531. * Updates the associated mesh
  38532. * @param mesh the mesh to be updated
  38533. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38534. * @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
  38535. * @returns VertexData
  38536. */
  38537. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38538. this._update(mesh);
  38539. return this;
  38540. };
  38541. /**
  38542. * Updates the associated geometry
  38543. * @param geometry the geometry to be updated
  38544. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38545. * @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
  38546. * @returns VertexData.
  38547. */
  38548. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38549. this._update(geometry);
  38550. return this;
  38551. };
  38552. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38553. if (updatable === void 0) { updatable = false; }
  38554. if (this.positions) {
  38555. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38556. }
  38557. if (this.normals) {
  38558. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38559. }
  38560. if (this.tangents) {
  38561. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38562. }
  38563. if (this.uvs) {
  38564. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38565. }
  38566. if (this.uvs2) {
  38567. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38568. }
  38569. if (this.uvs3) {
  38570. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38571. }
  38572. if (this.uvs4) {
  38573. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38574. }
  38575. if (this.uvs5) {
  38576. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38577. }
  38578. if (this.uvs6) {
  38579. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38580. }
  38581. if (this.colors) {
  38582. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38583. }
  38584. if (this.matricesIndices) {
  38585. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38586. }
  38587. if (this.matricesWeights) {
  38588. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38589. }
  38590. if (this.matricesIndicesExtra) {
  38591. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38592. }
  38593. if (this.matricesWeightsExtra) {
  38594. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38595. }
  38596. if (this.indices) {
  38597. meshOrGeometry.setIndices(this.indices, null, updatable);
  38598. }
  38599. else {
  38600. meshOrGeometry.setIndices([], null);
  38601. }
  38602. return this;
  38603. };
  38604. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38605. if (this.positions) {
  38606. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38607. }
  38608. if (this.normals) {
  38609. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38610. }
  38611. if (this.tangents) {
  38612. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38613. }
  38614. if (this.uvs) {
  38615. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38616. }
  38617. if (this.uvs2) {
  38618. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38619. }
  38620. if (this.uvs3) {
  38621. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38622. }
  38623. if (this.uvs4) {
  38624. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38625. }
  38626. if (this.uvs5) {
  38627. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38628. }
  38629. if (this.uvs6) {
  38630. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38631. }
  38632. if (this.colors) {
  38633. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38634. }
  38635. if (this.matricesIndices) {
  38636. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38637. }
  38638. if (this.matricesWeights) {
  38639. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38640. }
  38641. if (this.matricesIndicesExtra) {
  38642. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38643. }
  38644. if (this.matricesWeightsExtra) {
  38645. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38646. }
  38647. if (this.indices) {
  38648. meshOrGeometry.setIndices(this.indices, null);
  38649. }
  38650. return this;
  38651. };
  38652. /**
  38653. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38654. * @param matrix the transforming matrix
  38655. * @returns the VertexData
  38656. */
  38657. VertexData.prototype.transform = function (matrix) {
  38658. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38659. var transformed = BABYLON.Vector3.Zero();
  38660. var index;
  38661. if (this.positions) {
  38662. var position = BABYLON.Vector3.Zero();
  38663. for (index = 0; index < this.positions.length; index += 3) {
  38664. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38665. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38666. this.positions[index] = transformed.x;
  38667. this.positions[index + 1] = transformed.y;
  38668. this.positions[index + 2] = transformed.z;
  38669. }
  38670. }
  38671. if (this.normals) {
  38672. var normal = BABYLON.Vector3.Zero();
  38673. for (index = 0; index < this.normals.length; index += 3) {
  38674. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38675. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38676. this.normals[index] = transformed.x;
  38677. this.normals[index + 1] = transformed.y;
  38678. this.normals[index + 2] = transformed.z;
  38679. }
  38680. }
  38681. if (this.tangents) {
  38682. var tangent = BABYLON.Vector4.Zero();
  38683. var tangentTransformed = BABYLON.Vector4.Zero();
  38684. for (index = 0; index < this.tangents.length; index += 4) {
  38685. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38686. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38687. this.tangents[index] = tangentTransformed.x;
  38688. this.tangents[index + 1] = tangentTransformed.y;
  38689. this.tangents[index + 2] = tangentTransformed.z;
  38690. this.tangents[index + 3] = tangentTransformed.w;
  38691. }
  38692. }
  38693. if (flip && this.indices) {
  38694. for (index = 0; index < this.indices.length; index += 3) {
  38695. var tmp = this.indices[index + 1];
  38696. this.indices[index + 1] = this.indices[index + 2];
  38697. this.indices[index + 2] = tmp;
  38698. }
  38699. }
  38700. return this;
  38701. };
  38702. /**
  38703. * Merges the passed VertexData into the current one
  38704. * @param other the VertexData to be merged into the current one
  38705. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38706. * @returns the modified VertexData
  38707. */
  38708. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38709. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38710. this._validate();
  38711. other._validate();
  38712. if (!this.normals !== !other.normals ||
  38713. !this.tangents !== !other.tangents ||
  38714. !this.uvs !== !other.uvs ||
  38715. !this.uvs2 !== !other.uvs2 ||
  38716. !this.uvs3 !== !other.uvs3 ||
  38717. !this.uvs4 !== !other.uvs4 ||
  38718. !this.uvs5 !== !other.uvs5 ||
  38719. !this.uvs6 !== !other.uvs6 ||
  38720. !this.colors !== !other.colors ||
  38721. !this.matricesIndices !== !other.matricesIndices ||
  38722. !this.matricesWeights !== !other.matricesWeights ||
  38723. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38724. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38725. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38726. }
  38727. if (other.indices) {
  38728. if (!this.indices) {
  38729. this.indices = [];
  38730. }
  38731. var offset = this.positions ? this.positions.length / 3 : 0;
  38732. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38733. if (isSrcTypedArray) {
  38734. var len = this.indices.length + other.indices.length;
  38735. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38736. temp.set(this.indices);
  38737. var decal = this.indices.length;
  38738. for (var index = 0; index < other.indices.length; index++) {
  38739. temp[decal + index] = other.indices[index] + offset;
  38740. }
  38741. this.indices = temp;
  38742. }
  38743. else {
  38744. for (var index = 0; index < other.indices.length; index++) {
  38745. this.indices.push(other.indices[index] + offset);
  38746. }
  38747. }
  38748. }
  38749. this.positions = this._mergeElement(this.positions, other.positions);
  38750. this.normals = this._mergeElement(this.normals, other.normals);
  38751. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38752. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38753. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38754. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38755. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38756. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38757. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38758. this.colors = this._mergeElement(this.colors, other.colors);
  38759. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38760. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38761. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38762. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38763. return this;
  38764. };
  38765. VertexData.prototype._mergeElement = function (source, other) {
  38766. if (!source) {
  38767. return other;
  38768. }
  38769. if (!other) {
  38770. return source;
  38771. }
  38772. var len = other.length + source.length;
  38773. var isSrcTypedArray = source instanceof Float32Array;
  38774. var isOthTypedArray = other instanceof Float32Array;
  38775. // use non-loop method when the source is Float32Array
  38776. if (isSrcTypedArray) {
  38777. var ret32 = new Float32Array(len);
  38778. ret32.set(source);
  38779. ret32.set(other, source.length);
  38780. return ret32;
  38781. // source is number[], when other is also use concat
  38782. }
  38783. else if (!isOthTypedArray) {
  38784. return source.concat(other);
  38785. // source is a number[], but other is a Float32Array, loop required
  38786. }
  38787. else {
  38788. var ret = source.slice(0); // copy source to a separate array
  38789. for (var i = 0, len = other.length; i < len; i++) {
  38790. ret.push(other[i]);
  38791. }
  38792. return ret;
  38793. }
  38794. };
  38795. VertexData.prototype._validate = function () {
  38796. if (!this.positions) {
  38797. throw new Error("Positions are required");
  38798. }
  38799. var getElementCount = function (kind, values) {
  38800. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38801. if ((values.length % stride) !== 0) {
  38802. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38803. }
  38804. return values.length / stride;
  38805. };
  38806. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38807. var validateElementCount = function (kind, values) {
  38808. var elementCount = getElementCount(kind, values);
  38809. if (elementCount !== positionsElementCount) {
  38810. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38811. }
  38812. };
  38813. if (this.normals) {
  38814. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38815. }
  38816. if (this.tangents) {
  38817. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38818. }
  38819. if (this.uvs) {
  38820. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38821. }
  38822. if (this.uvs2) {
  38823. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38824. }
  38825. if (this.uvs3) {
  38826. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38827. }
  38828. if (this.uvs4) {
  38829. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38830. }
  38831. if (this.uvs5) {
  38832. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38833. }
  38834. if (this.uvs6) {
  38835. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38836. }
  38837. if (this.colors) {
  38838. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38839. }
  38840. if (this.matricesIndices) {
  38841. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38842. }
  38843. if (this.matricesWeights) {
  38844. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38845. }
  38846. if (this.matricesIndicesExtra) {
  38847. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38848. }
  38849. if (this.matricesWeightsExtra) {
  38850. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38851. }
  38852. };
  38853. /**
  38854. * Serializes the VertexData
  38855. * @returns a serialized object
  38856. */
  38857. VertexData.prototype.serialize = function () {
  38858. var serializationObject = this.serialize();
  38859. if (this.positions) {
  38860. serializationObject.positions = this.positions;
  38861. }
  38862. if (this.normals) {
  38863. serializationObject.normals = this.normals;
  38864. }
  38865. if (this.tangents) {
  38866. serializationObject.tangents = this.tangents;
  38867. }
  38868. if (this.uvs) {
  38869. serializationObject.uvs = this.uvs;
  38870. }
  38871. if (this.uvs2) {
  38872. serializationObject.uvs2 = this.uvs2;
  38873. }
  38874. if (this.uvs3) {
  38875. serializationObject.uvs3 = this.uvs3;
  38876. }
  38877. if (this.uvs4) {
  38878. serializationObject.uvs4 = this.uvs4;
  38879. }
  38880. if (this.uvs5) {
  38881. serializationObject.uvs5 = this.uvs5;
  38882. }
  38883. if (this.uvs6) {
  38884. serializationObject.uvs6 = this.uvs6;
  38885. }
  38886. if (this.colors) {
  38887. serializationObject.colors = this.colors;
  38888. }
  38889. if (this.matricesIndices) {
  38890. serializationObject.matricesIndices = this.matricesIndices;
  38891. serializationObject.matricesIndices._isExpanded = true;
  38892. }
  38893. if (this.matricesWeights) {
  38894. serializationObject.matricesWeights = this.matricesWeights;
  38895. }
  38896. if (this.matricesIndicesExtra) {
  38897. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38898. serializationObject.matricesIndicesExtra._isExpanded = true;
  38899. }
  38900. if (this.matricesWeightsExtra) {
  38901. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38902. }
  38903. serializationObject.indices = this.indices;
  38904. return serializationObject;
  38905. };
  38906. // Statics
  38907. /**
  38908. * Extracts the vertexData from a mesh
  38909. * @param mesh the mesh from which to extract the VertexData
  38910. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38911. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38912. * @returns the object VertexData associated to the passed mesh
  38913. */
  38914. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38915. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38916. };
  38917. /**
  38918. * Extracts the vertexData from the geometry
  38919. * @param geometry the geometry from which to extract the VertexData
  38920. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38921. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38922. * @returns the object VertexData associated to the passed mesh
  38923. */
  38924. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38925. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38926. };
  38927. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38928. var result = new VertexData();
  38929. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38930. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38931. }
  38932. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38933. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38934. }
  38935. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38936. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38937. }
  38938. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38939. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38940. }
  38941. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38942. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38943. }
  38944. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38945. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38946. }
  38947. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38948. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38949. }
  38950. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38951. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38952. }
  38953. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38954. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38955. }
  38956. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38957. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38958. }
  38959. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38960. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38961. }
  38962. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38963. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38964. }
  38965. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38966. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38967. }
  38968. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38969. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38970. }
  38971. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38972. return result;
  38973. };
  38974. /**
  38975. * Creates the VertexData for a Ribbon
  38976. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38977. * * pathArray array of paths, each of which an array of successive Vector3
  38978. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38979. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38980. * * 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
  38981. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38982. * * 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)
  38983. * * 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)
  38984. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38985. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38986. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38987. * @returns the VertexData of the ribbon
  38988. */
  38989. VertexData.CreateRibbon = function (options) {
  38990. var pathArray = options.pathArray;
  38991. var closeArray = options.closeArray || false;
  38992. var closePath = options.closePath || false;
  38993. var invertUV = options.invertUV || false;
  38994. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38995. var offset = options.offset || defaultOffset;
  38996. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38997. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38998. var customUV = options.uvs;
  38999. var customColors = options.colors;
  39000. var positions = [];
  39001. var indices = [];
  39002. var normals = [];
  39003. var uvs = [];
  39004. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39005. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39006. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39007. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39008. var minlg; // minimal length among all paths from pathArray
  39009. var lg = []; // array of path lengths : nb of vertex per path
  39010. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39011. var p; // path iterator
  39012. var i; // point iterator
  39013. var j; // point iterator
  39014. // if single path in pathArray
  39015. if (pathArray.length < 2) {
  39016. var ar1 = [];
  39017. var ar2 = [];
  39018. for (i = 0; i < pathArray[0].length - offset; i++) {
  39019. ar1.push(pathArray[0][i]);
  39020. ar2.push(pathArray[0][i + offset]);
  39021. }
  39022. pathArray = [ar1, ar2];
  39023. }
  39024. // positions and horizontal distances (u)
  39025. var idc = 0;
  39026. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39027. var path;
  39028. var l;
  39029. minlg = pathArray[0].length;
  39030. var vectlg;
  39031. var dist;
  39032. for (p = 0; p < pathArray.length; p++) {
  39033. uTotalDistance[p] = 0;
  39034. us[p] = [0];
  39035. path = pathArray[p];
  39036. l = path.length;
  39037. minlg = (minlg < l) ? minlg : l;
  39038. j = 0;
  39039. while (j < l) {
  39040. positions.push(path[j].x, path[j].y, path[j].z);
  39041. if (j > 0) {
  39042. vectlg = path[j].subtract(path[j - 1]).length();
  39043. dist = vectlg + uTotalDistance[p];
  39044. us[p].push(dist);
  39045. uTotalDistance[p] = dist;
  39046. }
  39047. j++;
  39048. }
  39049. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39050. j--;
  39051. positions.push(path[0].x, path[0].y, path[0].z);
  39052. vectlg = path[j].subtract(path[0]).length();
  39053. dist = vectlg + uTotalDistance[p];
  39054. us[p].push(dist);
  39055. uTotalDistance[p] = dist;
  39056. }
  39057. lg[p] = l + closePathCorr;
  39058. idx[p] = idc;
  39059. idc += (l + closePathCorr);
  39060. }
  39061. // vertical distances (v)
  39062. var path1;
  39063. var path2;
  39064. var vertex1 = null;
  39065. var vertex2 = null;
  39066. for (i = 0; i < minlg + closePathCorr; i++) {
  39067. vTotalDistance[i] = 0;
  39068. vs[i] = [0];
  39069. for (p = 0; p < pathArray.length - 1; p++) {
  39070. path1 = pathArray[p];
  39071. path2 = pathArray[p + 1];
  39072. if (i === minlg) { // closePath
  39073. vertex1 = path1[0];
  39074. vertex2 = path2[0];
  39075. }
  39076. else {
  39077. vertex1 = path1[i];
  39078. vertex2 = path2[i];
  39079. }
  39080. vectlg = vertex2.subtract(vertex1).length();
  39081. dist = vectlg + vTotalDistance[i];
  39082. vs[i].push(dist);
  39083. vTotalDistance[i] = dist;
  39084. }
  39085. if (closeArray && vertex2 && vertex1) {
  39086. path1 = pathArray[p];
  39087. path2 = pathArray[0];
  39088. if (i === minlg) { // closePath
  39089. vertex2 = path2[0];
  39090. }
  39091. vectlg = vertex2.subtract(vertex1).length();
  39092. dist = vectlg + vTotalDistance[i];
  39093. vTotalDistance[i] = dist;
  39094. }
  39095. }
  39096. // uvs
  39097. var u;
  39098. var v;
  39099. if (customUV) {
  39100. for (p = 0; p < customUV.length; p++) {
  39101. uvs.push(customUV[p].x, customUV[p].y);
  39102. }
  39103. }
  39104. else {
  39105. for (p = 0; p < pathArray.length; p++) {
  39106. for (i = 0; i < minlg + closePathCorr; i++) {
  39107. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39108. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39109. if (invertUV) {
  39110. uvs.push(v, u);
  39111. }
  39112. else {
  39113. uvs.push(u, v);
  39114. }
  39115. }
  39116. }
  39117. }
  39118. // indices
  39119. p = 0; // path index
  39120. var pi = 0; // positions array index
  39121. var l1 = lg[p] - 1; // path1 length
  39122. var l2 = lg[p + 1] - 1; // path2 length
  39123. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39124. var shft = idx[1] - idx[0]; // shift
  39125. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39126. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39127. // 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
  39128. indices.push(pi, pi + shft, pi + 1);
  39129. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39130. pi += 1;
  39131. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39132. p++;
  39133. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39134. shft = idx[0] - idx[p];
  39135. l1 = lg[p] - 1;
  39136. l2 = lg[0] - 1;
  39137. }
  39138. else {
  39139. shft = idx[p + 1] - idx[p];
  39140. l1 = lg[p] - 1;
  39141. l2 = lg[p + 1] - 1;
  39142. }
  39143. pi = idx[p];
  39144. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39145. }
  39146. }
  39147. // normals
  39148. VertexData.ComputeNormals(positions, indices, normals);
  39149. if (closePath) { // update both the first and last vertex normals to their average value
  39150. var indexFirst = 0;
  39151. var indexLast = 0;
  39152. for (p = 0; p < pathArray.length; p++) {
  39153. indexFirst = idx[p] * 3;
  39154. if (p + 1 < pathArray.length) {
  39155. indexLast = (idx[p + 1] - 1) * 3;
  39156. }
  39157. else {
  39158. indexLast = normals.length - 3;
  39159. }
  39160. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39161. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39162. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39163. normals[indexLast] = normals[indexFirst];
  39164. normals[indexLast + 1] = normals[indexFirst + 1];
  39165. normals[indexLast + 2] = normals[indexFirst + 2];
  39166. }
  39167. }
  39168. // sides
  39169. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39170. // Colors
  39171. var colors = null;
  39172. if (customColors) {
  39173. colors = new Float32Array(customColors.length * 4);
  39174. for (var c = 0; c < customColors.length; c++) {
  39175. colors[c * 4] = customColors[c].r;
  39176. colors[c * 4 + 1] = customColors[c].g;
  39177. colors[c * 4 + 2] = customColors[c].b;
  39178. colors[c * 4 + 3] = customColors[c].a;
  39179. }
  39180. }
  39181. // Result
  39182. var vertexData = new VertexData();
  39183. var positions32 = new Float32Array(positions);
  39184. var normals32 = new Float32Array(normals);
  39185. var uvs32 = new Float32Array(uvs);
  39186. vertexData.indices = indices;
  39187. vertexData.positions = positions32;
  39188. vertexData.normals = normals32;
  39189. vertexData.uvs = uvs32;
  39190. if (colors) {
  39191. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39192. }
  39193. if (closePath) {
  39194. vertexData._idx = idx;
  39195. }
  39196. return vertexData;
  39197. };
  39198. /**
  39199. * Creates the VertexData for a box
  39200. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39201. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39202. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39203. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39204. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39205. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39206. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39207. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39208. * * 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)
  39209. * * 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)
  39210. * @returns the VertexData of the box
  39211. */
  39212. VertexData.CreateBox = function (options) {
  39213. var normalsSource = [
  39214. new BABYLON.Vector3(0, 0, 1),
  39215. new BABYLON.Vector3(0, 0, -1),
  39216. new BABYLON.Vector3(1, 0, 0),
  39217. new BABYLON.Vector3(-1, 0, 0),
  39218. new BABYLON.Vector3(0, 1, 0),
  39219. new BABYLON.Vector3(0, -1, 0)
  39220. ];
  39221. var indices = [];
  39222. var positions = [];
  39223. var normals = [];
  39224. var uvs = [];
  39225. var width = options.width || options.size || 1;
  39226. var height = options.height || options.size || 1;
  39227. var depth = options.depth || options.size || 1;
  39228. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39229. var faceUV = options.faceUV || new Array(6);
  39230. var faceColors = options.faceColors;
  39231. var colors = [];
  39232. // default face colors and UV if undefined
  39233. for (var f = 0; f < 6; f++) {
  39234. if (faceUV[f] === undefined) {
  39235. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39236. }
  39237. if (faceColors && faceColors[f] === undefined) {
  39238. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39239. }
  39240. }
  39241. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39242. // Create each face in turn.
  39243. for (var index = 0; index < normalsSource.length; index++) {
  39244. var normal = normalsSource[index];
  39245. // Get two vectors perpendicular to the face normal and to each other.
  39246. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39247. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39248. // Six indices (two triangles) per face.
  39249. var verticesLength = positions.length / 3;
  39250. indices.push(verticesLength);
  39251. indices.push(verticesLength + 1);
  39252. indices.push(verticesLength + 2);
  39253. indices.push(verticesLength);
  39254. indices.push(verticesLength + 2);
  39255. indices.push(verticesLength + 3);
  39256. // Four vertices per face.
  39257. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39258. positions.push(vertex.x, vertex.y, vertex.z);
  39259. normals.push(normal.x, normal.y, normal.z);
  39260. uvs.push(faceUV[index].z, faceUV[index].w);
  39261. if (faceColors) {
  39262. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39263. }
  39264. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39265. positions.push(vertex.x, vertex.y, vertex.z);
  39266. normals.push(normal.x, normal.y, normal.z);
  39267. uvs.push(faceUV[index].x, faceUV[index].w);
  39268. if (faceColors) {
  39269. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39270. }
  39271. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39272. positions.push(vertex.x, vertex.y, vertex.z);
  39273. normals.push(normal.x, normal.y, normal.z);
  39274. uvs.push(faceUV[index].x, faceUV[index].y);
  39275. if (faceColors) {
  39276. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39277. }
  39278. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39279. positions.push(vertex.x, vertex.y, vertex.z);
  39280. normals.push(normal.x, normal.y, normal.z);
  39281. uvs.push(faceUV[index].z, faceUV[index].y);
  39282. if (faceColors) {
  39283. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39284. }
  39285. }
  39286. // sides
  39287. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39288. // Result
  39289. var vertexData = new VertexData();
  39290. vertexData.indices = indices;
  39291. vertexData.positions = positions;
  39292. vertexData.normals = normals;
  39293. vertexData.uvs = uvs;
  39294. if (faceColors) {
  39295. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39296. vertexData.colors = totalColors;
  39297. }
  39298. return vertexData;
  39299. };
  39300. /**
  39301. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39302. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39303. * * segments sets the number of horizontal strips optional, default 32
  39304. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39305. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39306. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39307. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39308. * * 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
  39309. * * 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
  39310. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39311. * * 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)
  39312. * * 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)
  39313. * @returns the VertexData of the ellipsoid
  39314. */
  39315. VertexData.CreateSphere = function (options) {
  39316. var segments = options.segments || 32;
  39317. var diameterX = options.diameterX || options.diameter || 1;
  39318. var diameterY = options.diameterY || options.diameter || 1;
  39319. var diameterZ = options.diameterZ || options.diameter || 1;
  39320. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39321. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39322. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39323. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39324. var totalZRotationSteps = 2 + segments;
  39325. var totalYRotationSteps = 2 * totalZRotationSteps;
  39326. var indices = [];
  39327. var positions = [];
  39328. var normals = [];
  39329. var uvs = [];
  39330. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39331. var normalizedZ = zRotationStep / totalZRotationSteps;
  39332. var angleZ = normalizedZ * Math.PI * slice;
  39333. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39334. var normalizedY = yRotationStep / totalYRotationSteps;
  39335. var angleY = normalizedY * Math.PI * 2 * arc;
  39336. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39337. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39338. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39339. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39340. var vertex = complete.multiply(radius);
  39341. var normal = complete.divide(radius).normalize();
  39342. positions.push(vertex.x, vertex.y, vertex.z);
  39343. normals.push(normal.x, normal.y, normal.z);
  39344. uvs.push(normalizedY, normalizedZ);
  39345. }
  39346. if (zRotationStep > 0) {
  39347. var verticesCount = positions.length / 3;
  39348. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39349. indices.push((firstIndex));
  39350. indices.push((firstIndex + 1));
  39351. indices.push(firstIndex + totalYRotationSteps + 1);
  39352. indices.push((firstIndex + totalYRotationSteps + 1));
  39353. indices.push((firstIndex + 1));
  39354. indices.push((firstIndex + totalYRotationSteps + 2));
  39355. }
  39356. }
  39357. }
  39358. // Sides
  39359. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39360. // Result
  39361. var vertexData = new VertexData();
  39362. vertexData.indices = indices;
  39363. vertexData.positions = positions;
  39364. vertexData.normals = normals;
  39365. vertexData.uvs = uvs;
  39366. return vertexData;
  39367. };
  39368. /**
  39369. * Creates the VertexData for a cylinder, cone or prism
  39370. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39371. * * height sets the height (y direction) of the cylinder, optional, default 2
  39372. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39373. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39374. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39375. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39376. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39377. * * 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
  39378. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39379. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39380. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39381. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39382. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39383. * * 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)
  39384. * * 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)
  39385. * @returns the VertexData of the cylinder, cone or prism
  39386. */
  39387. VertexData.CreateCylinder = function (options) {
  39388. var height = options.height || 2;
  39389. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39390. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39391. var tessellation = options.tessellation || 24;
  39392. var subdivisions = options.subdivisions || 1;
  39393. var hasRings = options.hasRings ? true : false;
  39394. var enclose = options.enclose ? true : false;
  39395. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39396. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39397. var faceUV = options.faceUV || new Array(3);
  39398. var faceColors = options.faceColors;
  39399. // default face colors and UV if undefined
  39400. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39401. var ringNb = (hasRings) ? subdivisions : 1;
  39402. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39403. var f;
  39404. for (f = 0; f < surfaceNb; f++) {
  39405. if (faceColors && faceColors[f] === undefined) {
  39406. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39407. }
  39408. }
  39409. for (f = 0; f < surfaceNb; f++) {
  39410. if (faceUV && faceUV[f] === undefined) {
  39411. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39412. }
  39413. }
  39414. var indices = new Array();
  39415. var positions = new Array();
  39416. var normals = new Array();
  39417. var uvs = new Array();
  39418. var colors = new Array();
  39419. var angle_step = Math.PI * 2 * arc / tessellation;
  39420. var angle;
  39421. var h;
  39422. var radius;
  39423. var tan = (diameterBottom - diameterTop) / 2 / height;
  39424. var ringVertex = BABYLON.Vector3.Zero();
  39425. var ringNormal = BABYLON.Vector3.Zero();
  39426. var ringFirstVertex = BABYLON.Vector3.Zero();
  39427. var ringFirstNormal = BABYLON.Vector3.Zero();
  39428. var quadNormal = BABYLON.Vector3.Zero();
  39429. var Y = BABYLON.Axis.Y;
  39430. // positions, normals, uvs
  39431. var i;
  39432. var j;
  39433. var r;
  39434. var ringIdx = 1;
  39435. var s = 1; // surface index
  39436. var cs = 0;
  39437. var v = 0;
  39438. for (i = 0; i <= subdivisions; i++) {
  39439. h = i / subdivisions;
  39440. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39441. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39442. for (r = 0; r < ringIdx; r++) {
  39443. if (hasRings) {
  39444. s += r;
  39445. }
  39446. if (enclose) {
  39447. s += 2 * r;
  39448. }
  39449. for (j = 0; j <= tessellation; j++) {
  39450. angle = j * angle_step;
  39451. // position
  39452. ringVertex.x = Math.cos(-angle) * radius;
  39453. ringVertex.y = -height / 2 + h * height;
  39454. ringVertex.z = Math.sin(-angle) * radius;
  39455. // normal
  39456. if (diameterTop === 0 && i === subdivisions) {
  39457. // if no top cap, reuse former normals
  39458. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39459. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39460. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39461. }
  39462. else {
  39463. ringNormal.x = ringVertex.x;
  39464. ringNormal.z = ringVertex.z;
  39465. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39466. ringNormal.normalize();
  39467. }
  39468. // keep first ring vertex values for enclose
  39469. if (j === 0) {
  39470. ringFirstVertex.copyFrom(ringVertex);
  39471. ringFirstNormal.copyFrom(ringNormal);
  39472. }
  39473. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39474. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39475. if (hasRings) {
  39476. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39477. }
  39478. else {
  39479. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39480. }
  39481. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39482. if (faceColors) {
  39483. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39484. }
  39485. }
  39486. // if enclose, add four vertices and their dedicated normals
  39487. if (arc !== 1 && enclose) {
  39488. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39489. positions.push(0, ringVertex.y, 0);
  39490. positions.push(0, ringVertex.y, 0);
  39491. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39492. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39493. quadNormal.normalize();
  39494. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39495. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39496. quadNormal.normalize();
  39497. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39498. if (hasRings) {
  39499. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39500. }
  39501. else {
  39502. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39503. }
  39504. uvs.push(faceUV[s + 1].x, v);
  39505. uvs.push(faceUV[s + 1].z, v);
  39506. if (hasRings) {
  39507. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39508. }
  39509. else {
  39510. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39511. }
  39512. uvs.push(faceUV[s + 2].x, v);
  39513. uvs.push(faceUV[s + 2].z, v);
  39514. if (faceColors) {
  39515. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39516. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39517. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39518. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39519. }
  39520. }
  39521. if (cs !== s) {
  39522. cs = s;
  39523. }
  39524. }
  39525. }
  39526. // indices
  39527. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39528. var s;
  39529. i = 0;
  39530. for (s = 0; s < subdivisions; s++) {
  39531. var i0 = 0;
  39532. var i1 = 0;
  39533. var i2 = 0;
  39534. var i3 = 0;
  39535. for (j = 0; j < tessellation; j++) {
  39536. i0 = i * (e + 1) + j;
  39537. i1 = (i + 1) * (e + 1) + j;
  39538. i2 = i * (e + 1) + (j + 1);
  39539. i3 = (i + 1) * (e + 1) + (j + 1);
  39540. indices.push(i0, i1, i2);
  39541. indices.push(i3, i2, i1);
  39542. }
  39543. if (arc !== 1 && enclose) { // if enclose, add two quads
  39544. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39545. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39546. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39547. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39548. }
  39549. i = (hasRings) ? (i + 2) : (i + 1);
  39550. }
  39551. // Caps
  39552. var createCylinderCap = function (isTop) {
  39553. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39554. if (radius === 0) {
  39555. return;
  39556. }
  39557. // Cap positions, normals & uvs
  39558. var angle;
  39559. var circleVector;
  39560. var i;
  39561. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39562. var c = null;
  39563. if (faceColors) {
  39564. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39565. }
  39566. // cap center
  39567. var vbase = positions.length / 3;
  39568. var offset = isTop ? height / 2 : -height / 2;
  39569. var center = new BABYLON.Vector3(0, offset, 0);
  39570. positions.push(center.x, center.y, center.z);
  39571. normals.push(0, isTop ? 1 : -1, 0);
  39572. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39573. if (c) {
  39574. colors.push(c.r, c.g, c.b, c.a);
  39575. }
  39576. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39577. for (i = 0; i <= tessellation; i++) {
  39578. angle = Math.PI * 2 * i * arc / tessellation;
  39579. var cos = Math.cos(-angle);
  39580. var sin = Math.sin(-angle);
  39581. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39582. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39583. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39584. normals.push(0, isTop ? 1 : -1, 0);
  39585. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39586. if (c) {
  39587. colors.push(c.r, c.g, c.b, c.a);
  39588. }
  39589. }
  39590. // Cap indices
  39591. for (i = 0; i < tessellation; i++) {
  39592. if (!isTop) {
  39593. indices.push(vbase);
  39594. indices.push(vbase + (i + 1));
  39595. indices.push(vbase + (i + 2));
  39596. }
  39597. else {
  39598. indices.push(vbase);
  39599. indices.push(vbase + (i + 2));
  39600. indices.push(vbase + (i + 1));
  39601. }
  39602. }
  39603. };
  39604. // add caps to geometry
  39605. createCylinderCap(false);
  39606. createCylinderCap(true);
  39607. // Sides
  39608. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39609. var vertexData = new VertexData();
  39610. vertexData.indices = indices;
  39611. vertexData.positions = positions;
  39612. vertexData.normals = normals;
  39613. vertexData.uvs = uvs;
  39614. if (faceColors) {
  39615. vertexData.colors = colors;
  39616. }
  39617. return vertexData;
  39618. };
  39619. /**
  39620. * Creates the VertexData for a torus
  39621. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39622. * * diameter the diameter of the torus, optional default 1
  39623. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39624. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39625. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39626. * * 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)
  39627. * * 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)
  39628. * @returns the VertexData of the torus
  39629. */
  39630. VertexData.CreateTorus = function (options) {
  39631. var indices = [];
  39632. var positions = [];
  39633. var normals = [];
  39634. var uvs = [];
  39635. var diameter = options.diameter || 1;
  39636. var thickness = options.thickness || 0.5;
  39637. var tessellation = options.tessellation || 16;
  39638. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39639. var stride = tessellation + 1;
  39640. for (var i = 0; i <= tessellation; i++) {
  39641. var u = i / tessellation;
  39642. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39643. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39644. for (var j = 0; j <= tessellation; j++) {
  39645. var v = 1 - j / tessellation;
  39646. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39647. var dx = Math.cos(innerAngle);
  39648. var dy = Math.sin(innerAngle);
  39649. // Create a vertex.
  39650. var normal = new BABYLON.Vector3(dx, dy, 0);
  39651. var position = normal.scale(thickness / 2);
  39652. var textureCoordinate = new BABYLON.Vector2(u, v);
  39653. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39654. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39655. positions.push(position.x, position.y, position.z);
  39656. normals.push(normal.x, normal.y, normal.z);
  39657. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39658. // And create indices for two triangles.
  39659. var nextI = (i + 1) % stride;
  39660. var nextJ = (j + 1) % stride;
  39661. indices.push(i * stride + j);
  39662. indices.push(i * stride + nextJ);
  39663. indices.push(nextI * stride + j);
  39664. indices.push(i * stride + nextJ);
  39665. indices.push(nextI * stride + nextJ);
  39666. indices.push(nextI * stride + j);
  39667. }
  39668. }
  39669. // Sides
  39670. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39671. // Result
  39672. var vertexData = new VertexData();
  39673. vertexData.indices = indices;
  39674. vertexData.positions = positions;
  39675. vertexData.normals = normals;
  39676. vertexData.uvs = uvs;
  39677. return vertexData;
  39678. };
  39679. /**
  39680. * Creates the VertexData of the LineSystem
  39681. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39682. * - lines an array of lines, each line being an array of successive Vector3
  39683. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39684. * @returns the VertexData of the LineSystem
  39685. */
  39686. VertexData.CreateLineSystem = function (options) {
  39687. var indices = [];
  39688. var positions = [];
  39689. var lines = options.lines;
  39690. var colors = options.colors;
  39691. var vertexColors = [];
  39692. var idx = 0;
  39693. for (var l = 0; l < lines.length; l++) {
  39694. var points = lines[l];
  39695. for (var index = 0; index < points.length; index++) {
  39696. positions.push(points[index].x, points[index].y, points[index].z);
  39697. if (colors) {
  39698. var color = colors[l];
  39699. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39700. }
  39701. if (index > 0) {
  39702. indices.push(idx - 1);
  39703. indices.push(idx);
  39704. }
  39705. idx++;
  39706. }
  39707. }
  39708. var vertexData = new VertexData();
  39709. vertexData.indices = indices;
  39710. vertexData.positions = positions;
  39711. if (colors) {
  39712. vertexData.colors = vertexColors;
  39713. }
  39714. return vertexData;
  39715. };
  39716. /**
  39717. * Create the VertexData for a DashedLines
  39718. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39719. * - points an array successive Vector3
  39720. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39721. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39722. * - dashNb the intended total number of dashes, optional, default 200
  39723. * @returns the VertexData for the DashedLines
  39724. */
  39725. VertexData.CreateDashedLines = function (options) {
  39726. var dashSize = options.dashSize || 3;
  39727. var gapSize = options.gapSize || 1;
  39728. var dashNb = options.dashNb || 200;
  39729. var points = options.points;
  39730. var positions = new Array();
  39731. var indices = new Array();
  39732. var curvect = BABYLON.Vector3.Zero();
  39733. var lg = 0;
  39734. var nb = 0;
  39735. var shft = 0;
  39736. var dashshft = 0;
  39737. var curshft = 0;
  39738. var idx = 0;
  39739. var i = 0;
  39740. for (i = 0; i < points.length - 1; i++) {
  39741. points[i + 1].subtractToRef(points[i], curvect);
  39742. lg += curvect.length();
  39743. }
  39744. shft = lg / dashNb;
  39745. dashshft = dashSize * shft / (dashSize + gapSize);
  39746. for (i = 0; i < points.length - 1; i++) {
  39747. points[i + 1].subtractToRef(points[i], curvect);
  39748. nb = Math.floor(curvect.length() / shft);
  39749. curvect.normalize();
  39750. for (var j = 0; j < nb; j++) {
  39751. curshft = shft * j;
  39752. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39753. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39754. indices.push(idx, idx + 1);
  39755. idx += 2;
  39756. }
  39757. }
  39758. // Result
  39759. var vertexData = new VertexData();
  39760. vertexData.positions = positions;
  39761. vertexData.indices = indices;
  39762. return vertexData;
  39763. };
  39764. /**
  39765. * Creates the VertexData for a Ground
  39766. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39767. * - width the width (x direction) of the ground, optional, default 1
  39768. * - height the height (z direction) of the ground, optional, default 1
  39769. * - subdivisions the number of subdivisions per side, optional, default 1
  39770. * @returns the VertexData of the Ground
  39771. */
  39772. VertexData.CreateGround = function (options) {
  39773. var indices = [];
  39774. var positions = [];
  39775. var normals = [];
  39776. var uvs = [];
  39777. var row, col;
  39778. var width = options.width || 1;
  39779. var height = options.height || 1;
  39780. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39781. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39782. for (row = 0; row <= subdivisionsY; row++) {
  39783. for (col = 0; col <= subdivisionsX; col++) {
  39784. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39785. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39786. positions.push(position.x, position.y, position.z);
  39787. normals.push(normal.x, normal.y, normal.z);
  39788. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39789. }
  39790. }
  39791. for (row = 0; row < subdivisionsY; row++) {
  39792. for (col = 0; col < subdivisionsX; col++) {
  39793. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39794. indices.push(col + 1 + row * (subdivisionsX + 1));
  39795. indices.push(col + row * (subdivisionsX + 1));
  39796. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39797. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39798. indices.push(col + row * (subdivisionsX + 1));
  39799. }
  39800. }
  39801. // Result
  39802. var vertexData = new VertexData();
  39803. vertexData.indices = indices;
  39804. vertexData.positions = positions;
  39805. vertexData.normals = normals;
  39806. vertexData.uvs = uvs;
  39807. return vertexData;
  39808. };
  39809. /**
  39810. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39811. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39812. * * xmin the ground minimum X coordinate, optional, default -1
  39813. * * zmin the ground minimum Z coordinate, optional, default -1
  39814. * * xmax the ground maximum X coordinate, optional, default 1
  39815. * * zmax the ground maximum Z coordinate, optional, default 1
  39816. * * 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}
  39817. * * 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}
  39818. * @returns the VertexData of the TiledGround
  39819. */
  39820. VertexData.CreateTiledGround = function (options) {
  39821. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39822. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39823. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39824. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39825. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39826. var precision = options.precision || { w: 1, h: 1 };
  39827. var indices = new Array();
  39828. var positions = new Array();
  39829. var normals = new Array();
  39830. var uvs = new Array();
  39831. var row, col, tileRow, tileCol;
  39832. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39833. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39834. precision.w = (precision.w < 1) ? 1 : precision.w;
  39835. precision.h = (precision.h < 1) ? 1 : precision.h;
  39836. var tileSize = {
  39837. 'w': (xmax - xmin) / subdivisions.w,
  39838. 'h': (zmax - zmin) / subdivisions.h
  39839. };
  39840. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39841. // Indices
  39842. var base = positions.length / 3;
  39843. var rowLength = precision.w + 1;
  39844. for (row = 0; row < precision.h; row++) {
  39845. for (col = 0; col < precision.w; col++) {
  39846. var square = [
  39847. base + col + row * rowLength,
  39848. base + (col + 1) + row * rowLength,
  39849. base + (col + 1) + (row + 1) * rowLength,
  39850. base + col + (row + 1) * rowLength
  39851. ];
  39852. indices.push(square[1]);
  39853. indices.push(square[2]);
  39854. indices.push(square[3]);
  39855. indices.push(square[0]);
  39856. indices.push(square[1]);
  39857. indices.push(square[3]);
  39858. }
  39859. }
  39860. // Position, normals and uvs
  39861. var position = BABYLON.Vector3.Zero();
  39862. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39863. for (row = 0; row <= precision.h; row++) {
  39864. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39865. for (col = 0; col <= precision.w; col++) {
  39866. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39867. position.y = 0;
  39868. positions.push(position.x, position.y, position.z);
  39869. normals.push(normal.x, normal.y, normal.z);
  39870. uvs.push(col / precision.w, row / precision.h);
  39871. }
  39872. }
  39873. }
  39874. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39875. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39876. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39877. }
  39878. }
  39879. // Result
  39880. var vertexData = new VertexData();
  39881. vertexData.indices = indices;
  39882. vertexData.positions = positions;
  39883. vertexData.normals = normals;
  39884. vertexData.uvs = uvs;
  39885. return vertexData;
  39886. };
  39887. /**
  39888. * Creates the VertexData of the Ground designed from a heightmap
  39889. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39890. * * width the width (x direction) of the ground
  39891. * * height the height (z direction) of the ground
  39892. * * subdivisions the number of subdivisions per side
  39893. * * minHeight the minimum altitude on the ground, optional, default 0
  39894. * * maxHeight the maximum altitude on the ground, optional default 1
  39895. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39896. * * buffer the array holding the image color data
  39897. * * bufferWidth the width of image
  39898. * * bufferHeight the height of image
  39899. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39900. * @returns the VertexData of the Ground designed from a heightmap
  39901. */
  39902. VertexData.CreateGroundFromHeightMap = function (options) {
  39903. var indices = [];
  39904. var positions = [];
  39905. var normals = [];
  39906. var uvs = [];
  39907. var row, col;
  39908. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39909. var alphaFilter = options.alphaFilter || 0.0;
  39910. // Vertices
  39911. for (row = 0; row <= options.subdivisions; row++) {
  39912. for (col = 0; col <= options.subdivisions; col++) {
  39913. 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));
  39914. // Compute height
  39915. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39916. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39917. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39918. var r = options.buffer[pos] / 255.0;
  39919. var g = options.buffer[pos + 1] / 255.0;
  39920. var b = options.buffer[pos + 2] / 255.0;
  39921. var a = options.buffer[pos + 3] / 255.0;
  39922. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39923. // If our alpha channel is not within our filter then we will assign a 'special' height
  39924. // Then when building the indices, we will ignore any vertex that is using the special height
  39925. if (a >= alphaFilter) {
  39926. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39927. }
  39928. else {
  39929. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39930. }
  39931. // Add vertex
  39932. positions.push(position.x, position.y, position.z);
  39933. normals.push(0, 0, 0);
  39934. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39935. }
  39936. }
  39937. // Indices
  39938. for (row = 0; row < options.subdivisions; row++) {
  39939. for (col = 0; col < options.subdivisions; col++) {
  39940. // Calculate Indices
  39941. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39942. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39943. var idx3 = (col + row * (options.subdivisions + 1));
  39944. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39945. // Check that all indices are visible (based on our special height)
  39946. // Only display the vertex if all Indices are visible
  39947. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39948. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39949. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39950. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39951. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39952. indices.push(idx1);
  39953. indices.push(idx2);
  39954. indices.push(idx3);
  39955. }
  39956. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39957. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39958. indices.push(idx4);
  39959. indices.push(idx1);
  39960. indices.push(idx3);
  39961. }
  39962. }
  39963. }
  39964. // Normals
  39965. VertexData.ComputeNormals(positions, indices, normals);
  39966. // Result
  39967. var vertexData = new VertexData();
  39968. vertexData.indices = indices;
  39969. vertexData.positions = positions;
  39970. vertexData.normals = normals;
  39971. vertexData.uvs = uvs;
  39972. return vertexData;
  39973. };
  39974. /**
  39975. * Creates the VertexData for a Plane
  39976. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39977. * * size sets the width and height of the plane to the value of size, optional default 1
  39978. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39979. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39980. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39981. * * 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)
  39982. * * 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)
  39983. * @returns the VertexData of the box
  39984. */
  39985. VertexData.CreatePlane = function (options) {
  39986. var indices = [];
  39987. var positions = [];
  39988. var normals = [];
  39989. var uvs = [];
  39990. var width = options.width || options.size || 1;
  39991. var height = options.height || options.size || 1;
  39992. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39993. // Vertices
  39994. var halfWidth = width / 2.0;
  39995. var halfHeight = height / 2.0;
  39996. positions.push(-halfWidth, -halfHeight, 0);
  39997. normals.push(0, 0, -1.0);
  39998. uvs.push(0.0, 0.0);
  39999. positions.push(halfWidth, -halfHeight, 0);
  40000. normals.push(0, 0, -1.0);
  40001. uvs.push(1.0, 0.0);
  40002. positions.push(halfWidth, halfHeight, 0);
  40003. normals.push(0, 0, -1.0);
  40004. uvs.push(1.0, 1.0);
  40005. positions.push(-halfWidth, halfHeight, 0);
  40006. normals.push(0, 0, -1.0);
  40007. uvs.push(0.0, 1.0);
  40008. // Indices
  40009. indices.push(0);
  40010. indices.push(1);
  40011. indices.push(2);
  40012. indices.push(0);
  40013. indices.push(2);
  40014. indices.push(3);
  40015. // Sides
  40016. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40017. // Result
  40018. var vertexData = new VertexData();
  40019. vertexData.indices = indices;
  40020. vertexData.positions = positions;
  40021. vertexData.normals = normals;
  40022. vertexData.uvs = uvs;
  40023. return vertexData;
  40024. };
  40025. /**
  40026. * Creates the VertexData of the Disc or regular Polygon
  40027. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40028. * * radius the radius of the disc, optional default 0.5
  40029. * * tessellation the number of polygon sides, optional, default 64
  40030. * * 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
  40031. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40032. * * 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)
  40033. * * 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)
  40034. * @returns the VertexData of the box
  40035. */
  40036. VertexData.CreateDisc = function (options) {
  40037. var positions = new Array();
  40038. var indices = new Array();
  40039. var normals = new Array();
  40040. var uvs = new Array();
  40041. var radius = options.radius || 0.5;
  40042. var tessellation = options.tessellation || 64;
  40043. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40044. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40045. // positions and uvs
  40046. positions.push(0, 0, 0); // disc center first
  40047. uvs.push(0.5, 0.5);
  40048. var theta = Math.PI * 2 * arc;
  40049. var step = theta / tessellation;
  40050. for (var a = 0; a < theta; a += step) {
  40051. var x = Math.cos(a);
  40052. var y = Math.sin(a);
  40053. var u = (x + 1) / 2;
  40054. var v = (1 - y) / 2;
  40055. positions.push(radius * x, radius * y, 0);
  40056. uvs.push(u, v);
  40057. }
  40058. if (arc === 1) {
  40059. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40060. uvs.push(uvs[2], uvs[3]);
  40061. }
  40062. //indices
  40063. var vertexNb = positions.length / 3;
  40064. for (var i = 1; i < vertexNb - 1; i++) {
  40065. indices.push(i + 1, 0, i);
  40066. }
  40067. // result
  40068. VertexData.ComputeNormals(positions, indices, normals);
  40069. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40070. var vertexData = new VertexData();
  40071. vertexData.indices = indices;
  40072. vertexData.positions = positions;
  40073. vertexData.normals = normals;
  40074. vertexData.uvs = uvs;
  40075. return vertexData;
  40076. };
  40077. /**
  40078. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40079. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40080. * @param polygon a mesh built from polygonTriangulation.build()
  40081. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40082. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40083. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40084. * @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)
  40085. * @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)
  40086. * @returns the VertexData of the Polygon
  40087. */
  40088. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40089. var faceUV = fUV || new Array(3);
  40090. var faceColors = fColors;
  40091. var colors = [];
  40092. // default face colors and UV if undefined
  40093. for (var f = 0; f < 3; f++) {
  40094. if (faceUV[f] === undefined) {
  40095. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40096. }
  40097. if (faceColors && faceColors[f] === undefined) {
  40098. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40099. }
  40100. }
  40101. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40102. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40103. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40104. var indices = polygon.getIndices();
  40105. // set face colours and textures
  40106. var idx = 0;
  40107. var face = 0;
  40108. for (var index = 0; index < normals.length; index += 3) {
  40109. //Edge Face no. 1
  40110. if (Math.abs(normals[index + 1]) < 0.001) {
  40111. face = 1;
  40112. }
  40113. //Top Face no. 0
  40114. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40115. face = 0;
  40116. }
  40117. //Bottom Face no. 2
  40118. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40119. face = 2;
  40120. }
  40121. idx = index / 3;
  40122. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40123. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40124. if (faceColors) {
  40125. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40126. }
  40127. }
  40128. // sides
  40129. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40130. // Result
  40131. var vertexData = new VertexData();
  40132. vertexData.indices = indices;
  40133. vertexData.positions = positions;
  40134. vertexData.normals = normals;
  40135. vertexData.uvs = uvs;
  40136. if (faceColors) {
  40137. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40138. vertexData.colors = totalColors;
  40139. }
  40140. return vertexData;
  40141. };
  40142. /**
  40143. * Creates the VertexData of the IcoSphere
  40144. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40145. * * radius the radius of the IcoSphere, optional default 1
  40146. * * radiusX allows stretching in the x direction, optional, default radius
  40147. * * radiusY allows stretching in the y direction, optional, default radius
  40148. * * radiusZ allows stretching in the z direction, optional, default radius
  40149. * * flat when true creates a flat shaded mesh, optional, default true
  40150. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40151. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40152. * * 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)
  40153. * * 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)
  40154. * @returns the VertexData of the IcoSphere
  40155. */
  40156. VertexData.CreateIcoSphere = function (options) {
  40157. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40158. var radius = options.radius || 1;
  40159. var flat = (options.flat === undefined) ? true : options.flat;
  40160. var subdivisions = options.subdivisions || 4;
  40161. var radiusX = options.radiusX || radius;
  40162. var radiusY = options.radiusY || radius;
  40163. var radiusZ = options.radiusZ || radius;
  40164. var t = (1 + Math.sqrt(5)) / 2;
  40165. // 12 vertex x,y,z
  40166. var ico_vertices = [
  40167. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40168. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40169. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40170. ];
  40171. // index of 3 vertex makes a face of icopshere
  40172. var ico_indices = [
  40173. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40174. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40175. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40176. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40177. ];
  40178. // vertex for uv have aliased position, not for UV
  40179. var vertices_unalias_id = [
  40180. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40181. // vertex alias
  40182. 0,
  40183. 2,
  40184. 3,
  40185. 3,
  40186. 3,
  40187. 4,
  40188. 7,
  40189. 8,
  40190. 9,
  40191. 9,
  40192. 10,
  40193. 11 // 23: B + 12
  40194. ];
  40195. // uv as integer step (not pixels !)
  40196. var ico_vertexuv = [
  40197. 5, 1, 3, 1, 6, 4, 0, 0,
  40198. 5, 3, 4, 2, 2, 2, 4, 0,
  40199. 2, 0, 1, 1, 6, 0, 6, 2,
  40200. // vertex alias (for same vertex on different faces)
  40201. 0, 4,
  40202. 3, 3,
  40203. 4, 4,
  40204. 3, 1,
  40205. 4, 2,
  40206. 4, 4,
  40207. 0, 2,
  40208. 1, 1,
  40209. 2, 2,
  40210. 3, 3,
  40211. 1, 3,
  40212. 2, 4 // 23: B + 12
  40213. ];
  40214. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40215. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40216. // First island of uv mapping
  40217. // v = 4h 3+ 2
  40218. // v = 3h 9+ 4
  40219. // v = 2h 9+ 5 B
  40220. // v = 1h 9 1 0
  40221. // v = 0h 3 8 7 A
  40222. // u = 0 1 2 3 4 5 6 *a
  40223. // Second island of uv mapping
  40224. // v = 4h 0+ B+ 4+
  40225. // v = 3h A+ 2+
  40226. // v = 2h 7+ 6 3+
  40227. // v = 1h 8+ 3+
  40228. // v = 0h
  40229. // u = 0 1 2 3 4 5 6 *a
  40230. // Face layout on texture UV mapping
  40231. // ============
  40232. // \ 4 /\ 16 / ======
  40233. // \ / \ / /\ 11 /
  40234. // \/ 7 \/ / \ /
  40235. // ======= / 10 \/
  40236. // /\ 17 /\ =======
  40237. // / \ / \ \ 15 /\
  40238. // / 8 \/ 12 \ \ / \
  40239. // ============ \/ 6 \
  40240. // \ 18 /\ ============
  40241. // \ / \ \ 5 /\ 0 /
  40242. // \/ 13 \ \ / \ /
  40243. // ======= \/ 1 \/
  40244. // =============
  40245. // /\ 19 /\ 2 /\
  40246. // / \ / \ / \
  40247. // / 14 \/ 9 \/ 3 \
  40248. // ===================
  40249. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40250. var ustep = 138 / 1024;
  40251. var vstep = 239 / 1024;
  40252. var uoffset = 60 / 1024;
  40253. var voffset = 26 / 1024;
  40254. // Second island should have margin, not to touch the first island
  40255. // avoid any borderline artefact in pixel rounding
  40256. var island_u_offset = -40 / 1024;
  40257. var island_v_offset = +20 / 1024;
  40258. // face is either island 0 or 1 :
  40259. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40260. var island = [
  40261. 0, 0, 0, 0, 1,
  40262. 0, 0, 1, 1, 0,
  40263. 0, 0, 1, 1, 0,
  40264. 0, 1, 1, 1, 0 // 15 - 19
  40265. ];
  40266. var indices = new Array();
  40267. var positions = new Array();
  40268. var normals = new Array();
  40269. var uvs = new Array();
  40270. var current_indice = 0;
  40271. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40272. var face_vertex_pos = new Array(3);
  40273. var face_vertex_uv = new Array(3);
  40274. var v012;
  40275. for (v012 = 0; v012 < 3; v012++) {
  40276. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40277. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40278. }
  40279. // create all with normals
  40280. for (var face = 0; face < 20; face++) {
  40281. // 3 vertex per face
  40282. for (v012 = 0; v012 < 3; v012++) {
  40283. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40284. var v_id = ico_indices[3 * face + v012];
  40285. // vertex have 3D position (x,y,z)
  40286. 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]);
  40287. // Normalize to get normal, then scale to radius
  40288. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40289. // uv Coordinates from vertex ID
  40290. 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);
  40291. }
  40292. // Subdivide the face (interpolate pos, norm, uv)
  40293. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40294. // - norm is linear interpolation of vertex corner normal
  40295. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40296. // - uv is linear interpolation
  40297. //
  40298. // Topology is as below for sub-divide by 2
  40299. // vertex shown as v0,v1,v2
  40300. // interp index is i1 to progress in range [v0,v1[
  40301. // interp index is i2 to progress in range [v0,v2[
  40302. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40303. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40304. //
  40305. //
  40306. // i2 v2
  40307. // ^ ^
  40308. // / / \
  40309. // / / \
  40310. // / / \
  40311. // / / (0,1) \
  40312. // / #---------\
  40313. // / / \ (0,0)'/ \
  40314. // / / \ / \
  40315. // / / \ / \
  40316. // / / (0,0) \ / (1,0) \
  40317. // / #---------#---------\
  40318. // v0 v1
  40319. //
  40320. // --------------------> i1
  40321. //
  40322. // interp of (i1,i2):
  40323. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40324. // along i1 : lerp(x0,x1, i1/(S-i2))
  40325. //
  40326. // centroid of triangle is needed to get help normal computation
  40327. // (c1,c2) are used for centroid location
  40328. var interp_vertex = function (i1, i2, c1, c2) {
  40329. // vertex is interpolated from
  40330. // - face_vertex_pos[0..2]
  40331. // - face_vertex_uv[0..2]
  40332. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40333. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40334. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40335. pos_interp.normalize();
  40336. var vertex_normal;
  40337. if (flat) {
  40338. // in flat mode, recalculate normal as face centroid normal
  40339. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40340. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40341. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40342. }
  40343. else {
  40344. // in smooth mode, recalculate normal from each single vertex position
  40345. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40346. }
  40347. // Vertex normal need correction due to X,Y,Z radius scaling
  40348. vertex_normal.x /= radiusX;
  40349. vertex_normal.y /= radiusY;
  40350. vertex_normal.z /= radiusZ;
  40351. vertex_normal.normalize();
  40352. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40353. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40354. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40355. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40356. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40357. uvs.push(uv_interp.x, uv_interp.y);
  40358. // push each vertex has member of a face
  40359. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40360. indices.push(current_indice);
  40361. current_indice++;
  40362. };
  40363. for (var i2 = 0; i2 < subdivisions; i2++) {
  40364. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40365. // face : (i1,i2) for /\ :
  40366. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40367. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40368. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40369. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40370. if (i1 + i2 + 1 < subdivisions) {
  40371. // face : (i1,i2)' for \/ :
  40372. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40373. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40374. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40375. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40376. }
  40377. }
  40378. }
  40379. }
  40380. // Sides
  40381. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40382. // Result
  40383. var vertexData = new VertexData();
  40384. vertexData.indices = indices;
  40385. vertexData.positions = positions;
  40386. vertexData.normals = normals;
  40387. vertexData.uvs = uvs;
  40388. return vertexData;
  40389. };
  40390. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40391. /**
  40392. * Creates the VertexData for a Polyhedron
  40393. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40394. * * type provided types are:
  40395. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40396. * * 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)
  40397. * * size the size of the IcoSphere, optional default 1
  40398. * * sizeX allows stretching in the x direction, optional, default size
  40399. * * sizeY allows stretching in the y direction, optional, default size
  40400. * * sizeZ allows stretching in the z direction, optional, default size
  40401. * * 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
  40402. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40403. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40404. * * flat when true creates a flat shaded mesh, optional, default true
  40405. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40406. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40407. * * 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)
  40408. * * 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)
  40409. * @returns the VertexData of the Polyhedron
  40410. */
  40411. VertexData.CreatePolyhedron = function (options) {
  40412. // provided polyhedron types :
  40413. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40414. // 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)
  40415. var polyhedra = [];
  40416. 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]] };
  40417. 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]] };
  40418. polyhedra[2] = {
  40419. 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]],
  40420. 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]]
  40421. };
  40422. polyhedra[3] = {
  40423. 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]],
  40424. 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]]
  40425. };
  40426. polyhedra[4] = {
  40427. 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]],
  40428. 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]]
  40429. };
  40430. 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]] };
  40431. 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]] };
  40432. 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]] };
  40433. 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]] };
  40434. 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]] };
  40435. 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]] };
  40436. 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]] };
  40437. 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]] };
  40438. 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]] };
  40439. polyhedra[14] = {
  40440. 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]],
  40441. 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]]
  40442. };
  40443. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40444. var size = options.size;
  40445. var sizeX = options.sizeX || size || 1;
  40446. var sizeY = options.sizeY || size || 1;
  40447. var sizeZ = options.sizeZ || size || 1;
  40448. var data = options.custom || polyhedra[type];
  40449. var nbfaces = data.face.length;
  40450. var faceUV = options.faceUV || new Array(nbfaces);
  40451. var faceColors = options.faceColors;
  40452. var flat = (options.flat === undefined) ? true : options.flat;
  40453. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40454. var positions = new Array();
  40455. var indices = new Array();
  40456. var normals = new Array();
  40457. var uvs = new Array();
  40458. var colors = new Array();
  40459. var index = 0;
  40460. var faceIdx = 0; // face cursor in the array "indexes"
  40461. var indexes = new Array();
  40462. var i = 0;
  40463. var f = 0;
  40464. var u, v, ang, x, y, tmp;
  40465. // default face colors and UV if undefined
  40466. if (flat) {
  40467. for (f = 0; f < nbfaces; f++) {
  40468. if (faceColors && faceColors[f] === undefined) {
  40469. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40470. }
  40471. if (faceUV && faceUV[f] === undefined) {
  40472. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40473. }
  40474. }
  40475. }
  40476. if (!flat) {
  40477. for (i = 0; i < data.vertex.length; i++) {
  40478. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40479. uvs.push(0, 0);
  40480. }
  40481. for (f = 0; f < nbfaces; f++) {
  40482. for (i = 0; i < data.face[f].length - 2; i++) {
  40483. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40484. }
  40485. }
  40486. }
  40487. else {
  40488. for (f = 0; f < nbfaces; f++) {
  40489. var fl = data.face[f].length; // number of vertices of the current face
  40490. ang = 2 * Math.PI / fl;
  40491. x = 0.5 * Math.tan(ang / 2);
  40492. y = 0.5;
  40493. // positions, uvs, colors
  40494. for (i = 0; i < fl; i++) {
  40495. // positions
  40496. 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);
  40497. indexes.push(index);
  40498. index++;
  40499. // uvs
  40500. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40501. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40502. uvs.push(u, v);
  40503. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40504. y = x * Math.sin(ang) + y * Math.cos(ang);
  40505. x = tmp;
  40506. // colors
  40507. if (faceColors) {
  40508. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40509. }
  40510. }
  40511. // indices from indexes
  40512. for (i = 0; i < fl - 2; i++) {
  40513. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40514. }
  40515. faceIdx += fl;
  40516. }
  40517. }
  40518. VertexData.ComputeNormals(positions, indices, normals);
  40519. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40520. var vertexData = new VertexData();
  40521. vertexData.positions = positions;
  40522. vertexData.indices = indices;
  40523. vertexData.normals = normals;
  40524. vertexData.uvs = uvs;
  40525. if (faceColors && flat) {
  40526. vertexData.colors = colors;
  40527. }
  40528. return vertexData;
  40529. };
  40530. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40531. /**
  40532. * Creates the VertexData for a TorusKnot
  40533. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40534. * * radius the radius of the torus knot, optional, default 2
  40535. * * tube the thickness of the tube, optional, default 0.5
  40536. * * radialSegments the number of sides on each tube segments, optional, default 32
  40537. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40538. * * p the number of windings around the z axis, optional, default 2
  40539. * * q the number of windings around the x axis, optional, default 3
  40540. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40541. * * 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)
  40542. * * 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)
  40543. * @returns the VertexData of the Torus Knot
  40544. */
  40545. VertexData.CreateTorusKnot = function (options) {
  40546. var indices = new Array();
  40547. var positions = new Array();
  40548. var normals = new Array();
  40549. var uvs = new Array();
  40550. var radius = options.radius || 2;
  40551. var tube = options.tube || 0.5;
  40552. var radialSegments = options.radialSegments || 32;
  40553. var tubularSegments = options.tubularSegments || 32;
  40554. var p = options.p || 2;
  40555. var q = options.q || 3;
  40556. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40557. // Helper
  40558. var getPos = function (angle) {
  40559. var cu = Math.cos(angle);
  40560. var su = Math.sin(angle);
  40561. var quOverP = q / p * angle;
  40562. var cs = Math.cos(quOverP);
  40563. var tx = radius * (2 + cs) * 0.5 * cu;
  40564. var ty = radius * (2 + cs) * su * 0.5;
  40565. var tz = radius * Math.sin(quOverP) * 0.5;
  40566. return new BABYLON.Vector3(tx, ty, tz);
  40567. };
  40568. // Vertices
  40569. var i;
  40570. var j;
  40571. for (i = 0; i <= radialSegments; i++) {
  40572. var modI = i % radialSegments;
  40573. var u = modI / radialSegments * 2 * p * Math.PI;
  40574. var p1 = getPos(u);
  40575. var p2 = getPos(u + 0.01);
  40576. var tang = p2.subtract(p1);
  40577. var n = p2.add(p1);
  40578. var bitan = BABYLON.Vector3.Cross(tang, n);
  40579. n = BABYLON.Vector3.Cross(bitan, tang);
  40580. bitan.normalize();
  40581. n.normalize();
  40582. for (j = 0; j < tubularSegments; j++) {
  40583. var modJ = j % tubularSegments;
  40584. var v = modJ / tubularSegments * 2 * Math.PI;
  40585. var cx = -tube * Math.cos(v);
  40586. var cy = tube * Math.sin(v);
  40587. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40588. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40589. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40590. uvs.push(i / radialSegments);
  40591. uvs.push(j / tubularSegments);
  40592. }
  40593. }
  40594. for (i = 0; i < radialSegments; i++) {
  40595. for (j = 0; j < tubularSegments; j++) {
  40596. var jNext = (j + 1) % tubularSegments;
  40597. var a = i * tubularSegments + j;
  40598. var b = (i + 1) * tubularSegments + j;
  40599. var c = (i + 1) * tubularSegments + jNext;
  40600. var d = i * tubularSegments + jNext;
  40601. indices.push(d);
  40602. indices.push(b);
  40603. indices.push(a);
  40604. indices.push(d);
  40605. indices.push(c);
  40606. indices.push(b);
  40607. }
  40608. }
  40609. // Normals
  40610. VertexData.ComputeNormals(positions, indices, normals);
  40611. // Sides
  40612. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40613. // Result
  40614. var vertexData = new VertexData();
  40615. vertexData.indices = indices;
  40616. vertexData.positions = positions;
  40617. vertexData.normals = normals;
  40618. vertexData.uvs = uvs;
  40619. return vertexData;
  40620. };
  40621. // Tools
  40622. /**
  40623. * Compute normals for given positions and indices
  40624. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40625. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40626. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40627. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40628. * * facetNormals : optional array of facet normals (vector3)
  40629. * * facetPositions : optional array of facet positions (vector3)
  40630. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40631. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40632. * * bInfo : optional bounding info, required for facetPartitioning computation
  40633. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40634. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40635. * * useRightHandedSystem: optional boolean to for right handed system computation
  40636. * * depthSort : optional boolean to enable the facet depth sort computation
  40637. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40638. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40639. */
  40640. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40641. // temporary scalar variables
  40642. var index = 0; // facet index
  40643. var p1p2x = 0.0; // p1p2 vector x coordinate
  40644. var p1p2y = 0.0; // p1p2 vector y coordinate
  40645. var p1p2z = 0.0; // p1p2 vector z coordinate
  40646. var p3p2x = 0.0; // p3p2 vector x coordinate
  40647. var p3p2y = 0.0; // p3p2 vector y coordinate
  40648. var p3p2z = 0.0; // p3p2 vector z coordinate
  40649. var faceNormalx = 0.0; // facet normal x coordinate
  40650. var faceNormaly = 0.0; // facet normal y coordinate
  40651. var faceNormalz = 0.0; // facet normal z coordinate
  40652. var length = 0.0; // facet normal length before normalization
  40653. var v1x = 0; // vector1 x index in the positions array
  40654. var v1y = 0; // vector1 y index in the positions array
  40655. var v1z = 0; // vector1 z index in the positions array
  40656. var v2x = 0; // vector2 x index in the positions array
  40657. var v2y = 0; // vector2 y index in the positions array
  40658. var v2z = 0; // vector2 z index in the positions array
  40659. var v3x = 0; // vector3 x index in the positions array
  40660. var v3y = 0; // vector3 y index in the positions array
  40661. var v3z = 0; // vector3 z index in the positions array
  40662. var computeFacetNormals = false;
  40663. var computeFacetPositions = false;
  40664. var computeFacetPartitioning = false;
  40665. var computeDepthSort = false;
  40666. var faceNormalSign = 1;
  40667. var ratio = 0;
  40668. var distanceTo = null;
  40669. if (options) {
  40670. computeFacetNormals = (options.facetNormals) ? true : false;
  40671. computeFacetPositions = (options.facetPositions) ? true : false;
  40672. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40673. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40674. ratio = options.ratio || 0;
  40675. computeDepthSort = (options.depthSort) ? true : false;
  40676. distanceTo = (options.distanceTo);
  40677. if (computeDepthSort) {
  40678. if (distanceTo === undefined) {
  40679. distanceTo = BABYLON.Vector3.Zero();
  40680. }
  40681. var depthSortedFacets = options.depthSortedFacets;
  40682. }
  40683. }
  40684. // facetPartitioning reinit if needed
  40685. var xSubRatio = 0;
  40686. var ySubRatio = 0;
  40687. var zSubRatio = 0;
  40688. var subSq = 0;
  40689. if (computeFacetPartitioning && options && options.bbSize) {
  40690. var ox = 0; // X partitioning index for facet position
  40691. var oy = 0; // Y partinioning index for facet position
  40692. var oz = 0; // Z partinioning index for facet position
  40693. var b1x = 0; // X partitioning index for facet v1 vertex
  40694. var b1y = 0; // Y partitioning index for facet v1 vertex
  40695. var b1z = 0; // z partitioning index for facet v1 vertex
  40696. var b2x = 0; // X partitioning index for facet v2 vertex
  40697. var b2y = 0; // Y partitioning index for facet v2 vertex
  40698. var b2z = 0; // Z partitioning index for facet v2 vertex
  40699. var b3x = 0; // X partitioning index for facet v3 vertex
  40700. var b3y = 0; // Y partitioning index for facet v3 vertex
  40701. var b3z = 0; // Z partitioning index for facet v3 vertex
  40702. var block_idx_o = 0; // facet barycenter block index
  40703. var block_idx_v1 = 0; // v1 vertex block index
  40704. var block_idx_v2 = 0; // v2 vertex block index
  40705. var block_idx_v3 = 0; // v3 vertex block index
  40706. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40707. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40708. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40709. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40710. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40711. subSq = options.subDiv.max * options.subDiv.max;
  40712. options.facetPartitioning.length = 0;
  40713. }
  40714. // reset the normals
  40715. for (index = 0; index < positions.length; index++) {
  40716. normals[index] = 0.0;
  40717. }
  40718. // Loop : 1 indice triplet = 1 facet
  40719. var nbFaces = (indices.length / 3) | 0;
  40720. for (index = 0; index < nbFaces; index++) {
  40721. // get the indexes of the coordinates of each vertex of the facet
  40722. v1x = indices[index * 3] * 3;
  40723. v1y = v1x + 1;
  40724. v1z = v1x + 2;
  40725. v2x = indices[index * 3 + 1] * 3;
  40726. v2y = v2x + 1;
  40727. v2z = v2x + 2;
  40728. v3x = indices[index * 3 + 2] * 3;
  40729. v3y = v3x + 1;
  40730. v3z = v3x + 2;
  40731. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40732. p1p2y = positions[v1y] - positions[v2y];
  40733. p1p2z = positions[v1z] - positions[v2z];
  40734. p3p2x = positions[v3x] - positions[v2x];
  40735. p3p2y = positions[v3y] - positions[v2y];
  40736. p3p2z = positions[v3z] - positions[v2z];
  40737. // compute the face normal with the cross product
  40738. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40739. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40740. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40741. // normalize this normal and store it in the array facetData
  40742. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40743. length = (length === 0) ? 1.0 : length;
  40744. faceNormalx /= length;
  40745. faceNormaly /= length;
  40746. faceNormalz /= length;
  40747. if (computeFacetNormals && options) {
  40748. options.facetNormals[index].x = faceNormalx;
  40749. options.facetNormals[index].y = faceNormaly;
  40750. options.facetNormals[index].z = faceNormalz;
  40751. }
  40752. if (computeFacetPositions && options) {
  40753. // compute and the facet barycenter coordinates in the array facetPositions
  40754. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40755. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40756. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40757. }
  40758. if (computeFacetPartitioning && options) {
  40759. // store the facet indexes in arrays in the main facetPartitioning array :
  40760. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40761. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40762. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40763. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40764. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40765. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40766. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40767. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40768. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40769. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40770. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40771. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40772. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40773. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40774. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40775. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40776. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40777. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40778. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40779. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40780. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40781. // push each facet index in each block containing the vertex
  40782. options.facetPartitioning[block_idx_v1].push(index);
  40783. if (block_idx_v2 != block_idx_v1) {
  40784. options.facetPartitioning[block_idx_v2].push(index);
  40785. }
  40786. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40787. options.facetPartitioning[block_idx_v3].push(index);
  40788. }
  40789. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40790. options.facetPartitioning[block_idx_o].push(index);
  40791. }
  40792. }
  40793. if (computeDepthSort && options && options.facetPositions) {
  40794. var dsf = depthSortedFacets[index];
  40795. dsf.ind = index * 3;
  40796. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40797. }
  40798. // compute the normals anyway
  40799. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40800. normals[v1y] += faceNormaly;
  40801. normals[v1z] += faceNormalz;
  40802. normals[v2x] += faceNormalx;
  40803. normals[v2y] += faceNormaly;
  40804. normals[v2z] += faceNormalz;
  40805. normals[v3x] += faceNormalx;
  40806. normals[v3y] += faceNormaly;
  40807. normals[v3z] += faceNormalz;
  40808. }
  40809. // last normalization of each normal
  40810. for (index = 0; index < normals.length / 3; index++) {
  40811. faceNormalx = normals[index * 3];
  40812. faceNormaly = normals[index * 3 + 1];
  40813. faceNormalz = normals[index * 3 + 2];
  40814. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40815. length = (length === 0) ? 1.0 : length;
  40816. faceNormalx /= length;
  40817. faceNormaly /= length;
  40818. faceNormalz /= length;
  40819. normals[index * 3] = faceNormalx;
  40820. normals[index * 3 + 1] = faceNormaly;
  40821. normals[index * 3 + 2] = faceNormalz;
  40822. }
  40823. };
  40824. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40825. var li = indices.length;
  40826. var ln = normals.length;
  40827. var i;
  40828. var n;
  40829. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40830. switch (sideOrientation) {
  40831. case BABYLON.Mesh.FRONTSIDE:
  40832. // nothing changed
  40833. break;
  40834. case BABYLON.Mesh.BACKSIDE:
  40835. var tmp;
  40836. // indices
  40837. for (i = 0; i < li; i += 3) {
  40838. tmp = indices[i];
  40839. indices[i] = indices[i + 2];
  40840. indices[i + 2] = tmp;
  40841. }
  40842. // normals
  40843. for (n = 0; n < ln; n++) {
  40844. normals[n] = -normals[n];
  40845. }
  40846. break;
  40847. case BABYLON.Mesh.DOUBLESIDE:
  40848. // positions
  40849. var lp = positions.length;
  40850. var l = lp / 3;
  40851. for (var p = 0; p < lp; p++) {
  40852. positions[lp + p] = positions[p];
  40853. }
  40854. // indices
  40855. for (i = 0; i < li; i += 3) {
  40856. indices[i + li] = indices[i + 2] + l;
  40857. indices[i + 1 + li] = indices[i + 1] + l;
  40858. indices[i + 2 + li] = indices[i] + l;
  40859. }
  40860. // normals
  40861. for (n = 0; n < ln; n++) {
  40862. normals[ln + n] = -normals[n];
  40863. }
  40864. // uvs
  40865. var lu = uvs.length;
  40866. var u = 0;
  40867. for (u = 0; u < lu; u++) {
  40868. uvs[u + lu] = uvs[u];
  40869. }
  40870. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40871. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40872. u = 0;
  40873. for (i = 0; i < lu / 2; i++) {
  40874. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40875. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40876. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40877. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40878. u += 2;
  40879. }
  40880. break;
  40881. }
  40882. };
  40883. /**
  40884. * Applies VertexData created from the imported parameters to the geometry
  40885. * @param parsedVertexData the parsed data from an imported file
  40886. * @param geometry the geometry to apply the VertexData to
  40887. */
  40888. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40889. var vertexData = new VertexData();
  40890. // positions
  40891. var positions = parsedVertexData.positions;
  40892. if (positions) {
  40893. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40894. }
  40895. // normals
  40896. var normals = parsedVertexData.normals;
  40897. if (normals) {
  40898. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40899. }
  40900. // tangents
  40901. var tangents = parsedVertexData.tangents;
  40902. if (tangents) {
  40903. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40904. }
  40905. // uvs
  40906. var uvs = parsedVertexData.uvs;
  40907. if (uvs) {
  40908. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40909. }
  40910. // uv2s
  40911. var uv2s = parsedVertexData.uv2s;
  40912. if (uv2s) {
  40913. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40914. }
  40915. // uv3s
  40916. var uv3s = parsedVertexData.uv3s;
  40917. if (uv3s) {
  40918. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40919. }
  40920. // uv4s
  40921. var uv4s = parsedVertexData.uv4s;
  40922. if (uv4s) {
  40923. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40924. }
  40925. // uv5s
  40926. var uv5s = parsedVertexData.uv5s;
  40927. if (uv5s) {
  40928. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40929. }
  40930. // uv6s
  40931. var uv6s = parsedVertexData.uv6s;
  40932. if (uv6s) {
  40933. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40934. }
  40935. // colors
  40936. var colors = parsedVertexData.colors;
  40937. if (colors) {
  40938. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40939. }
  40940. // matricesIndices
  40941. var matricesIndices = parsedVertexData.matricesIndices;
  40942. if (matricesIndices) {
  40943. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40944. }
  40945. // matricesWeights
  40946. var matricesWeights = parsedVertexData.matricesWeights;
  40947. if (matricesWeights) {
  40948. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40949. }
  40950. // indices
  40951. var indices = parsedVertexData.indices;
  40952. if (indices) {
  40953. vertexData.indices = indices;
  40954. }
  40955. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40956. };
  40957. return VertexData;
  40958. }());
  40959. BABYLON.VertexData = VertexData;
  40960. })(BABYLON || (BABYLON = {}));
  40961. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40962. var BABYLON;
  40963. (function (BABYLON) {
  40964. /**
  40965. * Class used to store geometry data (vertex buffers + index buffer)
  40966. */
  40967. var Geometry = /** @class */ (function () {
  40968. /**
  40969. * Creates a new geometry
  40970. * @param id defines the unique ID
  40971. * @param scene defines the hosting scene
  40972. * @param vertexData defines the VertexData used to get geometry data
  40973. * @param updatable defines if geometry must be updatable (false by default)
  40974. * @param mesh defines the mesh that will be associated with the geometry
  40975. */
  40976. function Geometry(id, scene, vertexData, updatable, mesh) {
  40977. if (updatable === void 0) { updatable = false; }
  40978. if (mesh === void 0) { mesh = null; }
  40979. /**
  40980. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40981. */
  40982. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40983. this._totalVertices = 0;
  40984. this._isDisposed = false;
  40985. this._indexBufferIsUpdatable = false;
  40986. this.id = id;
  40987. this.uniqueId = scene.getUniqueId();
  40988. this._engine = scene.getEngine();
  40989. this._meshes = [];
  40990. this._scene = scene;
  40991. //Init vertex buffer cache
  40992. this._vertexBuffers = {};
  40993. this._indices = [];
  40994. this._updatable = updatable;
  40995. // vertexData
  40996. if (vertexData) {
  40997. this.setAllVerticesData(vertexData, updatable);
  40998. }
  40999. else {
  41000. this._totalVertices = 0;
  41001. this._indices = [];
  41002. }
  41003. if (this._engine.getCaps().vertexArrayObject) {
  41004. this._vertexArrayObjects = {};
  41005. }
  41006. // applyToMesh
  41007. if (mesh) {
  41008. this.applyToMesh(mesh);
  41009. mesh.computeWorldMatrix(true);
  41010. }
  41011. }
  41012. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41013. /**
  41014. * 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
  41015. */
  41016. get: function () {
  41017. return this._boundingBias;
  41018. },
  41019. /**
  41020. * 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
  41021. */
  41022. set: function (value) {
  41023. if (this._boundingBias) {
  41024. this._boundingBias.copyFrom(value);
  41025. }
  41026. else {
  41027. this._boundingBias = value.clone();
  41028. }
  41029. this._updateBoundingInfo(true, null);
  41030. },
  41031. enumerable: true,
  41032. configurable: true
  41033. });
  41034. /**
  41035. * Static function used to attach a new empty geometry to a mesh
  41036. * @param mesh defines the mesh to attach the geometry to
  41037. * @returns the new Geometry
  41038. */
  41039. Geometry.CreateGeometryForMesh = function (mesh) {
  41040. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41041. geometry.applyToMesh(mesh);
  41042. return geometry;
  41043. };
  41044. Object.defineProperty(Geometry.prototype, "extend", {
  41045. /**
  41046. * Gets the current extend of the geometry
  41047. */
  41048. get: function () {
  41049. return this._extend;
  41050. },
  41051. enumerable: true,
  41052. configurable: true
  41053. });
  41054. /**
  41055. * Gets the hosting scene
  41056. * @returns the hosting Scene
  41057. */
  41058. Geometry.prototype.getScene = function () {
  41059. return this._scene;
  41060. };
  41061. /**
  41062. * Gets the hosting engine
  41063. * @returns the hosting Engine
  41064. */
  41065. Geometry.prototype.getEngine = function () {
  41066. return this._engine;
  41067. };
  41068. /**
  41069. * Defines if the geometry is ready to use
  41070. * @returns true if the geometry is ready to be used
  41071. */
  41072. Geometry.prototype.isReady = function () {
  41073. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41074. };
  41075. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41076. /**
  41077. * Gets a value indicating that the geometry should not be serialized
  41078. */
  41079. get: function () {
  41080. for (var index = 0; index < this._meshes.length; index++) {
  41081. if (!this._meshes[index].doNotSerialize) {
  41082. return false;
  41083. }
  41084. }
  41085. return true;
  41086. },
  41087. enumerable: true,
  41088. configurable: true
  41089. });
  41090. /** @hidden */
  41091. Geometry.prototype._rebuild = function () {
  41092. if (this._vertexArrayObjects) {
  41093. this._vertexArrayObjects = {};
  41094. }
  41095. // Index buffer
  41096. if (this._meshes.length !== 0 && this._indices) {
  41097. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41098. }
  41099. // Vertex buffers
  41100. for (var key in this._vertexBuffers) {
  41101. var vertexBuffer = this._vertexBuffers[key];
  41102. vertexBuffer._rebuild();
  41103. }
  41104. };
  41105. /**
  41106. * Affects all geometry data in one call
  41107. * @param vertexData defines the geometry data
  41108. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41109. */
  41110. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41111. vertexData.applyToGeometry(this, updatable);
  41112. this.notifyUpdate();
  41113. };
  41114. /**
  41115. * Set specific vertex data
  41116. * @param kind defines the data kind (Position, normal, etc...)
  41117. * @param data defines the vertex data to use
  41118. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41119. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41120. */
  41121. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41122. if (updatable === void 0) { updatable = false; }
  41123. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41124. this.setVerticesBuffer(buffer);
  41125. };
  41126. /**
  41127. * Removes a specific vertex data
  41128. * @param kind defines the data kind (Position, normal, etc...)
  41129. */
  41130. Geometry.prototype.removeVerticesData = function (kind) {
  41131. if (this._vertexBuffers[kind]) {
  41132. this._vertexBuffers[kind].dispose();
  41133. delete this._vertexBuffers[kind];
  41134. }
  41135. };
  41136. /**
  41137. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41138. * @param buffer defines the vertex buffer to use
  41139. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41140. */
  41141. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41142. if (totalVertices === void 0) { totalVertices = null; }
  41143. var kind = buffer.getKind();
  41144. if (this._vertexBuffers[kind]) {
  41145. this._vertexBuffers[kind].dispose();
  41146. }
  41147. this._vertexBuffers[kind] = buffer;
  41148. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41149. var data = buffer.getData();
  41150. if (totalVertices != null) {
  41151. this._totalVertices = totalVertices;
  41152. }
  41153. else {
  41154. if (data != null) {
  41155. this._totalVertices = data.length / (buffer.byteStride / 4);
  41156. }
  41157. }
  41158. this._updateExtend(data);
  41159. this._resetPointsArrayCache();
  41160. var meshes = this._meshes;
  41161. var numOfMeshes = meshes.length;
  41162. for (var index = 0; index < numOfMeshes; index++) {
  41163. var mesh = meshes[index];
  41164. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41165. mesh._createGlobalSubMesh(false);
  41166. mesh.computeWorldMatrix(true);
  41167. }
  41168. }
  41169. this.notifyUpdate(kind);
  41170. if (this._vertexArrayObjects) {
  41171. this._disposeVertexArrayObjects();
  41172. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41173. }
  41174. };
  41175. /**
  41176. * Update a specific vertex buffer
  41177. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41178. * It will do nothing if the buffer is not updatable
  41179. * @param kind defines the data kind (Position, normal, etc...)
  41180. * @param data defines the data to use
  41181. * @param offset defines the offset in the target buffer where to store the data
  41182. * @param useBytes set to true if the offset is in bytes
  41183. */
  41184. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41185. if (useBytes === void 0) { useBytes = false; }
  41186. var vertexBuffer = this.getVertexBuffer(kind);
  41187. if (!vertexBuffer) {
  41188. return;
  41189. }
  41190. vertexBuffer.updateDirectly(data, offset, useBytes);
  41191. this.notifyUpdate(kind);
  41192. };
  41193. /**
  41194. * Update a specific vertex buffer
  41195. * This function will create a new buffer if the current one is not updatable
  41196. * @param kind defines the data kind (Position, normal, etc...)
  41197. * @param data defines the data to use
  41198. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41199. */
  41200. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41201. if (updateExtends === void 0) { updateExtends = false; }
  41202. var vertexBuffer = this.getVertexBuffer(kind);
  41203. if (!vertexBuffer) {
  41204. return;
  41205. }
  41206. vertexBuffer.update(data);
  41207. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41208. this._updateBoundingInfo(updateExtends, data);
  41209. }
  41210. this.notifyUpdate(kind);
  41211. };
  41212. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41213. if (updateExtends) {
  41214. this._updateExtend(data);
  41215. }
  41216. this._resetPointsArrayCache();
  41217. if (updateExtends) {
  41218. var meshes = this._meshes;
  41219. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41220. var mesh = meshes_1[_i];
  41221. if (mesh._boundingInfo) {
  41222. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41223. }
  41224. else {
  41225. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41226. }
  41227. var subMeshes = mesh.subMeshes;
  41228. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41229. var subMesh = subMeshes_1[_a];
  41230. subMesh.refreshBoundingInfo();
  41231. }
  41232. }
  41233. }
  41234. };
  41235. /** @hidden */
  41236. Geometry.prototype._bind = function (effect, indexToBind) {
  41237. if (!effect) {
  41238. return;
  41239. }
  41240. if (indexToBind === undefined) {
  41241. indexToBind = this._indexBuffer;
  41242. }
  41243. var vbs = this.getVertexBuffers();
  41244. if (!vbs) {
  41245. return;
  41246. }
  41247. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41248. this._engine.bindBuffers(vbs, indexToBind, effect);
  41249. return;
  41250. }
  41251. // Using VAO
  41252. if (!this._vertexArrayObjects[effect.key]) {
  41253. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41254. }
  41255. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41256. };
  41257. /**
  41258. * Gets total number of vertices
  41259. * @returns the total number of vertices
  41260. */
  41261. Geometry.prototype.getTotalVertices = function () {
  41262. if (!this.isReady()) {
  41263. return 0;
  41264. }
  41265. return this._totalVertices;
  41266. };
  41267. /**
  41268. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41269. * @param kind defines the data kind (Position, normal, etc...)
  41270. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41271. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41272. * @returns a float array containing vertex data
  41273. */
  41274. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41275. var vertexBuffer = this.getVertexBuffer(kind);
  41276. if (!vertexBuffer) {
  41277. return null;
  41278. }
  41279. var data = vertexBuffer.getData();
  41280. if (!data) {
  41281. return null;
  41282. }
  41283. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41284. var count = this._totalVertices * vertexBuffer.getSize();
  41285. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41286. var copy_1 = [];
  41287. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41288. return copy_1;
  41289. }
  41290. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41291. if (data instanceof Array) {
  41292. var offset = vertexBuffer.byteOffset / 4;
  41293. return BABYLON.Tools.Slice(data, offset, offset + count);
  41294. }
  41295. else if (data instanceof ArrayBuffer) {
  41296. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41297. }
  41298. else {
  41299. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41300. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41301. var result = new Float32Array(count);
  41302. var source = new Float32Array(data.buffer, offset, count);
  41303. result.set(source);
  41304. return result;
  41305. }
  41306. return new Float32Array(data.buffer, offset, count);
  41307. }
  41308. }
  41309. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41310. return BABYLON.Tools.Slice(data);
  41311. }
  41312. return data;
  41313. };
  41314. /**
  41315. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41316. * @param kind defines the data kind (Position, normal, etc...)
  41317. * @returns true if the vertex buffer with the specified kind is updatable
  41318. */
  41319. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41320. var vb = this._vertexBuffers[kind];
  41321. if (!vb) {
  41322. return false;
  41323. }
  41324. return vb.isUpdatable();
  41325. };
  41326. /**
  41327. * Gets a specific vertex buffer
  41328. * @param kind defines the data kind (Position, normal, etc...)
  41329. * @returns a VertexBuffer
  41330. */
  41331. Geometry.prototype.getVertexBuffer = function (kind) {
  41332. if (!this.isReady()) {
  41333. return null;
  41334. }
  41335. return this._vertexBuffers[kind];
  41336. };
  41337. /**
  41338. * Returns all vertex buffers
  41339. * @return an object holding all vertex buffers indexed by kind
  41340. */
  41341. Geometry.prototype.getVertexBuffers = function () {
  41342. if (!this.isReady()) {
  41343. return null;
  41344. }
  41345. return this._vertexBuffers;
  41346. };
  41347. /**
  41348. * Gets a boolean indicating if specific vertex buffer is present
  41349. * @param kind defines the data kind (Position, normal, etc...)
  41350. * @returns true if data is present
  41351. */
  41352. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41353. if (!this._vertexBuffers) {
  41354. if (this._delayInfo) {
  41355. return this._delayInfo.indexOf(kind) !== -1;
  41356. }
  41357. return false;
  41358. }
  41359. return this._vertexBuffers[kind] !== undefined;
  41360. };
  41361. /**
  41362. * Gets a list of all attached data kinds (Position, normal, etc...)
  41363. * @returns a list of string containing all kinds
  41364. */
  41365. Geometry.prototype.getVerticesDataKinds = function () {
  41366. var result = [];
  41367. var kind;
  41368. if (!this._vertexBuffers && this._delayInfo) {
  41369. for (kind in this._delayInfo) {
  41370. result.push(kind);
  41371. }
  41372. }
  41373. else {
  41374. for (kind in this._vertexBuffers) {
  41375. result.push(kind);
  41376. }
  41377. }
  41378. return result;
  41379. };
  41380. /**
  41381. * Update index buffer
  41382. * @param indices defines the indices to store in the index buffer
  41383. * @param offset defines the offset in the target buffer where to store the data
  41384. */
  41385. Geometry.prototype.updateIndices = function (indices, offset) {
  41386. if (!this._indexBuffer) {
  41387. return;
  41388. }
  41389. if (!this._indexBufferIsUpdatable) {
  41390. this.setIndices(indices, null, true);
  41391. }
  41392. else {
  41393. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41394. }
  41395. };
  41396. /**
  41397. * Creates a new index buffer
  41398. * @param indices defines the indices to store in the index buffer
  41399. * @param totalVertices defines the total number of vertices (could be null)
  41400. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41401. */
  41402. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41403. if (totalVertices === void 0) { totalVertices = null; }
  41404. if (updatable === void 0) { updatable = false; }
  41405. if (this._indexBuffer) {
  41406. this._engine._releaseBuffer(this._indexBuffer);
  41407. }
  41408. this._disposeVertexArrayObjects();
  41409. this._indices = indices;
  41410. this._indexBufferIsUpdatable = updatable;
  41411. if (this._meshes.length !== 0 && this._indices) {
  41412. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41413. }
  41414. if (totalVertices != undefined) { // including null and undefined
  41415. this._totalVertices = totalVertices;
  41416. }
  41417. var meshes = this._meshes;
  41418. var numOfMeshes = meshes.length;
  41419. for (var index = 0; index < numOfMeshes; index++) {
  41420. meshes[index]._createGlobalSubMesh(true);
  41421. }
  41422. this.notifyUpdate();
  41423. };
  41424. /**
  41425. * Return the total number of indices
  41426. * @returns the total number of indices
  41427. */
  41428. Geometry.prototype.getTotalIndices = function () {
  41429. if (!this.isReady()) {
  41430. return 0;
  41431. }
  41432. return this._indices.length;
  41433. };
  41434. /**
  41435. * Gets the index buffer array
  41436. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41437. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41438. * @returns the index buffer array
  41439. */
  41440. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41441. if (!this.isReady()) {
  41442. return null;
  41443. }
  41444. var orig = this._indices;
  41445. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41446. return orig;
  41447. }
  41448. else {
  41449. var len = orig.length;
  41450. var copy = [];
  41451. for (var i = 0; i < len; i++) {
  41452. copy.push(orig[i]);
  41453. }
  41454. return copy;
  41455. }
  41456. };
  41457. /**
  41458. * Gets the index buffer
  41459. * @return the index buffer
  41460. */
  41461. Geometry.prototype.getIndexBuffer = function () {
  41462. if (!this.isReady()) {
  41463. return null;
  41464. }
  41465. return this._indexBuffer;
  41466. };
  41467. /** @hidden */
  41468. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41469. if (effect === void 0) { effect = null; }
  41470. if (!effect || !this._vertexArrayObjects) {
  41471. return;
  41472. }
  41473. if (this._vertexArrayObjects[effect.key]) {
  41474. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41475. delete this._vertexArrayObjects[effect.key];
  41476. }
  41477. };
  41478. /**
  41479. * Release the associated resources for a specific mesh
  41480. * @param mesh defines the source mesh
  41481. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41482. */
  41483. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41484. var meshes = this._meshes;
  41485. var index = meshes.indexOf(mesh);
  41486. if (index === -1) {
  41487. return;
  41488. }
  41489. meshes.splice(index, 1);
  41490. mesh._geometry = null;
  41491. if (meshes.length === 0 && shouldDispose) {
  41492. this.dispose();
  41493. }
  41494. };
  41495. /**
  41496. * Apply current geometry to a given mesh
  41497. * @param mesh defines the mesh to apply geometry to
  41498. */
  41499. Geometry.prototype.applyToMesh = function (mesh) {
  41500. if (mesh._geometry === this) {
  41501. return;
  41502. }
  41503. var previousGeometry = mesh._geometry;
  41504. if (previousGeometry) {
  41505. previousGeometry.releaseForMesh(mesh);
  41506. }
  41507. var meshes = this._meshes;
  41508. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41509. mesh._geometry = this;
  41510. this._scene.pushGeometry(this);
  41511. meshes.push(mesh);
  41512. if (this.isReady()) {
  41513. this._applyToMesh(mesh);
  41514. }
  41515. else {
  41516. mesh._boundingInfo = this._boundingInfo;
  41517. }
  41518. };
  41519. Geometry.prototype._updateExtend = function (data) {
  41520. if (data === void 0) { data = null; }
  41521. if (!data) {
  41522. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41523. }
  41524. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41525. };
  41526. Geometry.prototype._applyToMesh = function (mesh) {
  41527. var numOfMeshes = this._meshes.length;
  41528. // vertexBuffers
  41529. for (var kind in this._vertexBuffers) {
  41530. if (numOfMeshes === 1) {
  41531. this._vertexBuffers[kind].create();
  41532. }
  41533. var buffer = this._vertexBuffers[kind].getBuffer();
  41534. if (buffer) {
  41535. buffer.references = numOfMeshes;
  41536. }
  41537. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41538. if (!this._extend) {
  41539. this._updateExtend();
  41540. }
  41541. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41542. mesh._createGlobalSubMesh(false);
  41543. //bounding info was just created again, world matrix should be applied again.
  41544. mesh._updateBoundingInfo();
  41545. }
  41546. }
  41547. // indexBuffer
  41548. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41549. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41550. }
  41551. if (this._indexBuffer) {
  41552. this._indexBuffer.references = numOfMeshes;
  41553. }
  41554. // morphTargets
  41555. mesh._syncGeometryWithMorphTargetManager();
  41556. // instances
  41557. mesh.synchronizeInstances();
  41558. };
  41559. Geometry.prototype.notifyUpdate = function (kind) {
  41560. if (this.onGeometryUpdated) {
  41561. this.onGeometryUpdated(this, kind);
  41562. }
  41563. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41564. var mesh = _a[_i];
  41565. mesh._markSubMeshesAsAttributesDirty();
  41566. }
  41567. };
  41568. /**
  41569. * Load the geometry if it was flagged as delay loaded
  41570. * @param scene defines the hosting scene
  41571. * @param onLoaded defines a callback called when the geometry is loaded
  41572. */
  41573. Geometry.prototype.load = function (scene, onLoaded) {
  41574. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41575. return;
  41576. }
  41577. if (this.isReady()) {
  41578. if (onLoaded) {
  41579. onLoaded();
  41580. }
  41581. return;
  41582. }
  41583. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41584. this._queueLoad(scene, onLoaded);
  41585. };
  41586. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41587. var _this = this;
  41588. if (!this.delayLoadingFile) {
  41589. return;
  41590. }
  41591. scene._addPendingData(this);
  41592. scene._loadFile(this.delayLoadingFile, function (data) {
  41593. if (!_this._delayLoadingFunction) {
  41594. return;
  41595. }
  41596. _this._delayLoadingFunction(JSON.parse(data), _this);
  41597. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41598. _this._delayInfo = [];
  41599. scene._removePendingData(_this);
  41600. var meshes = _this._meshes;
  41601. var numOfMeshes = meshes.length;
  41602. for (var index = 0; index < numOfMeshes; index++) {
  41603. _this._applyToMesh(meshes[index]);
  41604. }
  41605. if (onLoaded) {
  41606. onLoaded();
  41607. }
  41608. }, undefined, true);
  41609. };
  41610. /**
  41611. * Invert the geometry to move from a right handed system to a left handed one.
  41612. */
  41613. Geometry.prototype.toLeftHanded = function () {
  41614. // Flip faces
  41615. var tIndices = this.getIndices(false);
  41616. if (tIndices != null && tIndices.length > 0) {
  41617. for (var i = 0; i < tIndices.length; i += 3) {
  41618. var tTemp = tIndices[i + 0];
  41619. tIndices[i + 0] = tIndices[i + 2];
  41620. tIndices[i + 2] = tTemp;
  41621. }
  41622. this.setIndices(tIndices);
  41623. }
  41624. // Negate position.z
  41625. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41626. if (tPositions != null && tPositions.length > 0) {
  41627. for (var i = 0; i < tPositions.length; i += 3) {
  41628. tPositions[i + 2] = -tPositions[i + 2];
  41629. }
  41630. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41631. }
  41632. // Negate normal.z
  41633. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41634. if (tNormals != null && tNormals.length > 0) {
  41635. for (var i = 0; i < tNormals.length; i += 3) {
  41636. tNormals[i + 2] = -tNormals[i + 2];
  41637. }
  41638. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41639. }
  41640. };
  41641. // Cache
  41642. /** @hidden */
  41643. Geometry.prototype._resetPointsArrayCache = function () {
  41644. this._positions = null;
  41645. };
  41646. /** @hidden */
  41647. Geometry.prototype._generatePointsArray = function () {
  41648. if (this._positions) {
  41649. return true;
  41650. }
  41651. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41652. if (!data || data.length === 0) {
  41653. return false;
  41654. }
  41655. this._positions = [];
  41656. for (var index = 0; index < data.length; index += 3) {
  41657. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41658. }
  41659. return true;
  41660. };
  41661. /**
  41662. * Gets a value indicating if the geometry is disposed
  41663. * @returns true if the geometry was disposed
  41664. */
  41665. Geometry.prototype.isDisposed = function () {
  41666. return this._isDisposed;
  41667. };
  41668. Geometry.prototype._disposeVertexArrayObjects = function () {
  41669. if (this._vertexArrayObjects) {
  41670. for (var kind in this._vertexArrayObjects) {
  41671. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41672. }
  41673. this._vertexArrayObjects = {};
  41674. }
  41675. };
  41676. /**
  41677. * Free all associated resources
  41678. */
  41679. Geometry.prototype.dispose = function () {
  41680. var meshes = this._meshes;
  41681. var numOfMeshes = meshes.length;
  41682. var index;
  41683. for (index = 0; index < numOfMeshes; index++) {
  41684. this.releaseForMesh(meshes[index]);
  41685. }
  41686. this._meshes = [];
  41687. this._disposeVertexArrayObjects();
  41688. for (var kind in this._vertexBuffers) {
  41689. this._vertexBuffers[kind].dispose();
  41690. }
  41691. this._vertexBuffers = {};
  41692. this._totalVertices = 0;
  41693. if (this._indexBuffer) {
  41694. this._engine._releaseBuffer(this._indexBuffer);
  41695. }
  41696. this._indexBuffer = null;
  41697. this._indices = [];
  41698. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41699. this.delayLoadingFile = null;
  41700. this._delayLoadingFunction = null;
  41701. this._delayInfo = [];
  41702. this._boundingInfo = null;
  41703. this._scene.removeGeometry(this);
  41704. this._isDisposed = true;
  41705. };
  41706. /**
  41707. * Clone the current geometry into a new geometry
  41708. * @param id defines the unique ID of the new geometry
  41709. * @returns a new geometry object
  41710. */
  41711. Geometry.prototype.copy = function (id) {
  41712. var vertexData = new BABYLON.VertexData();
  41713. vertexData.indices = [];
  41714. var indices = this.getIndices();
  41715. if (indices) {
  41716. for (var index = 0; index < indices.length; index++) {
  41717. vertexData.indices.push(indices[index]);
  41718. }
  41719. }
  41720. var updatable = false;
  41721. var stopChecking = false;
  41722. var kind;
  41723. for (kind in this._vertexBuffers) {
  41724. // using slice() to make a copy of the array and not just reference it
  41725. var data = this.getVerticesData(kind);
  41726. if (data instanceof Float32Array) {
  41727. vertexData.set(new Float32Array(data), kind);
  41728. }
  41729. else {
  41730. vertexData.set(data.slice(0), kind);
  41731. }
  41732. if (!stopChecking) {
  41733. var vb = this.getVertexBuffer(kind);
  41734. if (vb) {
  41735. updatable = vb.isUpdatable();
  41736. stopChecking = !updatable;
  41737. }
  41738. }
  41739. }
  41740. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41741. geometry.delayLoadState = this.delayLoadState;
  41742. geometry.delayLoadingFile = this.delayLoadingFile;
  41743. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41744. for (kind in this._delayInfo) {
  41745. geometry._delayInfo = geometry._delayInfo || [];
  41746. geometry._delayInfo.push(kind);
  41747. }
  41748. // Bounding info
  41749. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41750. return geometry;
  41751. };
  41752. /**
  41753. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41754. * @return a JSON representation of the current geometry data (without the vertices data)
  41755. */
  41756. Geometry.prototype.serialize = function () {
  41757. var serializationObject = {};
  41758. serializationObject.id = this.id;
  41759. serializationObject.updatable = this._updatable;
  41760. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41761. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41762. }
  41763. return serializationObject;
  41764. };
  41765. Geometry.prototype.toNumberArray = function (origin) {
  41766. if (Array.isArray(origin)) {
  41767. return origin;
  41768. }
  41769. else {
  41770. return Array.prototype.slice.call(origin);
  41771. }
  41772. };
  41773. /**
  41774. * Serialize all vertices data into a JSON oject
  41775. * @returns a JSON representation of the current geometry data
  41776. */
  41777. Geometry.prototype.serializeVerticeData = function () {
  41778. var serializationObject = this.serialize();
  41779. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41780. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41781. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41782. serializationObject.positions._updatable = true;
  41783. }
  41784. }
  41785. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41786. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41787. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41788. serializationObject.normals._updatable = true;
  41789. }
  41790. }
  41791. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41792. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41793. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41794. serializationObject.tangets._updatable = true;
  41795. }
  41796. }
  41797. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41798. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41799. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41800. serializationObject.uvs._updatable = true;
  41801. }
  41802. }
  41803. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41804. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41805. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41806. serializationObject.uv2s._updatable = true;
  41807. }
  41808. }
  41809. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41810. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41811. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41812. serializationObject.uv3s._updatable = true;
  41813. }
  41814. }
  41815. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41816. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41817. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41818. serializationObject.uv4s._updatable = true;
  41819. }
  41820. }
  41821. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41822. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41823. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41824. serializationObject.uv5s._updatable = true;
  41825. }
  41826. }
  41827. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41828. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41829. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41830. serializationObject.uv6s._updatable = true;
  41831. }
  41832. }
  41833. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41834. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41835. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41836. serializationObject.colors._updatable = true;
  41837. }
  41838. }
  41839. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41840. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41841. serializationObject.matricesIndices._isExpanded = true;
  41842. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41843. serializationObject.matricesIndices._updatable = true;
  41844. }
  41845. }
  41846. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41847. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41848. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41849. serializationObject.matricesWeights._updatable = true;
  41850. }
  41851. }
  41852. serializationObject.indices = this.toNumberArray(this.getIndices());
  41853. return serializationObject;
  41854. };
  41855. // Statics
  41856. /**
  41857. * Extracts a clone of a mesh geometry
  41858. * @param mesh defines the source mesh
  41859. * @param id defines the unique ID of the new geometry object
  41860. * @returns the new geometry object
  41861. */
  41862. Geometry.ExtractFromMesh = function (mesh, id) {
  41863. var geometry = mesh._geometry;
  41864. if (!geometry) {
  41865. return null;
  41866. }
  41867. return geometry.copy(id);
  41868. };
  41869. /**
  41870. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41871. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41872. * Be aware Math.random() could cause collisions, but:
  41873. * "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"
  41874. * @returns a string containing a new GUID
  41875. */
  41876. Geometry.RandomId = function () {
  41877. return BABYLON.Tools.RandomId();
  41878. };
  41879. /** @hidden */
  41880. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41881. var scene = mesh.getScene();
  41882. // Geometry
  41883. var geometryId = parsedGeometry.geometryId;
  41884. if (geometryId) {
  41885. var geometry = scene.getGeometryByID(geometryId);
  41886. if (geometry) {
  41887. geometry.applyToMesh(mesh);
  41888. }
  41889. }
  41890. else if (parsedGeometry instanceof ArrayBuffer) {
  41891. var binaryInfo = mesh._binaryInfo;
  41892. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41893. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41894. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41895. }
  41896. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41897. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41898. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41899. }
  41900. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41901. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41902. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41903. }
  41904. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41905. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41906. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41907. }
  41908. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41909. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41910. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41911. }
  41912. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41913. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41914. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41915. }
  41916. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41917. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41918. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41919. }
  41920. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41921. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41922. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41923. }
  41924. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41925. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41926. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41927. }
  41928. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41929. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41930. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41931. }
  41932. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41933. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41934. var floatIndices = [];
  41935. for (var i = 0; i < matricesIndicesData.length; i++) {
  41936. var index = matricesIndicesData[i];
  41937. floatIndices.push(index & 0x000000FF);
  41938. floatIndices.push((index & 0x0000FF00) >> 8);
  41939. floatIndices.push((index & 0x00FF0000) >> 16);
  41940. floatIndices.push(index >> 24);
  41941. }
  41942. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41943. }
  41944. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41945. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41946. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41947. }
  41948. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41949. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41950. mesh.setIndices(indicesData, null);
  41951. }
  41952. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41953. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41954. mesh.subMeshes = [];
  41955. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41956. var materialIndex = subMeshesData[(i * 5) + 0];
  41957. var verticesStart = subMeshesData[(i * 5) + 1];
  41958. var verticesCount = subMeshesData[(i * 5) + 2];
  41959. var indexStart = subMeshesData[(i * 5) + 3];
  41960. var indexCount = subMeshesData[(i * 5) + 4];
  41961. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41962. }
  41963. }
  41964. }
  41965. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41966. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41967. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41968. if (parsedGeometry.tangents) {
  41969. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41970. }
  41971. if (parsedGeometry.uvs) {
  41972. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41973. }
  41974. if (parsedGeometry.uvs2) {
  41975. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41976. }
  41977. if (parsedGeometry.uvs3) {
  41978. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41979. }
  41980. if (parsedGeometry.uvs4) {
  41981. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41982. }
  41983. if (parsedGeometry.uvs5) {
  41984. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41985. }
  41986. if (parsedGeometry.uvs6) {
  41987. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41988. }
  41989. if (parsedGeometry.colors) {
  41990. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41991. }
  41992. if (parsedGeometry.matricesIndices) {
  41993. if (!parsedGeometry.matricesIndices._isExpanded) {
  41994. var floatIndices = [];
  41995. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41996. var matricesIndex = parsedGeometry.matricesIndices[i];
  41997. floatIndices.push(matricesIndex & 0x000000FF);
  41998. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41999. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42000. floatIndices.push(matricesIndex >> 24);
  42001. }
  42002. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42003. }
  42004. else {
  42005. delete parsedGeometry.matricesIndices._isExpanded;
  42006. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42007. }
  42008. }
  42009. if (parsedGeometry.matricesIndicesExtra) {
  42010. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42011. var floatIndices = [];
  42012. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42013. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42014. floatIndices.push(matricesIndex & 0x000000FF);
  42015. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42016. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42017. floatIndices.push(matricesIndex >> 24);
  42018. }
  42019. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42020. }
  42021. else {
  42022. delete parsedGeometry.matricesIndices._isExpanded;
  42023. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42024. }
  42025. }
  42026. if (parsedGeometry.matricesWeights) {
  42027. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42028. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42029. }
  42030. if (parsedGeometry.matricesWeightsExtra) {
  42031. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42032. }
  42033. mesh.setIndices(parsedGeometry.indices, null);
  42034. }
  42035. // SubMeshes
  42036. if (parsedGeometry.subMeshes) {
  42037. mesh.subMeshes = [];
  42038. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42039. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42040. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42041. }
  42042. }
  42043. // Flat shading
  42044. if (mesh._shouldGenerateFlatShading) {
  42045. mesh.convertToFlatShadedMesh();
  42046. delete mesh._shouldGenerateFlatShading;
  42047. }
  42048. // Update
  42049. mesh.computeWorldMatrix(true);
  42050. scene.onMeshImportedObservable.notifyObservers(mesh);
  42051. };
  42052. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42053. var epsilon = 1e-3;
  42054. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42055. return;
  42056. }
  42057. var noInfluenceBoneIndex = 0.0;
  42058. if (parsedGeometry.skeletonId > -1) {
  42059. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42060. if (!skeleton) {
  42061. return;
  42062. }
  42063. noInfluenceBoneIndex = skeleton.bones.length;
  42064. }
  42065. else {
  42066. return;
  42067. }
  42068. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42069. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42070. var matricesWeights = parsedGeometry.matricesWeights;
  42071. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42072. var influencers = parsedGeometry.numBoneInfluencer;
  42073. var size = matricesWeights.length;
  42074. for (var i = 0; i < size; i += 4) {
  42075. var weight = 0.0;
  42076. var firstZeroWeight = -1;
  42077. for (var j = 0; j < 4; j++) {
  42078. var w = matricesWeights[i + j];
  42079. weight += w;
  42080. if (w < epsilon && firstZeroWeight < 0) {
  42081. firstZeroWeight = j;
  42082. }
  42083. }
  42084. if (matricesWeightsExtra) {
  42085. for (var j = 0; j < 4; j++) {
  42086. var w = matricesWeightsExtra[i + j];
  42087. weight += w;
  42088. if (w < epsilon && firstZeroWeight < 0) {
  42089. firstZeroWeight = j + 4;
  42090. }
  42091. }
  42092. }
  42093. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42094. firstZeroWeight = influencers - 1;
  42095. }
  42096. if (weight > epsilon) {
  42097. var mweight = 1.0 / weight;
  42098. for (var j = 0; j < 4; j++) {
  42099. matricesWeights[i + j] *= mweight;
  42100. }
  42101. if (matricesWeightsExtra) {
  42102. for (var j = 0; j < 4; j++) {
  42103. matricesWeightsExtra[i + j] *= mweight;
  42104. }
  42105. }
  42106. }
  42107. else {
  42108. if (firstZeroWeight >= 4) {
  42109. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42110. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42111. }
  42112. else {
  42113. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42114. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42115. }
  42116. }
  42117. }
  42118. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42119. if (parsedGeometry.matricesWeightsExtra) {
  42120. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42121. }
  42122. };
  42123. /**
  42124. * Create a new geometry from persisted data (Using .babylon file format)
  42125. * @param parsedVertexData defines the persisted data
  42126. * @param scene defines the hosting scene
  42127. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42128. * @returns the new geometry object
  42129. */
  42130. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42131. if (scene.getGeometryByID(parsedVertexData.id)) {
  42132. return null; // null since geometry could be something else than a box...
  42133. }
  42134. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42135. if (BABYLON.Tags) {
  42136. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42137. }
  42138. if (parsedVertexData.delayLoadingFile) {
  42139. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42140. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42141. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42142. geometry._delayInfo = [];
  42143. if (parsedVertexData.hasUVs) {
  42144. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42145. }
  42146. if (parsedVertexData.hasUVs2) {
  42147. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42148. }
  42149. if (parsedVertexData.hasUVs3) {
  42150. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42151. }
  42152. if (parsedVertexData.hasUVs4) {
  42153. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42154. }
  42155. if (parsedVertexData.hasUVs5) {
  42156. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42157. }
  42158. if (parsedVertexData.hasUVs6) {
  42159. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42160. }
  42161. if (parsedVertexData.hasColors) {
  42162. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42163. }
  42164. if (parsedVertexData.hasMatricesIndices) {
  42165. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42166. }
  42167. if (parsedVertexData.hasMatricesWeights) {
  42168. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42169. }
  42170. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42171. }
  42172. else {
  42173. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42174. }
  42175. scene.pushGeometry(geometry, true);
  42176. return geometry;
  42177. };
  42178. return Geometry;
  42179. }());
  42180. BABYLON.Geometry = Geometry;
  42181. // Primitives
  42182. /// Abstract class
  42183. /**
  42184. * Abstract class used to provide common services for all typed geometries
  42185. * @hidden
  42186. */
  42187. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42188. __extends(_PrimitiveGeometry, _super);
  42189. /**
  42190. * Creates a new typed geometry
  42191. * @param id defines the unique ID of the geometry
  42192. * @param scene defines the hosting scene
  42193. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42194. * @param mesh defines the hosting mesh (can be null)
  42195. */
  42196. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42197. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42198. if (mesh === void 0) { mesh = null; }
  42199. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42200. _this._canBeRegenerated = _canBeRegenerated;
  42201. _this._beingRegenerated = true;
  42202. _this.regenerate();
  42203. _this._beingRegenerated = false;
  42204. return _this;
  42205. }
  42206. /**
  42207. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42208. * @returns true if the geometry can be regenerated
  42209. */
  42210. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42211. return this._canBeRegenerated;
  42212. };
  42213. /**
  42214. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42215. */
  42216. _PrimitiveGeometry.prototype.regenerate = function () {
  42217. if (!this._canBeRegenerated) {
  42218. return;
  42219. }
  42220. this._beingRegenerated = true;
  42221. this.setAllVerticesData(this._regenerateVertexData(), false);
  42222. this._beingRegenerated = false;
  42223. };
  42224. /**
  42225. * Clone the geometry
  42226. * @param id defines the unique ID of the new geometry
  42227. * @returns the new geometry
  42228. */
  42229. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42230. return _super.prototype.copy.call(this, id);
  42231. };
  42232. // overrides
  42233. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42234. if (!this._beingRegenerated) {
  42235. return;
  42236. }
  42237. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42238. };
  42239. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42240. if (!this._beingRegenerated) {
  42241. return;
  42242. }
  42243. _super.prototype.setVerticesData.call(this, kind, data, false);
  42244. };
  42245. // to override
  42246. /** @hidden */
  42247. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42248. throw new Error("Abstract method");
  42249. };
  42250. _PrimitiveGeometry.prototype.copy = function (id) {
  42251. throw new Error("Must be overriden in sub-classes.");
  42252. };
  42253. _PrimitiveGeometry.prototype.serialize = function () {
  42254. var serializationObject = _super.prototype.serialize.call(this);
  42255. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42256. return serializationObject;
  42257. };
  42258. return _PrimitiveGeometry;
  42259. }(Geometry));
  42260. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42261. /**
  42262. * Creates a ribbon geometry
  42263. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42264. */
  42265. var RibbonGeometry = /** @class */ (function (_super) {
  42266. __extends(RibbonGeometry, _super);
  42267. /**
  42268. * Creates a ribbon geometry
  42269. * @param id defines the unique ID of the geometry
  42270. * @param scene defines the hosting scene
  42271. * @param pathArray defines the array of paths to use
  42272. * @param closeArray defines if the last path and the first path must be joined
  42273. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42274. * @param offset defines the offset between points
  42275. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42276. * @param mesh defines the hosting mesh (can be null)
  42277. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42278. */
  42279. function RibbonGeometry(id, scene,
  42280. /**
  42281. * Defines the array of paths to use
  42282. */
  42283. pathArray,
  42284. /**
  42285. * Defines if the last and first points of each path in your pathArray must be joined
  42286. */
  42287. closeArray,
  42288. /**
  42289. * Defines if the last and first points of each path in your pathArray must be joined
  42290. */
  42291. closePath,
  42292. /**
  42293. * Defines the offset between points
  42294. */
  42295. offset, canBeRegenerated, mesh,
  42296. /**
  42297. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42298. */
  42299. side) {
  42300. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42301. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42302. _this.pathArray = pathArray;
  42303. _this.closeArray = closeArray;
  42304. _this.closePath = closePath;
  42305. _this.offset = offset;
  42306. _this.side = side;
  42307. return _this;
  42308. }
  42309. /** @hidden */
  42310. RibbonGeometry.prototype._regenerateVertexData = function () {
  42311. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42312. };
  42313. RibbonGeometry.prototype.copy = function (id) {
  42314. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42315. };
  42316. return RibbonGeometry;
  42317. }(_PrimitiveGeometry));
  42318. BABYLON.RibbonGeometry = RibbonGeometry;
  42319. /**
  42320. * Creates a box geometry
  42321. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42322. */
  42323. var BoxGeometry = /** @class */ (function (_super) {
  42324. __extends(BoxGeometry, _super);
  42325. /**
  42326. * Creates a box geometry
  42327. * @param id defines the unique ID of the geometry
  42328. * @param scene defines the hosting scene
  42329. * @param size defines the zise of the box (width, height and depth are the same)
  42330. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42331. * @param mesh defines the hosting mesh (can be null)
  42332. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42333. */
  42334. function BoxGeometry(id, scene,
  42335. /**
  42336. * Defines the zise of the box (width, height and depth are the same)
  42337. */
  42338. size, canBeRegenerated, mesh,
  42339. /**
  42340. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42341. */
  42342. side) {
  42343. if (mesh === void 0) { mesh = null; }
  42344. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42345. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42346. _this.size = size;
  42347. _this.side = side;
  42348. return _this;
  42349. }
  42350. /** @hidden */
  42351. BoxGeometry.prototype._regenerateVertexData = function () {
  42352. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42353. };
  42354. BoxGeometry.prototype.copy = function (id) {
  42355. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42356. };
  42357. BoxGeometry.prototype.serialize = function () {
  42358. var serializationObject = _super.prototype.serialize.call(this);
  42359. serializationObject.size = this.size;
  42360. return serializationObject;
  42361. };
  42362. BoxGeometry.Parse = function (parsedBox, scene) {
  42363. if (scene.getGeometryByID(parsedBox.id)) {
  42364. return null; // null since geometry could be something else than a box...
  42365. }
  42366. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42367. if (BABYLON.Tags) {
  42368. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42369. }
  42370. scene.pushGeometry(box, true);
  42371. return box;
  42372. };
  42373. return BoxGeometry;
  42374. }(_PrimitiveGeometry));
  42375. BABYLON.BoxGeometry = BoxGeometry;
  42376. /**
  42377. * Creates a sphere geometry
  42378. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42379. */
  42380. var SphereGeometry = /** @class */ (function (_super) {
  42381. __extends(SphereGeometry, _super);
  42382. /**
  42383. * Create a new sphere geometry
  42384. * @param id defines the unique ID of the geometry
  42385. * @param scene defines the hosting scene
  42386. * @param segments defines the number of segments to use to create the sphere
  42387. * @param diameter defines the diameter of the sphere
  42388. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42389. * @param mesh defines the hosting mesh (can be null)
  42390. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42391. */
  42392. function SphereGeometry(id, scene,
  42393. /**
  42394. * Defines the number of segments to use to create the sphere
  42395. */
  42396. segments,
  42397. /**
  42398. * Defines the diameter of the sphere
  42399. */
  42400. diameter, canBeRegenerated, mesh,
  42401. /**
  42402. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42403. */
  42404. side) {
  42405. if (mesh === void 0) { mesh = null; }
  42406. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42407. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42408. _this.segments = segments;
  42409. _this.diameter = diameter;
  42410. _this.side = side;
  42411. return _this;
  42412. }
  42413. /** @hidden */
  42414. SphereGeometry.prototype._regenerateVertexData = function () {
  42415. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42416. };
  42417. SphereGeometry.prototype.copy = function (id) {
  42418. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42419. };
  42420. SphereGeometry.prototype.serialize = function () {
  42421. var serializationObject = _super.prototype.serialize.call(this);
  42422. serializationObject.segments = this.segments;
  42423. serializationObject.diameter = this.diameter;
  42424. return serializationObject;
  42425. };
  42426. SphereGeometry.Parse = function (parsedSphere, scene) {
  42427. if (scene.getGeometryByID(parsedSphere.id)) {
  42428. return null; // null since geometry could be something else than a sphere...
  42429. }
  42430. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42431. if (BABYLON.Tags) {
  42432. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42433. }
  42434. scene.pushGeometry(sphere, true);
  42435. return sphere;
  42436. };
  42437. return SphereGeometry;
  42438. }(_PrimitiveGeometry));
  42439. BABYLON.SphereGeometry = SphereGeometry;
  42440. /**
  42441. * Creates a disc geometry
  42442. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42443. */
  42444. var DiscGeometry = /** @class */ (function (_super) {
  42445. __extends(DiscGeometry, _super);
  42446. /**
  42447. * Creates a new disc geometry
  42448. * @param id defines the unique ID of the geometry
  42449. * @param scene defines the hosting scene
  42450. * @param radius defines the radius of the disc
  42451. * @param tessellation defines the tesselation factor to apply to the disc
  42452. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42453. * @param mesh defines the hosting mesh (can be null)
  42454. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42455. */
  42456. function DiscGeometry(id, scene,
  42457. /**
  42458. * Defines the radius of the disc
  42459. */
  42460. radius,
  42461. /**
  42462. * Defines the tesselation factor to apply to the disc
  42463. */
  42464. tessellation, canBeRegenerated, mesh,
  42465. /**
  42466. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42467. */
  42468. side) {
  42469. if (mesh === void 0) { mesh = null; }
  42470. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42471. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42472. _this.radius = radius;
  42473. _this.tessellation = tessellation;
  42474. _this.side = side;
  42475. return _this;
  42476. }
  42477. /** @hidden */
  42478. DiscGeometry.prototype._regenerateVertexData = function () {
  42479. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42480. };
  42481. DiscGeometry.prototype.copy = function (id) {
  42482. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42483. };
  42484. return DiscGeometry;
  42485. }(_PrimitiveGeometry));
  42486. BABYLON.DiscGeometry = DiscGeometry;
  42487. /**
  42488. * Creates a new cylinder geometry
  42489. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42490. */
  42491. var CylinderGeometry = /** @class */ (function (_super) {
  42492. __extends(CylinderGeometry, _super);
  42493. /**
  42494. * Creates a new cylinder geometry
  42495. * @param id defines the unique ID of the geometry
  42496. * @param scene defines the hosting scene
  42497. * @param height defines the height of the cylinder
  42498. * @param diameterTop defines the diameter of the cylinder's top cap
  42499. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42500. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42501. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42502. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42503. * @param mesh defines the hosting mesh (can be null)
  42504. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42505. */
  42506. function CylinderGeometry(id, scene,
  42507. /**
  42508. * Defines the height of the cylinder
  42509. */
  42510. height,
  42511. /**
  42512. * Defines the diameter of the cylinder's top cap
  42513. */
  42514. diameterTop,
  42515. /**
  42516. * Defines the diameter of the cylinder's bottom cap
  42517. */
  42518. diameterBottom,
  42519. /**
  42520. * Defines the tessellation factor to apply to the cylinder
  42521. */
  42522. tessellation,
  42523. /**
  42524. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42525. */
  42526. subdivisions, canBeRegenerated, mesh,
  42527. /**
  42528. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42529. */
  42530. side) {
  42531. if (subdivisions === void 0) { subdivisions = 1; }
  42532. if (mesh === void 0) { mesh = null; }
  42533. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42534. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42535. _this.height = height;
  42536. _this.diameterTop = diameterTop;
  42537. _this.diameterBottom = diameterBottom;
  42538. _this.tessellation = tessellation;
  42539. _this.subdivisions = subdivisions;
  42540. _this.side = side;
  42541. return _this;
  42542. }
  42543. /** @hidden */
  42544. CylinderGeometry.prototype._regenerateVertexData = function () {
  42545. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42546. };
  42547. CylinderGeometry.prototype.copy = function (id) {
  42548. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42549. };
  42550. CylinderGeometry.prototype.serialize = function () {
  42551. var serializationObject = _super.prototype.serialize.call(this);
  42552. serializationObject.height = this.height;
  42553. serializationObject.diameterTop = this.diameterTop;
  42554. serializationObject.diameterBottom = this.diameterBottom;
  42555. serializationObject.tessellation = this.tessellation;
  42556. return serializationObject;
  42557. };
  42558. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42559. if (scene.getGeometryByID(parsedCylinder.id)) {
  42560. return null; // null since geometry could be something else than a cylinder...
  42561. }
  42562. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42563. if (BABYLON.Tags) {
  42564. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42565. }
  42566. scene.pushGeometry(cylinder, true);
  42567. return cylinder;
  42568. };
  42569. return CylinderGeometry;
  42570. }(_PrimitiveGeometry));
  42571. BABYLON.CylinderGeometry = CylinderGeometry;
  42572. /**
  42573. * Creates a new torus geometry
  42574. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42575. */
  42576. var TorusGeometry = /** @class */ (function (_super) {
  42577. __extends(TorusGeometry, _super);
  42578. /**
  42579. * Creates a new torus geometry
  42580. * @param id defines the unique ID of the geometry
  42581. * @param scene defines the hosting scene
  42582. * @param diameter defines the diameter of the torus
  42583. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42584. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42585. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42586. * @param mesh defines the hosting mesh (can be null)
  42587. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42588. */
  42589. function TorusGeometry(id, scene,
  42590. /**
  42591. * Defines the diameter of the torus
  42592. */
  42593. diameter,
  42594. /**
  42595. * Defines the thickness of the torus (ie. internal diameter)
  42596. */
  42597. thickness,
  42598. /**
  42599. * Defines the tesselation factor to apply to the torus
  42600. */
  42601. tessellation, canBeRegenerated, mesh,
  42602. /**
  42603. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42604. */
  42605. side) {
  42606. if (mesh === void 0) { mesh = null; }
  42607. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42608. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42609. _this.diameter = diameter;
  42610. _this.thickness = thickness;
  42611. _this.tessellation = tessellation;
  42612. _this.side = side;
  42613. return _this;
  42614. }
  42615. /** @hidden */
  42616. TorusGeometry.prototype._regenerateVertexData = function () {
  42617. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42618. };
  42619. TorusGeometry.prototype.copy = function (id) {
  42620. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42621. };
  42622. TorusGeometry.prototype.serialize = function () {
  42623. var serializationObject = _super.prototype.serialize.call(this);
  42624. serializationObject.diameter = this.diameter;
  42625. serializationObject.thickness = this.thickness;
  42626. serializationObject.tessellation = this.tessellation;
  42627. return serializationObject;
  42628. };
  42629. TorusGeometry.Parse = function (parsedTorus, scene) {
  42630. if (scene.getGeometryByID(parsedTorus.id)) {
  42631. return null; // null since geometry could be something else than a torus...
  42632. }
  42633. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42634. if (BABYLON.Tags) {
  42635. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42636. }
  42637. scene.pushGeometry(torus, true);
  42638. return torus;
  42639. };
  42640. return TorusGeometry;
  42641. }(_PrimitiveGeometry));
  42642. BABYLON.TorusGeometry = TorusGeometry;
  42643. /**
  42644. * Creates a new ground geometry
  42645. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42646. */
  42647. var GroundGeometry = /** @class */ (function (_super) {
  42648. __extends(GroundGeometry, _super);
  42649. /**
  42650. * Creates a new ground geometry
  42651. * @param id defines the unique ID of the geometry
  42652. * @param scene defines the hosting scene
  42653. * @param width defines the width of the ground
  42654. * @param height defines the height of the ground
  42655. * @param subdivisions defines the subdivisions to apply to the ground
  42656. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42657. * @param mesh defines the hosting mesh (can be null)
  42658. */
  42659. function GroundGeometry(id, scene,
  42660. /**
  42661. * Defines the width of the ground
  42662. */
  42663. width,
  42664. /**
  42665. * Defines the height of the ground
  42666. */
  42667. height,
  42668. /**
  42669. * Defines the subdivisions to apply to the ground
  42670. */
  42671. subdivisions, canBeRegenerated, mesh) {
  42672. if (mesh === void 0) { mesh = null; }
  42673. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42674. _this.width = width;
  42675. _this.height = height;
  42676. _this.subdivisions = subdivisions;
  42677. return _this;
  42678. }
  42679. /** @hidden */
  42680. GroundGeometry.prototype._regenerateVertexData = function () {
  42681. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42682. };
  42683. GroundGeometry.prototype.copy = function (id) {
  42684. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42685. };
  42686. GroundGeometry.prototype.serialize = function () {
  42687. var serializationObject = _super.prototype.serialize.call(this);
  42688. serializationObject.width = this.width;
  42689. serializationObject.height = this.height;
  42690. serializationObject.subdivisions = this.subdivisions;
  42691. return serializationObject;
  42692. };
  42693. GroundGeometry.Parse = function (parsedGround, scene) {
  42694. if (scene.getGeometryByID(parsedGround.id)) {
  42695. return null; // null since geometry could be something else than a ground...
  42696. }
  42697. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42698. if (BABYLON.Tags) {
  42699. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42700. }
  42701. scene.pushGeometry(ground, true);
  42702. return ground;
  42703. };
  42704. return GroundGeometry;
  42705. }(_PrimitiveGeometry));
  42706. BABYLON.GroundGeometry = GroundGeometry;
  42707. /**
  42708. * Creates a tiled ground geometry
  42709. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42710. */
  42711. var TiledGroundGeometry = /** @class */ (function (_super) {
  42712. __extends(TiledGroundGeometry, _super);
  42713. /**
  42714. * Creates a tiled ground geometry
  42715. * @param id defines the unique ID of the geometry
  42716. * @param scene defines the hosting scene
  42717. * @param xmin defines the minimum value on X axis
  42718. * @param zmin defines the minimum value on Z axis
  42719. * @param xmax defines the maximum value on X axis
  42720. * @param zmax defines the maximum value on Z axis
  42721. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42722. * @param precision defines the precision to use when computing the tiles
  42723. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42724. * @param mesh defines the hosting mesh (can be null)
  42725. */
  42726. function TiledGroundGeometry(id, scene,
  42727. /**
  42728. * Defines the minimum value on X axis
  42729. */
  42730. xmin,
  42731. /**
  42732. * Defines the minimum value on Z axis
  42733. */
  42734. zmin,
  42735. /**
  42736. * Defines the maximum value on X axis
  42737. */
  42738. xmax,
  42739. /**
  42740. * Defines the maximum value on Z axis
  42741. */
  42742. zmax,
  42743. /**
  42744. * Defines the subdivisions to apply to the ground
  42745. */
  42746. subdivisions,
  42747. /**
  42748. * Defines the precision to use when computing the tiles
  42749. */
  42750. precision, canBeRegenerated, mesh) {
  42751. if (mesh === void 0) { mesh = null; }
  42752. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42753. _this.xmin = xmin;
  42754. _this.zmin = zmin;
  42755. _this.xmax = xmax;
  42756. _this.zmax = zmax;
  42757. _this.subdivisions = subdivisions;
  42758. _this.precision = precision;
  42759. return _this;
  42760. }
  42761. /** @hidden */
  42762. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42763. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42764. };
  42765. TiledGroundGeometry.prototype.copy = function (id) {
  42766. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42767. };
  42768. return TiledGroundGeometry;
  42769. }(_PrimitiveGeometry));
  42770. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42771. /**
  42772. * Creates a plane geometry
  42773. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42774. */
  42775. var PlaneGeometry = /** @class */ (function (_super) {
  42776. __extends(PlaneGeometry, _super);
  42777. /**
  42778. * Creates a plane geometry
  42779. * @param id defines the unique ID of the geometry
  42780. * @param scene defines the hosting scene
  42781. * @param size defines the size of the plane (width === height)
  42782. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42783. * @param mesh defines the hosting mesh (can be null)
  42784. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42785. */
  42786. function PlaneGeometry(id, scene,
  42787. /**
  42788. * Defines the size of the plane (width === height)
  42789. */
  42790. size, canBeRegenerated, mesh,
  42791. /**
  42792. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42793. */
  42794. side) {
  42795. if (mesh === void 0) { mesh = null; }
  42796. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42797. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42798. _this.size = size;
  42799. _this.side = side;
  42800. return _this;
  42801. }
  42802. /** @hidden */
  42803. PlaneGeometry.prototype._regenerateVertexData = function () {
  42804. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42805. };
  42806. PlaneGeometry.prototype.copy = function (id) {
  42807. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42808. };
  42809. PlaneGeometry.prototype.serialize = function () {
  42810. var serializationObject = _super.prototype.serialize.call(this);
  42811. serializationObject.size = this.size;
  42812. return serializationObject;
  42813. };
  42814. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42815. if (scene.getGeometryByID(parsedPlane.id)) {
  42816. return null; // null since geometry could be something else than a ground...
  42817. }
  42818. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42819. if (BABYLON.Tags) {
  42820. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42821. }
  42822. scene.pushGeometry(plane, true);
  42823. return plane;
  42824. };
  42825. return PlaneGeometry;
  42826. }(_PrimitiveGeometry));
  42827. BABYLON.PlaneGeometry = PlaneGeometry;
  42828. /**
  42829. * Creates a torus knot geometry
  42830. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42831. */
  42832. var TorusKnotGeometry = /** @class */ (function (_super) {
  42833. __extends(TorusKnotGeometry, _super);
  42834. /**
  42835. * Creates a torus knot geometry
  42836. * @param id defines the unique ID of the geometry
  42837. * @param scene defines the hosting scene
  42838. * @param radius defines the radius of the torus knot
  42839. * @param tube defines the thickness of the torus knot tube
  42840. * @param radialSegments defines the number of radial segments
  42841. * @param tubularSegments defines the number of tubular segments
  42842. * @param p defines the first number of windings
  42843. * @param q defines the second number of windings
  42844. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42845. * @param mesh defines the hosting mesh (can be null)
  42846. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42847. */
  42848. function TorusKnotGeometry(id, scene,
  42849. /**
  42850. * Defines the radius of the torus knot
  42851. */
  42852. radius,
  42853. /**
  42854. * Defines the thickness of the torus knot tube
  42855. */
  42856. tube,
  42857. /**
  42858. * Defines the number of radial segments
  42859. */
  42860. radialSegments,
  42861. /**
  42862. * Defines the number of tubular segments
  42863. */
  42864. tubularSegments,
  42865. /**
  42866. * Defines the first number of windings
  42867. */
  42868. p,
  42869. /**
  42870. * Defines the second number of windings
  42871. */
  42872. q, canBeRegenerated, mesh,
  42873. /**
  42874. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42875. */
  42876. side) {
  42877. if (mesh === void 0) { mesh = null; }
  42878. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42879. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42880. _this.radius = radius;
  42881. _this.tube = tube;
  42882. _this.radialSegments = radialSegments;
  42883. _this.tubularSegments = tubularSegments;
  42884. _this.p = p;
  42885. _this.q = q;
  42886. _this.side = side;
  42887. return _this;
  42888. }
  42889. /** @hidden */
  42890. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42891. 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 });
  42892. };
  42893. TorusKnotGeometry.prototype.copy = function (id) {
  42894. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42895. };
  42896. TorusKnotGeometry.prototype.serialize = function () {
  42897. var serializationObject = _super.prototype.serialize.call(this);
  42898. serializationObject.radius = this.radius;
  42899. serializationObject.tube = this.tube;
  42900. serializationObject.radialSegments = this.radialSegments;
  42901. serializationObject.tubularSegments = this.tubularSegments;
  42902. serializationObject.p = this.p;
  42903. serializationObject.q = this.q;
  42904. return serializationObject;
  42905. };
  42906. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42907. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42908. return null; // null since geometry could be something else than a ground...
  42909. }
  42910. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42911. if (BABYLON.Tags) {
  42912. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42913. }
  42914. scene.pushGeometry(torusKnot, true);
  42915. return torusKnot;
  42916. };
  42917. return TorusKnotGeometry;
  42918. }(_PrimitiveGeometry));
  42919. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42920. //}
  42921. })(BABYLON || (BABYLON = {}));
  42922. //# sourceMappingURL=babylon.geometry.js.map
  42923. var BABYLON;
  42924. (function (BABYLON) {
  42925. /**
  42926. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42927. */
  42928. var PerformanceMonitor = /** @class */ (function () {
  42929. /**
  42930. * constructor
  42931. * @param frameSampleSize The number of samples required to saturate the sliding window
  42932. */
  42933. function PerformanceMonitor(frameSampleSize) {
  42934. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42935. this._enabled = true;
  42936. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42937. }
  42938. /**
  42939. * Samples current frame
  42940. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42941. */
  42942. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42943. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42944. if (!this._enabled) {
  42945. return;
  42946. }
  42947. if (this._lastFrameTimeMs != null) {
  42948. var dt = timeMs - this._lastFrameTimeMs;
  42949. this._rollingFrameTime.add(dt);
  42950. }
  42951. this._lastFrameTimeMs = timeMs;
  42952. };
  42953. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42954. /**
  42955. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42956. */
  42957. get: function () {
  42958. return this._rollingFrameTime.average;
  42959. },
  42960. enumerable: true,
  42961. configurable: true
  42962. });
  42963. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42964. /**
  42965. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42966. */
  42967. get: function () {
  42968. return this._rollingFrameTime.variance;
  42969. },
  42970. enumerable: true,
  42971. configurable: true
  42972. });
  42973. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42974. /**
  42975. * Returns the frame time of the most recent frame
  42976. */
  42977. get: function () {
  42978. return this._rollingFrameTime.history(0);
  42979. },
  42980. enumerable: true,
  42981. configurable: true
  42982. });
  42983. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42984. /**
  42985. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42986. */
  42987. get: function () {
  42988. return 1000.0 / this._rollingFrameTime.average;
  42989. },
  42990. enumerable: true,
  42991. configurable: true
  42992. });
  42993. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42994. /**
  42995. * Returns the average framerate in frames per second using the most recent frame time
  42996. */
  42997. get: function () {
  42998. var history = this._rollingFrameTime.history(0);
  42999. if (history === 0) {
  43000. return 0;
  43001. }
  43002. return 1000.0 / history;
  43003. },
  43004. enumerable: true,
  43005. configurable: true
  43006. });
  43007. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43008. /**
  43009. * Returns true if enough samples have been taken to completely fill the sliding window
  43010. */
  43011. get: function () {
  43012. return this._rollingFrameTime.isSaturated();
  43013. },
  43014. enumerable: true,
  43015. configurable: true
  43016. });
  43017. /**
  43018. * Enables contributions to the sliding window sample set
  43019. */
  43020. PerformanceMonitor.prototype.enable = function () {
  43021. this._enabled = true;
  43022. };
  43023. /**
  43024. * Disables contributions to the sliding window sample set
  43025. * Samples will not be interpolated over the disabled period
  43026. */
  43027. PerformanceMonitor.prototype.disable = function () {
  43028. this._enabled = false;
  43029. //clear last sample to avoid interpolating over the disabled period when next enabled
  43030. this._lastFrameTimeMs = null;
  43031. };
  43032. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43033. /**
  43034. * Returns true if sampling is enabled
  43035. */
  43036. get: function () {
  43037. return this._enabled;
  43038. },
  43039. enumerable: true,
  43040. configurable: true
  43041. });
  43042. /**
  43043. * Resets performance monitor
  43044. */
  43045. PerformanceMonitor.prototype.reset = function () {
  43046. //clear last sample to avoid interpolating over the disabled period when next enabled
  43047. this._lastFrameTimeMs = null;
  43048. //wipe record
  43049. this._rollingFrameTime.reset();
  43050. };
  43051. return PerformanceMonitor;
  43052. }());
  43053. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43054. /**
  43055. * RollingAverage
  43056. *
  43057. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43058. */
  43059. var RollingAverage = /** @class */ (function () {
  43060. /**
  43061. * constructor
  43062. * @param length The number of samples required to saturate the sliding window
  43063. */
  43064. function RollingAverage(length) {
  43065. this._samples = new Array(length);
  43066. this.reset();
  43067. }
  43068. /**
  43069. * Adds a sample to the sample set
  43070. * @param v The sample value
  43071. */
  43072. RollingAverage.prototype.add = function (v) {
  43073. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43074. var delta;
  43075. //we need to check if we've already wrapped round
  43076. if (this.isSaturated()) {
  43077. //remove bottom of stack from mean
  43078. var bottomValue = this._samples[this._pos];
  43079. delta = bottomValue - this.average;
  43080. this.average -= delta / (this._sampleCount - 1);
  43081. this._m2 -= delta * (bottomValue - this.average);
  43082. }
  43083. else {
  43084. this._sampleCount++;
  43085. }
  43086. //add new value to mean
  43087. delta = v - this.average;
  43088. this.average += delta / (this._sampleCount);
  43089. this._m2 += delta * (v - this.average);
  43090. //set the new variance
  43091. this.variance = this._m2 / (this._sampleCount - 1);
  43092. this._samples[this._pos] = v;
  43093. this._pos++;
  43094. this._pos %= this._samples.length; //positive wrap around
  43095. };
  43096. /**
  43097. * Returns previously added values or null if outside of history or outside the sliding window domain
  43098. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43099. * @return Value previously recorded with add() or null if outside of range
  43100. */
  43101. RollingAverage.prototype.history = function (i) {
  43102. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43103. return 0;
  43104. }
  43105. var i0 = this._wrapPosition(this._pos - 1.0);
  43106. return this._samples[this._wrapPosition(i0 - i)];
  43107. };
  43108. /**
  43109. * Returns true if enough samples have been taken to completely fill the sliding window
  43110. * @return true if sample-set saturated
  43111. */
  43112. RollingAverage.prototype.isSaturated = function () {
  43113. return this._sampleCount >= this._samples.length;
  43114. };
  43115. /**
  43116. * Resets the rolling average (equivalent to 0 samples taken so far)
  43117. */
  43118. RollingAverage.prototype.reset = function () {
  43119. this.average = 0;
  43120. this.variance = 0;
  43121. this._sampleCount = 0;
  43122. this._pos = 0;
  43123. this._m2 = 0;
  43124. };
  43125. /**
  43126. * Wraps a value around the sample range boundaries
  43127. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43128. * @return Wrapped position in sample range
  43129. */
  43130. RollingAverage.prototype._wrapPosition = function (i) {
  43131. var max = this._samples.length;
  43132. return ((i % max) + max) % max;
  43133. };
  43134. return RollingAverage;
  43135. }());
  43136. BABYLON.RollingAverage = RollingAverage;
  43137. })(BABYLON || (BABYLON = {}));
  43138. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43139. var BABYLON;
  43140. (function (BABYLON) {
  43141. /**
  43142. * "Static Class" containing the most commonly used helper while dealing with material for
  43143. * rendering purpose.
  43144. *
  43145. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43146. *
  43147. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43148. */
  43149. var MaterialHelper = /** @class */ (function () {
  43150. function MaterialHelper() {
  43151. }
  43152. /**
  43153. * Bind the current view position to an effect.
  43154. * @param effect The effect to be bound
  43155. * @param scene The scene the eyes position is used from
  43156. */
  43157. MaterialHelper.BindEyePosition = function (effect, scene) {
  43158. if (scene._forcedViewPosition) {
  43159. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43160. return;
  43161. }
  43162. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43163. };
  43164. /**
  43165. * Helps preparing the defines values about the UVs in used in the effect.
  43166. * UVs are shared as much as we can accross channels in the shaders.
  43167. * @param texture The texture we are preparing the UVs for
  43168. * @param defines The defines to update
  43169. * @param key The channel key "diffuse", "specular"... used in the shader
  43170. */
  43171. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43172. defines._needUVs = true;
  43173. defines[key] = true;
  43174. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43175. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43176. if (texture.coordinatesIndex === 0) {
  43177. defines["MAINUV1"] = true;
  43178. }
  43179. else {
  43180. defines["MAINUV2"] = true;
  43181. }
  43182. }
  43183. else {
  43184. defines[key + "DIRECTUV"] = 0;
  43185. }
  43186. };
  43187. /**
  43188. * Binds a texture matrix value to its corrsponding uniform
  43189. * @param texture The texture to bind the matrix for
  43190. * @param uniformBuffer The uniform buffer receivin the data
  43191. * @param key The channel key "diffuse", "specular"... used in the shader
  43192. */
  43193. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43194. var matrix = texture.getTextureMatrix();
  43195. if (!matrix.isIdentityAs3x2()) {
  43196. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43197. }
  43198. };
  43199. /**
  43200. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43201. * @param mesh defines the current mesh
  43202. * @param scene defines the current scene
  43203. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43204. * @param pointsCloud defines if point cloud rendering has to be turned on
  43205. * @param fogEnabled defines if fog has to be turned on
  43206. * @param alphaTest defines if alpha testing has to be turned on
  43207. * @param defines defines the current list of defines
  43208. */
  43209. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43210. if (defines._areMiscDirty) {
  43211. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43212. defines["POINTSIZE"] = pointsCloud;
  43213. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43214. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43215. defines["ALPHATEST"] = alphaTest;
  43216. }
  43217. };
  43218. /**
  43219. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43220. * @param scene defines the current scene
  43221. * @param engine defines the current engine
  43222. * @param defines specifies the list of active defines
  43223. * @param useInstances defines if instances have to be turned on
  43224. * @param useClipPlane defines if clip plane have to be turned on
  43225. */
  43226. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43227. if (useClipPlane === void 0) { useClipPlane = null; }
  43228. var changed = false;
  43229. var useClipPlane1 = false;
  43230. var useClipPlane2 = false;
  43231. var useClipPlane3 = false;
  43232. var useClipPlane4 = false;
  43233. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43234. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43235. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43236. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43237. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43238. defines["CLIPPLANE"] = useClipPlane1;
  43239. changed = true;
  43240. }
  43241. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43242. defines["CLIPPLANE2"] = useClipPlane2;
  43243. changed = true;
  43244. }
  43245. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43246. defines["CLIPPLANE3"] = useClipPlane3;
  43247. changed = true;
  43248. }
  43249. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43250. defines["CLIPPLANE4"] = useClipPlane4;
  43251. changed = true;
  43252. }
  43253. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43254. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43255. changed = true;
  43256. }
  43257. if (defines["INSTANCES"] !== useInstances) {
  43258. defines["INSTANCES"] = useInstances;
  43259. changed = true;
  43260. }
  43261. if (changed) {
  43262. defines.markAsUnprocessed();
  43263. }
  43264. };
  43265. /**
  43266. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43267. * @param mesh The mesh containing the geometry data we will draw
  43268. * @param defines The defines to update
  43269. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43270. * @param useBones Precise whether bones should be used or not (override mesh info)
  43271. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43272. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43273. * @returns false if defines are considered not dirty and have not been checked
  43274. */
  43275. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43276. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43277. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43278. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43279. return false;
  43280. }
  43281. defines._normals = defines._needNormals;
  43282. defines._uvs = defines._needUVs;
  43283. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43284. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43285. defines["TANGENT"] = true;
  43286. }
  43287. if (defines._needUVs) {
  43288. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43289. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43290. }
  43291. else {
  43292. defines["UV1"] = false;
  43293. defines["UV2"] = false;
  43294. }
  43295. if (useVertexColor) {
  43296. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43297. defines["VERTEXCOLOR"] = hasVertexColors;
  43298. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43299. }
  43300. if (useBones) {
  43301. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43302. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43303. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43304. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43305. defines["BONETEXTURE"] = true;
  43306. }
  43307. else {
  43308. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43309. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43310. }
  43311. }
  43312. else {
  43313. defines["NUM_BONE_INFLUENCERS"] = 0;
  43314. defines["BonesPerMesh"] = 0;
  43315. }
  43316. }
  43317. if (useMorphTargets) {
  43318. var manager = mesh.morphTargetManager;
  43319. if (manager) {
  43320. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43321. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43322. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43323. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43324. }
  43325. else {
  43326. defines["MORPHTARGETS_TANGENT"] = false;
  43327. defines["MORPHTARGETS_NORMAL"] = false;
  43328. defines["MORPHTARGETS"] = false;
  43329. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43330. }
  43331. }
  43332. return true;
  43333. };
  43334. /**
  43335. * Prepares the defines related to the light information passed in parameter
  43336. * @param scene The scene we are intending to draw
  43337. * @param mesh The mesh the effect is compiling for
  43338. * @param defines The defines to update
  43339. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43340. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43341. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43342. * @returns true if normals will be required for the rest of the effect
  43343. */
  43344. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43345. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43346. if (disableLighting === void 0) { disableLighting = false; }
  43347. if (!defines._areLightsDirty) {
  43348. return defines._needNormals;
  43349. }
  43350. var lightIndex = 0;
  43351. var needNormals = false;
  43352. var needRebuild = false;
  43353. var lightmapMode = false;
  43354. var shadowEnabled = false;
  43355. var specularEnabled = false;
  43356. if (scene.lightsEnabled && !disableLighting) {
  43357. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43358. var light = _a[_i];
  43359. needNormals = true;
  43360. if (defines["LIGHT" + lightIndex] === undefined) {
  43361. needRebuild = true;
  43362. }
  43363. defines["LIGHT" + lightIndex] = true;
  43364. defines["SPOTLIGHT" + lightIndex] = false;
  43365. defines["HEMILIGHT" + lightIndex] = false;
  43366. defines["POINTLIGHT" + lightIndex] = false;
  43367. defines["DIRLIGHT" + lightIndex] = false;
  43368. light.prepareLightSpecificDefines(defines, lightIndex);
  43369. // FallOff.
  43370. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43371. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43372. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43373. switch (light.falloffType) {
  43374. case BABYLON.Light.FALLOFF_GLTF:
  43375. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43376. break;
  43377. case BABYLON.Light.FALLOFF_PHYSICAL:
  43378. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43379. break;
  43380. case BABYLON.Light.FALLOFF_STANDARD:
  43381. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43382. break;
  43383. }
  43384. // Specular
  43385. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43386. specularEnabled = true;
  43387. }
  43388. // Shadows
  43389. defines["SHADOW" + lightIndex] = false;
  43390. defines["SHADOWPCF" + lightIndex] = false;
  43391. defines["SHADOWPCSS" + lightIndex] = false;
  43392. defines["SHADOWPOISSON" + lightIndex] = false;
  43393. defines["SHADOWESM" + lightIndex] = false;
  43394. defines["SHADOWCUBE" + lightIndex] = false;
  43395. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43396. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43397. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43398. var shadowGenerator = light.getShadowGenerator();
  43399. if (shadowGenerator) {
  43400. var shadowMap = shadowGenerator.getShadowMap();
  43401. if (shadowMap) {
  43402. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43403. shadowEnabled = true;
  43404. shadowGenerator.prepareDefines(defines, lightIndex);
  43405. }
  43406. }
  43407. }
  43408. }
  43409. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43410. lightmapMode = true;
  43411. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43412. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43413. }
  43414. else {
  43415. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43416. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43417. }
  43418. lightIndex++;
  43419. if (lightIndex === maxSimultaneousLights) {
  43420. break;
  43421. }
  43422. }
  43423. }
  43424. defines["SPECULARTERM"] = specularEnabled;
  43425. defines["SHADOWS"] = shadowEnabled;
  43426. // Resetting all other lights if any
  43427. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43428. if (defines["LIGHT" + index] !== undefined) {
  43429. defines["LIGHT" + index] = false;
  43430. defines["HEMILIGHT" + lightIndex] = false;
  43431. defines["POINTLIGHT" + lightIndex] = false;
  43432. defines["DIRLIGHT" + lightIndex] = false;
  43433. defines["SPOTLIGHT" + lightIndex] = false;
  43434. defines["SHADOW" + lightIndex] = false;
  43435. }
  43436. }
  43437. var caps = scene.getEngine().getCaps();
  43438. if (defines["SHADOWFLOAT"] === undefined) {
  43439. needRebuild = true;
  43440. }
  43441. defines["SHADOWFLOAT"] = shadowEnabled &&
  43442. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43443. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43444. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43445. if (needRebuild) {
  43446. defines.rebuild();
  43447. }
  43448. return needNormals;
  43449. };
  43450. /**
  43451. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43452. * that won t be acctive due to defines being turned off.
  43453. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43454. * @param samplersList The samplers list
  43455. * @param defines The defines helping in the list generation
  43456. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43457. */
  43458. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43459. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43460. var uniformsList;
  43461. var uniformBuffersList = null;
  43462. if (uniformsListOrOptions.uniformsNames) {
  43463. var options = uniformsListOrOptions;
  43464. uniformsList = options.uniformsNames;
  43465. uniformBuffersList = options.uniformBuffersNames;
  43466. samplersList = options.samplers;
  43467. defines = options.defines;
  43468. maxSimultaneousLights = options.maxSimultaneousLights;
  43469. }
  43470. else {
  43471. uniformsList = uniformsListOrOptions;
  43472. if (!samplersList) {
  43473. samplersList = [];
  43474. }
  43475. }
  43476. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43477. if (!defines["LIGHT" + lightIndex]) {
  43478. break;
  43479. }
  43480. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43481. if (uniformBuffersList) {
  43482. uniformBuffersList.push("Light" + lightIndex);
  43483. }
  43484. samplersList.push("shadowSampler" + lightIndex);
  43485. samplersList.push("depthSampler" + lightIndex);
  43486. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43487. samplersList.push("projectionLightSampler" + lightIndex);
  43488. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43489. }
  43490. }
  43491. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43492. uniformsList.push("morphTargetInfluences");
  43493. }
  43494. };
  43495. /**
  43496. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43497. * @param defines The defines to update while falling back
  43498. * @param fallbacks The authorized effect fallbacks
  43499. * @param maxSimultaneousLights The maximum number of lights allowed
  43500. * @param rank the current rank of the Effect
  43501. * @returns The newly affected rank
  43502. */
  43503. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43504. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43505. if (rank === void 0) { rank = 0; }
  43506. var lightFallbackRank = 0;
  43507. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43508. if (!defines["LIGHT" + lightIndex]) {
  43509. break;
  43510. }
  43511. if (lightIndex > 0) {
  43512. lightFallbackRank = rank + lightIndex;
  43513. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43514. }
  43515. if (!defines["SHADOWS"]) {
  43516. if (defines["SHADOW" + lightIndex]) {
  43517. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43518. }
  43519. if (defines["SHADOWPCF" + lightIndex]) {
  43520. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43521. }
  43522. if (defines["SHADOWPCSS" + lightIndex]) {
  43523. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43524. }
  43525. if (defines["SHADOWPOISSON" + lightIndex]) {
  43526. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43527. }
  43528. if (defines["SHADOWESM" + lightIndex]) {
  43529. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43530. }
  43531. }
  43532. }
  43533. return lightFallbackRank++;
  43534. };
  43535. /**
  43536. * Prepares the list of attributes required for morph targets according to the effect defines.
  43537. * @param attribs The current list of supported attribs
  43538. * @param mesh The mesh to prepare the morph targets attributes for
  43539. * @param defines The current Defines of the effect
  43540. */
  43541. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43542. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43543. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43544. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43545. var manager = mesh.morphTargetManager;
  43546. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43547. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43548. for (var index = 0; index < influencers; index++) {
  43549. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43550. if (normal) {
  43551. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43552. }
  43553. if (tangent) {
  43554. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43555. }
  43556. if (attribs.length > maxAttributesCount) {
  43557. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43558. }
  43559. }
  43560. }
  43561. };
  43562. /**
  43563. * Prepares the list of attributes required for bones according to the effect defines.
  43564. * @param attribs The current list of supported attribs
  43565. * @param mesh The mesh to prepare the bones attributes for
  43566. * @param defines The current Defines of the effect
  43567. * @param fallbacks The current efffect fallback strategy
  43568. */
  43569. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43570. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43571. fallbacks.addCPUSkinningFallback(0, mesh);
  43572. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43573. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43574. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43575. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43576. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43577. }
  43578. }
  43579. };
  43580. /**
  43581. * Prepares the list of attributes required for instances according to the effect defines.
  43582. * @param attribs The current list of supported attribs
  43583. * @param defines The current Defines of the effect
  43584. */
  43585. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43586. if (defines["INSTANCES"]) {
  43587. attribs.push("world0");
  43588. attribs.push("world1");
  43589. attribs.push("world2");
  43590. attribs.push("world3");
  43591. }
  43592. };
  43593. /**
  43594. * Binds the light shadow information to the effect for the given mesh.
  43595. * @param light The light containing the generator
  43596. * @param scene The scene the lights belongs to
  43597. * @param mesh The mesh we are binding the information to render
  43598. * @param lightIndex The light index in the effect used to render the mesh
  43599. * @param effect The effect we are binding the data to
  43600. */
  43601. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43602. if (light.shadowEnabled && mesh.receiveShadows) {
  43603. var shadowGenerator = light.getShadowGenerator();
  43604. if (shadowGenerator) {
  43605. shadowGenerator.bindShadowLight(lightIndex, effect);
  43606. }
  43607. }
  43608. };
  43609. /**
  43610. * Binds the light information to the effect.
  43611. * @param light The light containing the generator
  43612. * @param effect The effect we are binding the data to
  43613. * @param lightIndex The light index in the effect used to render
  43614. */
  43615. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43616. light.transferToEffect(effect, lightIndex + "");
  43617. };
  43618. /**
  43619. * Binds the lights information from the scene to the effect for the given mesh.
  43620. * @param scene The scene the lights belongs to
  43621. * @param mesh The mesh we are binding the information to render
  43622. * @param effect The effect we are binding the data to
  43623. * @param defines The generated defines for the effect
  43624. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43625. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43626. */
  43627. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43628. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43629. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43630. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43631. for (var i = 0; i < len; i++) {
  43632. var light = mesh._lightSources[i];
  43633. var iAsString = i.toString();
  43634. var scaledIntensity = light.getScaledIntensity();
  43635. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43636. MaterialHelper.BindLightProperties(light, effect, i);
  43637. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43638. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43639. if (defines["SPECULARTERM"]) {
  43640. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43641. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43642. }
  43643. // Shadows
  43644. if (scene.shadowsEnabled) {
  43645. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43646. }
  43647. light._uniformBuffer.update();
  43648. }
  43649. };
  43650. /**
  43651. * Binds the fog information from the scene to the effect for the given mesh.
  43652. * @param scene The scene the lights belongs to
  43653. * @param mesh The mesh we are binding the information to render
  43654. * @param effect The effect we are binding the data to
  43655. * @param linearSpace Defines if the fog effect is applied in linear space
  43656. */
  43657. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43658. if (linearSpace === void 0) { linearSpace = false; }
  43659. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43660. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43661. // Convert fog color to linear space if used in a linear space computed shader.
  43662. if (linearSpace) {
  43663. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43664. effect.setColor3("vFogColor", this._tempFogColor);
  43665. }
  43666. else {
  43667. effect.setColor3("vFogColor", scene.fogColor);
  43668. }
  43669. }
  43670. };
  43671. /**
  43672. * Binds the bones information from the mesh to the effect.
  43673. * @param mesh The mesh we are binding the information to render
  43674. * @param effect The effect we are binding the data to
  43675. */
  43676. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43677. if (!effect || !mesh) {
  43678. return;
  43679. }
  43680. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43681. mesh.computeBonesUsingShaders = false;
  43682. }
  43683. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43684. var skeleton = mesh.skeleton;
  43685. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43686. var boneTexture = skeleton.getTransformMatrixTexture();
  43687. effect.setTexture("boneSampler", boneTexture);
  43688. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43689. }
  43690. else {
  43691. var matrices = skeleton.getTransformMatrices(mesh);
  43692. if (matrices) {
  43693. effect.setMatrices("mBones", matrices);
  43694. }
  43695. }
  43696. }
  43697. };
  43698. /**
  43699. * Binds the morph targets information from the mesh to the effect.
  43700. * @param abstractMesh The mesh we are binding the information to render
  43701. * @param effect The effect we are binding the data to
  43702. */
  43703. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43704. var manager = abstractMesh.morphTargetManager;
  43705. if (!abstractMesh || !manager) {
  43706. return;
  43707. }
  43708. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43709. };
  43710. /**
  43711. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43712. * @param defines The generated defines used in the effect
  43713. * @param effect The effect we are binding the data to
  43714. * @param scene The scene we are willing to render with logarithmic scale for
  43715. */
  43716. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43717. if (defines["LOGARITHMICDEPTH"]) {
  43718. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43719. }
  43720. };
  43721. /**
  43722. * Binds the clip plane information from the scene to the effect.
  43723. * @param scene The scene the clip plane information are extracted from
  43724. * @param effect The effect we are binding the data to
  43725. */
  43726. MaterialHelper.BindClipPlane = function (effect, scene) {
  43727. if (scene.clipPlane) {
  43728. var clipPlane = scene.clipPlane;
  43729. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43730. }
  43731. if (scene.clipPlane2) {
  43732. var clipPlane = scene.clipPlane2;
  43733. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43734. }
  43735. if (scene.clipPlane3) {
  43736. var clipPlane = scene.clipPlane3;
  43737. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43738. }
  43739. if (scene.clipPlane4) {
  43740. var clipPlane = scene.clipPlane4;
  43741. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43742. }
  43743. };
  43744. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43745. return MaterialHelper;
  43746. }());
  43747. BABYLON.MaterialHelper = MaterialHelper;
  43748. })(BABYLON || (BABYLON = {}));
  43749. //# sourceMappingURL=babylon.materialHelper.js.map
  43750. var BABYLON;
  43751. (function (BABYLON) {
  43752. /**
  43753. * Base class of materials working in push mode in babylon JS
  43754. * @hidden
  43755. */
  43756. var PushMaterial = /** @class */ (function (_super) {
  43757. __extends(PushMaterial, _super);
  43758. function PushMaterial(name, scene) {
  43759. var _this = _super.call(this, name, scene) || this;
  43760. _this._normalMatrix = new BABYLON.Matrix();
  43761. /**
  43762. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43763. * This means that the material can keep using a previous shader while a new one is being compiled.
  43764. * This is mostly used when shader parallel compilation is supported (true by default)
  43765. */
  43766. _this.allowShaderHotSwapping = true;
  43767. _this._storeEffectOnSubMeshes = true;
  43768. return _this;
  43769. }
  43770. PushMaterial.prototype.getEffect = function () {
  43771. return this._activeEffect;
  43772. };
  43773. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43774. if (!mesh) {
  43775. return false;
  43776. }
  43777. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43778. return true;
  43779. }
  43780. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43781. };
  43782. /**
  43783. * Binds the given world matrix to the active effect
  43784. *
  43785. * @param world the matrix to bind
  43786. */
  43787. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43788. this._activeEffect.setMatrix("world", world);
  43789. };
  43790. /**
  43791. * Binds the given normal matrix to the active effect
  43792. *
  43793. * @param normalMatrix the matrix to bind
  43794. */
  43795. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43796. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43797. };
  43798. PushMaterial.prototype.bind = function (world, mesh) {
  43799. if (!mesh) {
  43800. return;
  43801. }
  43802. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43803. };
  43804. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43805. if (effect === void 0) { effect = null; }
  43806. _super.prototype._afterBind.call(this, mesh);
  43807. this.getScene()._cachedEffect = effect;
  43808. };
  43809. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43810. if (visibility === void 0) { visibility = 1; }
  43811. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43812. };
  43813. return PushMaterial;
  43814. }(BABYLON.Material));
  43815. BABYLON.PushMaterial = PushMaterial;
  43816. })(BABYLON || (BABYLON = {}));
  43817. //# sourceMappingURL=babylon.pushMaterial.js.map
  43818. var BABYLON;
  43819. (function (BABYLON) {
  43820. /** @hidden */
  43821. var StandardMaterialDefines = /** @class */ (function (_super) {
  43822. __extends(StandardMaterialDefines, _super);
  43823. function StandardMaterialDefines() {
  43824. var _this = _super.call(this) || this;
  43825. _this.MAINUV1 = false;
  43826. _this.MAINUV2 = false;
  43827. _this.DIFFUSE = false;
  43828. _this.DIFFUSEDIRECTUV = 0;
  43829. _this.AMBIENT = false;
  43830. _this.AMBIENTDIRECTUV = 0;
  43831. _this.OPACITY = false;
  43832. _this.OPACITYDIRECTUV = 0;
  43833. _this.OPACITYRGB = false;
  43834. _this.REFLECTION = false;
  43835. _this.EMISSIVE = false;
  43836. _this.EMISSIVEDIRECTUV = 0;
  43837. _this.SPECULAR = false;
  43838. _this.SPECULARDIRECTUV = 0;
  43839. _this.BUMP = false;
  43840. _this.BUMPDIRECTUV = 0;
  43841. _this.PARALLAX = false;
  43842. _this.PARALLAXOCCLUSION = false;
  43843. _this.SPECULAROVERALPHA = false;
  43844. _this.CLIPPLANE = false;
  43845. _this.CLIPPLANE2 = false;
  43846. _this.CLIPPLANE3 = false;
  43847. _this.CLIPPLANE4 = false;
  43848. _this.ALPHATEST = false;
  43849. _this.DEPTHPREPASS = false;
  43850. _this.ALPHAFROMDIFFUSE = false;
  43851. _this.POINTSIZE = false;
  43852. _this.FOG = false;
  43853. _this.SPECULARTERM = false;
  43854. _this.DIFFUSEFRESNEL = false;
  43855. _this.OPACITYFRESNEL = false;
  43856. _this.REFLECTIONFRESNEL = false;
  43857. _this.REFRACTIONFRESNEL = false;
  43858. _this.EMISSIVEFRESNEL = false;
  43859. _this.FRESNEL = false;
  43860. _this.NORMAL = false;
  43861. _this.UV1 = false;
  43862. _this.UV2 = false;
  43863. _this.VERTEXCOLOR = false;
  43864. _this.VERTEXALPHA = false;
  43865. _this.NUM_BONE_INFLUENCERS = 0;
  43866. _this.BonesPerMesh = 0;
  43867. _this.BONETEXTURE = false;
  43868. _this.INSTANCES = false;
  43869. _this.GLOSSINESS = false;
  43870. _this.ROUGHNESS = false;
  43871. _this.EMISSIVEASILLUMINATION = false;
  43872. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43873. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43874. _this.LIGHTMAP = false;
  43875. _this.LIGHTMAPDIRECTUV = 0;
  43876. _this.OBJECTSPACE_NORMALMAP = false;
  43877. _this.USELIGHTMAPASSHADOWMAP = false;
  43878. _this.REFLECTIONMAP_3D = false;
  43879. _this.REFLECTIONMAP_SPHERICAL = false;
  43880. _this.REFLECTIONMAP_PLANAR = false;
  43881. _this.REFLECTIONMAP_CUBIC = false;
  43882. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43883. _this.REFLECTIONMAP_PROJECTION = false;
  43884. _this.REFLECTIONMAP_SKYBOX = false;
  43885. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43886. _this.REFLECTIONMAP_EXPLICIT = false;
  43887. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43888. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43889. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43890. _this.INVERTCUBICMAP = false;
  43891. _this.LOGARITHMICDEPTH = false;
  43892. _this.REFRACTION = false;
  43893. _this.REFRACTIONMAP_3D = false;
  43894. _this.REFLECTIONOVERALPHA = false;
  43895. _this.TWOSIDEDLIGHTING = false;
  43896. _this.SHADOWFLOAT = false;
  43897. _this.MORPHTARGETS = false;
  43898. _this.MORPHTARGETS_NORMAL = false;
  43899. _this.MORPHTARGETS_TANGENT = false;
  43900. _this.NUM_MORPH_INFLUENCERS = 0;
  43901. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43902. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43903. _this.IMAGEPROCESSING = false;
  43904. _this.VIGNETTE = false;
  43905. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43906. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43907. _this.TONEMAPPING = false;
  43908. _this.TONEMAPPING_ACES = false;
  43909. _this.CONTRAST = false;
  43910. _this.COLORCURVES = false;
  43911. _this.COLORGRADING = false;
  43912. _this.COLORGRADING3D = false;
  43913. _this.SAMPLER3DGREENDEPTH = false;
  43914. _this.SAMPLER3DBGRMAP = false;
  43915. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43916. /**
  43917. * If the reflection texture on this material is in linear color space
  43918. * @hidden
  43919. */
  43920. _this.IS_REFLECTION_LINEAR = false;
  43921. /**
  43922. * If the refraction texture on this material is in linear color space
  43923. * @hidden
  43924. */
  43925. _this.IS_REFRACTION_LINEAR = false;
  43926. _this.EXPOSURE = false;
  43927. _this.rebuild();
  43928. return _this;
  43929. }
  43930. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43931. var modes = [
  43932. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43933. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43934. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43935. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43936. ];
  43937. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43938. var mode = modes_1[_i];
  43939. this[mode] = (mode === modeToEnable);
  43940. }
  43941. };
  43942. return StandardMaterialDefines;
  43943. }(BABYLON.MaterialDefines));
  43944. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43945. /**
  43946. * This is the default material used in Babylon. It is the best trade off between quality
  43947. * and performances.
  43948. * @see http://doc.babylonjs.com/babylon101/materials
  43949. */
  43950. var StandardMaterial = /** @class */ (function (_super) {
  43951. __extends(StandardMaterial, _super);
  43952. /**
  43953. * Instantiates a new standard material.
  43954. * This is the default material used in Babylon. It is the best trade off between quality
  43955. * and performances.
  43956. * @see http://doc.babylonjs.com/babylon101/materials
  43957. * @param name Define the name of the material in the scene
  43958. * @param scene Define the scene the material belong to
  43959. */
  43960. function StandardMaterial(name, scene) {
  43961. var _this = _super.call(this, name, scene) || this;
  43962. /**
  43963. * The color of the material lit by the environmental background lighting.
  43964. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43965. */
  43966. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43967. /**
  43968. * The basic color of the material as viewed under a light.
  43969. */
  43970. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43971. /**
  43972. * Define how the color and intensity of the highlight given by the light in the material.
  43973. */
  43974. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43975. /**
  43976. * Define the color of the material as if self lit.
  43977. * This will be mixed in the final result even in the absence of light.
  43978. */
  43979. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43980. /**
  43981. * Defines how sharp are the highlights in the material.
  43982. * The bigger the value the sharper giving a more glossy feeling to the result.
  43983. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43984. */
  43985. _this.specularPower = 64;
  43986. _this._useAlphaFromDiffuseTexture = false;
  43987. _this._useEmissiveAsIllumination = false;
  43988. _this._linkEmissiveWithDiffuse = false;
  43989. _this._useSpecularOverAlpha = false;
  43990. _this._useReflectionOverAlpha = false;
  43991. _this._disableLighting = false;
  43992. _this._useObjectSpaceNormalMap = false;
  43993. _this._useParallax = false;
  43994. _this._useParallaxOcclusion = false;
  43995. /**
  43996. * 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.
  43997. */
  43998. _this.parallaxScaleBias = 0.05;
  43999. _this._roughness = 0;
  44000. /**
  44001. * In case of refraction, define the value of the indice of refraction.
  44002. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44003. */
  44004. _this.indexOfRefraction = 0.98;
  44005. /**
  44006. * Invert the refraction texture alongside the y axis.
  44007. * It can be useful with procedural textures or probe for instance.
  44008. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44009. */
  44010. _this.invertRefractionY = true;
  44011. /**
  44012. * Defines the alpha limits in alpha test mode.
  44013. */
  44014. _this.alphaCutOff = 0.4;
  44015. _this._useLightmapAsShadowmap = false;
  44016. _this._useReflectionFresnelFromSpecular = false;
  44017. _this._useGlossinessFromSpecularMapAlpha = false;
  44018. _this._maxSimultaneousLights = 4;
  44019. _this._invertNormalMapX = false;
  44020. _this._invertNormalMapY = false;
  44021. _this._twoSidedLighting = false;
  44022. _this._renderTargets = new BABYLON.SmartArray(16);
  44023. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44024. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44025. // Setup the default processing configuration to the scene.
  44026. _this._attachImageProcessingConfiguration(null);
  44027. _this.getRenderTargetTextures = function () {
  44028. _this._renderTargets.reset();
  44029. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44030. _this._renderTargets.push(_this._reflectionTexture);
  44031. }
  44032. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44033. _this._renderTargets.push(_this._refractionTexture);
  44034. }
  44035. return _this._renderTargets;
  44036. };
  44037. return _this;
  44038. }
  44039. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44040. /**
  44041. * Gets the image processing configuration used either in this material.
  44042. */
  44043. get: function () {
  44044. return this._imageProcessingConfiguration;
  44045. },
  44046. /**
  44047. * Sets the Default image processing configuration used either in the this material.
  44048. *
  44049. * If sets to null, the scene one is in use.
  44050. */
  44051. set: function (value) {
  44052. this._attachImageProcessingConfiguration(value);
  44053. // Ensure the effect will be rebuilt.
  44054. this._markAllSubMeshesAsTexturesDirty();
  44055. },
  44056. enumerable: true,
  44057. configurable: true
  44058. });
  44059. /**
  44060. * Attaches a new image processing configuration to the Standard Material.
  44061. * @param configuration
  44062. */
  44063. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44064. var _this = this;
  44065. if (configuration === this._imageProcessingConfiguration) {
  44066. return;
  44067. }
  44068. // Detaches observer.
  44069. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44070. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44071. }
  44072. // Pick the scene configuration if needed.
  44073. if (!configuration) {
  44074. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44075. }
  44076. else {
  44077. this._imageProcessingConfiguration = configuration;
  44078. }
  44079. // Attaches observer.
  44080. if (this._imageProcessingConfiguration) {
  44081. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44082. _this._markAllSubMeshesAsImageProcessingDirty();
  44083. });
  44084. }
  44085. };
  44086. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44087. /**
  44088. * Gets wether the color curves effect is enabled.
  44089. */
  44090. get: function () {
  44091. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44092. },
  44093. /**
  44094. * Sets wether the color curves effect is enabled.
  44095. */
  44096. set: function (value) {
  44097. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44098. },
  44099. enumerable: true,
  44100. configurable: true
  44101. });
  44102. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44103. /**
  44104. * Gets wether the color grading effect is enabled.
  44105. */
  44106. get: function () {
  44107. return this.imageProcessingConfiguration.colorGradingEnabled;
  44108. },
  44109. /**
  44110. * Gets wether the color grading effect is enabled.
  44111. */
  44112. set: function (value) {
  44113. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44114. },
  44115. enumerable: true,
  44116. configurable: true
  44117. });
  44118. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44119. /**
  44120. * Gets wether tonemapping is enabled or not.
  44121. */
  44122. get: function () {
  44123. return this._imageProcessingConfiguration.toneMappingEnabled;
  44124. },
  44125. /**
  44126. * Sets wether tonemapping is enabled or not
  44127. */
  44128. set: function (value) {
  44129. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44130. },
  44131. enumerable: true,
  44132. configurable: true
  44133. });
  44134. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44135. /**
  44136. * The camera exposure used on this material.
  44137. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44138. * This corresponds to a photographic exposure.
  44139. */
  44140. get: function () {
  44141. return this._imageProcessingConfiguration.exposure;
  44142. },
  44143. /**
  44144. * The camera exposure used on this material.
  44145. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44146. * This corresponds to a photographic exposure.
  44147. */
  44148. set: function (value) {
  44149. this._imageProcessingConfiguration.exposure = value;
  44150. },
  44151. enumerable: true,
  44152. configurable: true
  44153. });
  44154. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44155. /**
  44156. * Gets The camera contrast used on this material.
  44157. */
  44158. get: function () {
  44159. return this._imageProcessingConfiguration.contrast;
  44160. },
  44161. /**
  44162. * Sets The camera contrast used on this material.
  44163. */
  44164. set: function (value) {
  44165. this._imageProcessingConfiguration.contrast = value;
  44166. },
  44167. enumerable: true,
  44168. configurable: true
  44169. });
  44170. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44171. /**
  44172. * Gets the Color Grading 2D Lookup Texture.
  44173. */
  44174. get: function () {
  44175. return this._imageProcessingConfiguration.colorGradingTexture;
  44176. },
  44177. /**
  44178. * Sets the Color Grading 2D Lookup Texture.
  44179. */
  44180. set: function (value) {
  44181. this._imageProcessingConfiguration.colorGradingTexture = value;
  44182. },
  44183. enumerable: true,
  44184. configurable: true
  44185. });
  44186. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44187. /**
  44188. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44189. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44190. * 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;
  44191. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44192. */
  44193. get: function () {
  44194. return this._imageProcessingConfiguration.colorCurves;
  44195. },
  44196. /**
  44197. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44198. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44199. * 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;
  44200. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44201. */
  44202. set: function (value) {
  44203. this._imageProcessingConfiguration.colorCurves = value;
  44204. },
  44205. enumerable: true,
  44206. configurable: true
  44207. });
  44208. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44209. /**
  44210. * Gets a boolean indicating that current material needs to register RTT
  44211. */
  44212. get: function () {
  44213. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44214. return true;
  44215. }
  44216. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44217. return true;
  44218. }
  44219. return false;
  44220. },
  44221. enumerable: true,
  44222. configurable: true
  44223. });
  44224. /**
  44225. * Gets the current class name of the material e.g. "StandardMaterial"
  44226. * Mainly use in serialization.
  44227. * @returns the class name
  44228. */
  44229. StandardMaterial.prototype.getClassName = function () {
  44230. return "StandardMaterial";
  44231. };
  44232. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44233. /**
  44234. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44235. * You can try switching to logarithmic depth.
  44236. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44237. */
  44238. get: function () {
  44239. return this._useLogarithmicDepth;
  44240. },
  44241. set: function (value) {
  44242. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44243. this._markAllSubMeshesAsMiscDirty();
  44244. },
  44245. enumerable: true,
  44246. configurable: true
  44247. });
  44248. /**
  44249. * Specifies if the material will require alpha blending
  44250. * @returns a boolean specifying if alpha blending is needed
  44251. */
  44252. StandardMaterial.prototype.needAlphaBlending = function () {
  44253. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44254. };
  44255. /**
  44256. * Specifies if this material should be rendered in alpha test mode
  44257. * @returns a boolean specifying if an alpha test is needed.
  44258. */
  44259. StandardMaterial.prototype.needAlphaTesting = function () {
  44260. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44261. };
  44262. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44263. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44264. };
  44265. /**
  44266. * Get the texture used for alpha test purpose.
  44267. * @returns the diffuse texture in case of the standard material.
  44268. */
  44269. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44270. return this._diffuseTexture;
  44271. };
  44272. /**
  44273. * Get if the submesh is ready to be used and all its information available.
  44274. * Child classes can use it to update shaders
  44275. * @param mesh defines the mesh to check
  44276. * @param subMesh defines which submesh to check
  44277. * @param useInstances specifies that instances should be used
  44278. * @returns a boolean indicating that the submesh is ready or not
  44279. */
  44280. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44281. if (useInstances === void 0) { useInstances = false; }
  44282. if (subMesh.effect && this.isFrozen) {
  44283. if (this._wasPreviouslyReady) {
  44284. return true;
  44285. }
  44286. }
  44287. if (!subMesh._materialDefines) {
  44288. subMesh._materialDefines = new StandardMaterialDefines();
  44289. }
  44290. var scene = this.getScene();
  44291. var defines = subMesh._materialDefines;
  44292. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44293. if (defines._renderId === scene.getRenderId()) {
  44294. return true;
  44295. }
  44296. }
  44297. var engine = scene.getEngine();
  44298. // Lights
  44299. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44300. // Textures
  44301. if (defines._areTexturesDirty) {
  44302. defines._needUVs = false;
  44303. defines.MAINUV1 = false;
  44304. defines.MAINUV2 = false;
  44305. if (scene.texturesEnabled) {
  44306. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44307. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44308. return false;
  44309. }
  44310. else {
  44311. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44312. }
  44313. }
  44314. else {
  44315. defines.DIFFUSE = false;
  44316. }
  44317. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44318. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44319. return false;
  44320. }
  44321. else {
  44322. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44323. }
  44324. }
  44325. else {
  44326. defines.AMBIENT = false;
  44327. }
  44328. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44329. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44330. return false;
  44331. }
  44332. else {
  44333. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44334. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44335. }
  44336. }
  44337. else {
  44338. defines.OPACITY = false;
  44339. }
  44340. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44341. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44342. return false;
  44343. }
  44344. else {
  44345. defines._needNormals = true;
  44346. defines.REFLECTION = true;
  44347. defines.ROUGHNESS = (this._roughness > 0);
  44348. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44349. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44350. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44351. switch (this._reflectionTexture.coordinatesMode) {
  44352. case BABYLON.Texture.EXPLICIT_MODE:
  44353. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44354. break;
  44355. case BABYLON.Texture.PLANAR_MODE:
  44356. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44357. break;
  44358. case BABYLON.Texture.PROJECTION_MODE:
  44359. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44360. break;
  44361. case BABYLON.Texture.SKYBOX_MODE:
  44362. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44363. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44364. break;
  44365. case BABYLON.Texture.SPHERICAL_MODE:
  44366. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44367. break;
  44368. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44369. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44370. break;
  44371. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44372. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44373. break;
  44374. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44375. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44376. break;
  44377. case BABYLON.Texture.CUBIC_MODE:
  44378. case BABYLON.Texture.INVCUBIC_MODE:
  44379. default:
  44380. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44381. break;
  44382. }
  44383. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44384. }
  44385. }
  44386. else {
  44387. defines.REFLECTION = false;
  44388. }
  44389. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44390. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44391. return false;
  44392. }
  44393. else {
  44394. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44395. }
  44396. }
  44397. else {
  44398. defines.EMISSIVE = false;
  44399. }
  44400. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44401. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44402. return false;
  44403. }
  44404. else {
  44405. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44406. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44407. }
  44408. }
  44409. else {
  44410. defines.LIGHTMAP = false;
  44411. }
  44412. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44413. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44414. return false;
  44415. }
  44416. else {
  44417. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44418. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44419. }
  44420. }
  44421. else {
  44422. defines.SPECULAR = false;
  44423. }
  44424. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44425. // Bump texure can not be not blocking.
  44426. if (!this._bumpTexture.isReady()) {
  44427. return false;
  44428. }
  44429. else {
  44430. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44431. defines.PARALLAX = this._useParallax;
  44432. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44433. }
  44434. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44435. }
  44436. else {
  44437. defines.BUMP = false;
  44438. }
  44439. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44440. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44441. return false;
  44442. }
  44443. else {
  44444. defines._needUVs = true;
  44445. defines.REFRACTION = true;
  44446. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44447. }
  44448. }
  44449. else {
  44450. defines.REFRACTION = false;
  44451. }
  44452. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44453. }
  44454. else {
  44455. defines.DIFFUSE = false;
  44456. defines.AMBIENT = false;
  44457. defines.OPACITY = false;
  44458. defines.REFLECTION = false;
  44459. defines.EMISSIVE = false;
  44460. defines.LIGHTMAP = false;
  44461. defines.BUMP = false;
  44462. defines.REFRACTION = false;
  44463. }
  44464. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44465. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44466. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44467. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44468. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44469. }
  44470. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44471. if (!this._imageProcessingConfiguration.isReady()) {
  44472. return false;
  44473. }
  44474. this._imageProcessingConfiguration.prepareDefines(defines);
  44475. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44476. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44477. }
  44478. if (defines._areFresnelDirty) {
  44479. if (StandardMaterial.FresnelEnabled) {
  44480. // Fresnel
  44481. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44482. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44483. this._reflectionFresnelParameters) {
  44484. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44485. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44486. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44487. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44488. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44489. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44490. defines._needNormals = true;
  44491. defines.FRESNEL = true;
  44492. }
  44493. }
  44494. else {
  44495. defines.FRESNEL = false;
  44496. }
  44497. }
  44498. // Misc.
  44499. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44500. // Attribs
  44501. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44502. // Values that need to be evaluated on every frame
  44503. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44504. // Get correct effect
  44505. if (defines.isDirty) {
  44506. defines.markAsProcessed();
  44507. // Fallbacks
  44508. var fallbacks = new BABYLON.EffectFallbacks();
  44509. if (defines.REFLECTION) {
  44510. fallbacks.addFallback(0, "REFLECTION");
  44511. }
  44512. if (defines.SPECULAR) {
  44513. fallbacks.addFallback(0, "SPECULAR");
  44514. }
  44515. if (defines.BUMP) {
  44516. fallbacks.addFallback(0, "BUMP");
  44517. }
  44518. if (defines.PARALLAX) {
  44519. fallbacks.addFallback(1, "PARALLAX");
  44520. }
  44521. if (defines.PARALLAXOCCLUSION) {
  44522. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44523. }
  44524. if (defines.SPECULAROVERALPHA) {
  44525. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44526. }
  44527. if (defines.FOG) {
  44528. fallbacks.addFallback(1, "FOG");
  44529. }
  44530. if (defines.POINTSIZE) {
  44531. fallbacks.addFallback(0, "POINTSIZE");
  44532. }
  44533. if (defines.LOGARITHMICDEPTH) {
  44534. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44535. }
  44536. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44537. if (defines.SPECULARTERM) {
  44538. fallbacks.addFallback(0, "SPECULARTERM");
  44539. }
  44540. if (defines.DIFFUSEFRESNEL) {
  44541. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44542. }
  44543. if (defines.OPACITYFRESNEL) {
  44544. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44545. }
  44546. if (defines.REFLECTIONFRESNEL) {
  44547. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44548. }
  44549. if (defines.EMISSIVEFRESNEL) {
  44550. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44551. }
  44552. if (defines.FRESNEL) {
  44553. fallbacks.addFallback(4, "FRESNEL");
  44554. }
  44555. //Attributes
  44556. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44557. if (defines.NORMAL) {
  44558. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44559. }
  44560. if (defines.UV1) {
  44561. attribs.push(BABYLON.VertexBuffer.UVKind);
  44562. }
  44563. if (defines.UV2) {
  44564. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44565. }
  44566. if (defines.VERTEXCOLOR) {
  44567. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44568. }
  44569. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44570. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44571. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44572. var shaderName = "default";
  44573. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44574. "vFogInfos", "vFogColor", "pointSize",
  44575. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44576. "mBones",
  44577. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44578. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44579. "vReflectionPosition", "vReflectionSize",
  44580. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44581. ];
  44582. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44583. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44584. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44585. var uniformBuffers = ["Material", "Scene"];
  44586. if (BABYLON.ImageProcessingConfiguration) {
  44587. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44588. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44589. }
  44590. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44591. uniformsNames: uniforms,
  44592. uniformBuffersNames: uniformBuffers,
  44593. samplers: samplers,
  44594. defines: defines,
  44595. maxSimultaneousLights: this._maxSimultaneousLights
  44596. });
  44597. if (this.customShaderNameResolve) {
  44598. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44599. }
  44600. var join = defines.toString();
  44601. var previousEffect = subMesh.effect;
  44602. var effect = scene.getEngine().createEffect(shaderName, {
  44603. attributes: attribs,
  44604. uniformsNames: uniforms,
  44605. uniformBuffersNames: uniformBuffers,
  44606. samplers: samplers,
  44607. defines: join,
  44608. fallbacks: fallbacks,
  44609. onCompiled: this.onCompiled,
  44610. onError: this.onError,
  44611. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44612. }, engine);
  44613. if (effect) {
  44614. // Use previous effect while new one is compiling
  44615. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44616. effect = previousEffect;
  44617. defines.markAsUnprocessed();
  44618. }
  44619. else {
  44620. scene.resetCachedMaterial();
  44621. subMesh.setEffect(effect, defines);
  44622. this.buildUniformLayout();
  44623. }
  44624. }
  44625. }
  44626. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44627. return false;
  44628. }
  44629. defines._renderId = scene.getRenderId();
  44630. this._wasPreviouslyReady = true;
  44631. return true;
  44632. };
  44633. /**
  44634. * Builds the material UBO layouts.
  44635. * Used internally during the effect preparation.
  44636. */
  44637. StandardMaterial.prototype.buildUniformLayout = function () {
  44638. // Order is important !
  44639. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44640. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44641. this._uniformBuffer.addUniform("opacityParts", 4);
  44642. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44643. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44644. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44645. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44646. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44647. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44648. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44649. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44650. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44651. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44652. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44653. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44654. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44655. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44656. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44657. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44658. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44659. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44660. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44661. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44662. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44663. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44664. this._uniformBuffer.addUniform("specularMatrix", 16);
  44665. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44666. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44667. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44668. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44669. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44670. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44671. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44672. this._uniformBuffer.addUniform("pointSize", 1);
  44673. this._uniformBuffer.create();
  44674. };
  44675. /**
  44676. * Unbinds the material from the mesh
  44677. */
  44678. StandardMaterial.prototype.unbind = function () {
  44679. if (this._activeEffect) {
  44680. var needFlag = false;
  44681. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44682. this._activeEffect.setTexture("reflection2DSampler", null);
  44683. needFlag = true;
  44684. }
  44685. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44686. this._activeEffect.setTexture("refraction2DSampler", null);
  44687. needFlag = true;
  44688. }
  44689. if (needFlag) {
  44690. this._markAllSubMeshesAsTexturesDirty();
  44691. }
  44692. }
  44693. _super.prototype.unbind.call(this);
  44694. };
  44695. /**
  44696. * Binds the submesh to this material by preparing the effect and shader to draw
  44697. * @param world defines the world transformation matrix
  44698. * @param mesh defines the mesh containing the submesh
  44699. * @param subMesh defines the submesh to bind the material to
  44700. */
  44701. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44702. var scene = this.getScene();
  44703. var defines = subMesh._materialDefines;
  44704. if (!defines) {
  44705. return;
  44706. }
  44707. var effect = subMesh.effect;
  44708. if (!effect) {
  44709. return;
  44710. }
  44711. this._activeEffect = effect;
  44712. // Matrices
  44713. this.bindOnlyWorldMatrix(world);
  44714. // Normal Matrix
  44715. if (defines.OBJECTSPACE_NORMALMAP) {
  44716. world.toNormalMatrix(this._normalMatrix);
  44717. this.bindOnlyNormalMatrix(this._normalMatrix);
  44718. }
  44719. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44720. // Bones
  44721. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44722. if (mustRebind) {
  44723. this._uniformBuffer.bindToEffect(effect, "Material");
  44724. this.bindViewProjection(effect);
  44725. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44726. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44727. // Fresnel
  44728. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44729. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44730. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44731. }
  44732. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44733. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44734. }
  44735. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44736. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44737. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44738. }
  44739. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44740. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44741. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44742. }
  44743. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44744. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44745. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44746. }
  44747. }
  44748. // Textures
  44749. if (scene.texturesEnabled) {
  44750. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44751. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44752. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44753. if (this._diffuseTexture.hasAlpha) {
  44754. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44755. }
  44756. }
  44757. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44758. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44759. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44760. }
  44761. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44762. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44763. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44764. }
  44765. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44766. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44767. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44768. if (this._reflectionTexture.boundingBoxSize) {
  44769. var cubeTexture = this._reflectionTexture;
  44770. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44771. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44772. }
  44773. }
  44774. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44775. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44776. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44777. }
  44778. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44779. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44780. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44781. }
  44782. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44783. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44784. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44785. }
  44786. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44787. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44788. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44789. if (scene._mirroredCameraPosition) {
  44790. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44791. }
  44792. else {
  44793. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44794. }
  44795. }
  44796. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44797. var depth = 1.0;
  44798. if (!this._refractionTexture.isCube) {
  44799. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44800. if (this._refractionTexture.depth) {
  44801. depth = this._refractionTexture.depth;
  44802. }
  44803. }
  44804. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44805. }
  44806. }
  44807. // Point size
  44808. if (this.pointsCloud) {
  44809. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44810. }
  44811. if (defines.SPECULARTERM) {
  44812. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44813. }
  44814. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44815. // Diffuse
  44816. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44817. }
  44818. // Textures
  44819. if (scene.texturesEnabled) {
  44820. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44821. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44822. }
  44823. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44824. effect.setTexture("ambientSampler", this._ambientTexture);
  44825. }
  44826. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44827. effect.setTexture("opacitySampler", this._opacityTexture);
  44828. }
  44829. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44830. if (this._reflectionTexture.isCube) {
  44831. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44832. }
  44833. else {
  44834. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44835. }
  44836. }
  44837. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44838. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44839. }
  44840. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44841. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44842. }
  44843. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44844. effect.setTexture("specularSampler", this._specularTexture);
  44845. }
  44846. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44847. effect.setTexture("bumpSampler", this._bumpTexture);
  44848. }
  44849. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44850. var depth = 1.0;
  44851. if (this._refractionTexture.isCube) {
  44852. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44853. }
  44854. else {
  44855. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44856. }
  44857. }
  44858. }
  44859. // Clip plane
  44860. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44861. // Colors
  44862. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44863. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44864. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44865. }
  44866. if (mustRebind || !this.isFrozen) {
  44867. // Lights
  44868. if (scene.lightsEnabled && !this._disableLighting) {
  44869. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44870. }
  44871. // View
  44872. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44873. this.bindView(effect);
  44874. }
  44875. // Fog
  44876. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44877. // Morph targets
  44878. if (defines.NUM_MORPH_INFLUENCERS) {
  44879. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44880. }
  44881. // Log. depth
  44882. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44883. // image processing
  44884. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44885. this._imageProcessingConfiguration.bind(this._activeEffect);
  44886. }
  44887. }
  44888. this._uniformBuffer.update();
  44889. this._afterBind(mesh, this._activeEffect);
  44890. };
  44891. /**
  44892. * Get the list of animatables in the material.
  44893. * @returns the list of animatables object used in the material
  44894. */
  44895. StandardMaterial.prototype.getAnimatables = function () {
  44896. var results = [];
  44897. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44898. results.push(this._diffuseTexture);
  44899. }
  44900. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44901. results.push(this._ambientTexture);
  44902. }
  44903. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44904. results.push(this._opacityTexture);
  44905. }
  44906. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44907. results.push(this._reflectionTexture);
  44908. }
  44909. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44910. results.push(this._emissiveTexture);
  44911. }
  44912. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44913. results.push(this._specularTexture);
  44914. }
  44915. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44916. results.push(this._bumpTexture);
  44917. }
  44918. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44919. results.push(this._lightmapTexture);
  44920. }
  44921. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44922. results.push(this._refractionTexture);
  44923. }
  44924. return results;
  44925. };
  44926. /**
  44927. * Gets the active textures from the material
  44928. * @returns an array of textures
  44929. */
  44930. StandardMaterial.prototype.getActiveTextures = function () {
  44931. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44932. if (this._diffuseTexture) {
  44933. activeTextures.push(this._diffuseTexture);
  44934. }
  44935. if (this._ambientTexture) {
  44936. activeTextures.push(this._ambientTexture);
  44937. }
  44938. if (this._opacityTexture) {
  44939. activeTextures.push(this._opacityTexture);
  44940. }
  44941. if (this._reflectionTexture) {
  44942. activeTextures.push(this._reflectionTexture);
  44943. }
  44944. if (this._emissiveTexture) {
  44945. activeTextures.push(this._emissiveTexture);
  44946. }
  44947. if (this._specularTexture) {
  44948. activeTextures.push(this._specularTexture);
  44949. }
  44950. if (this._bumpTexture) {
  44951. activeTextures.push(this._bumpTexture);
  44952. }
  44953. if (this._lightmapTexture) {
  44954. activeTextures.push(this._lightmapTexture);
  44955. }
  44956. if (this._refractionTexture) {
  44957. activeTextures.push(this._refractionTexture);
  44958. }
  44959. return activeTextures;
  44960. };
  44961. /**
  44962. * Specifies if the material uses a texture
  44963. * @param texture defines the texture to check against the material
  44964. * @returns a boolean specifying if the material uses the texture
  44965. */
  44966. StandardMaterial.prototype.hasTexture = function (texture) {
  44967. if (_super.prototype.hasTexture.call(this, texture)) {
  44968. return true;
  44969. }
  44970. if (this._diffuseTexture === texture) {
  44971. return true;
  44972. }
  44973. if (this._ambientTexture === texture) {
  44974. return true;
  44975. }
  44976. if (this._opacityTexture === texture) {
  44977. return true;
  44978. }
  44979. if (this._reflectionTexture === texture) {
  44980. return true;
  44981. }
  44982. if (this._emissiveTexture === texture) {
  44983. return true;
  44984. }
  44985. if (this._specularTexture === texture) {
  44986. return true;
  44987. }
  44988. if (this._bumpTexture === texture) {
  44989. return true;
  44990. }
  44991. if (this._lightmapTexture === texture) {
  44992. return true;
  44993. }
  44994. if (this._refractionTexture === texture) {
  44995. return true;
  44996. }
  44997. return false;
  44998. };
  44999. /**
  45000. * Disposes the material
  45001. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45002. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45003. */
  45004. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45005. if (forceDisposeTextures) {
  45006. if (this._diffuseTexture) {
  45007. this._diffuseTexture.dispose();
  45008. }
  45009. if (this._ambientTexture) {
  45010. this._ambientTexture.dispose();
  45011. }
  45012. if (this._opacityTexture) {
  45013. this._opacityTexture.dispose();
  45014. }
  45015. if (this._reflectionTexture) {
  45016. this._reflectionTexture.dispose();
  45017. }
  45018. if (this._emissiveTexture) {
  45019. this._emissiveTexture.dispose();
  45020. }
  45021. if (this._specularTexture) {
  45022. this._specularTexture.dispose();
  45023. }
  45024. if (this._bumpTexture) {
  45025. this._bumpTexture.dispose();
  45026. }
  45027. if (this._lightmapTexture) {
  45028. this._lightmapTexture.dispose();
  45029. }
  45030. if (this._refractionTexture) {
  45031. this._refractionTexture.dispose();
  45032. }
  45033. }
  45034. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45035. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45036. }
  45037. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45038. };
  45039. /**
  45040. * Makes a duplicate of the material, and gives it a new name
  45041. * @param name defines the new name for the duplicated material
  45042. * @returns the cloned material
  45043. */
  45044. StandardMaterial.prototype.clone = function (name) {
  45045. var _this = this;
  45046. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45047. result.name = name;
  45048. result.id = name;
  45049. return result;
  45050. };
  45051. /**
  45052. * Serializes this material in a JSON representation
  45053. * @returns the serialized material object
  45054. */
  45055. StandardMaterial.prototype.serialize = function () {
  45056. return BABYLON.SerializationHelper.Serialize(this);
  45057. };
  45058. /**
  45059. * Creates a standard material from parsed material data
  45060. * @param source defines the JSON represnetation of the material
  45061. * @param scene defines the hosting scene
  45062. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45063. * @returns a new material
  45064. */
  45065. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45066. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45067. };
  45068. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45069. /**
  45070. * Are diffuse textures enabled in the application.
  45071. */
  45072. get: function () {
  45073. return StandardMaterial._DiffuseTextureEnabled;
  45074. },
  45075. set: function (value) {
  45076. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45077. return;
  45078. }
  45079. StandardMaterial._DiffuseTextureEnabled = value;
  45080. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45081. },
  45082. enumerable: true,
  45083. configurable: true
  45084. });
  45085. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45086. /**
  45087. * Are ambient textures enabled in the application.
  45088. */
  45089. get: function () {
  45090. return StandardMaterial._AmbientTextureEnabled;
  45091. },
  45092. set: function (value) {
  45093. if (StandardMaterial._AmbientTextureEnabled === value) {
  45094. return;
  45095. }
  45096. StandardMaterial._AmbientTextureEnabled = value;
  45097. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45098. },
  45099. enumerable: true,
  45100. configurable: true
  45101. });
  45102. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45103. /**
  45104. * Are opacity textures enabled in the application.
  45105. */
  45106. get: function () {
  45107. return StandardMaterial._OpacityTextureEnabled;
  45108. },
  45109. set: function (value) {
  45110. if (StandardMaterial._OpacityTextureEnabled === value) {
  45111. return;
  45112. }
  45113. StandardMaterial._OpacityTextureEnabled = value;
  45114. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45115. },
  45116. enumerable: true,
  45117. configurable: true
  45118. });
  45119. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45120. /**
  45121. * Are reflection textures enabled in the application.
  45122. */
  45123. get: function () {
  45124. return StandardMaterial._ReflectionTextureEnabled;
  45125. },
  45126. set: function (value) {
  45127. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45128. return;
  45129. }
  45130. StandardMaterial._ReflectionTextureEnabled = value;
  45131. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45132. },
  45133. enumerable: true,
  45134. configurable: true
  45135. });
  45136. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45137. /**
  45138. * Are emissive textures enabled in the application.
  45139. */
  45140. get: function () {
  45141. return StandardMaterial._EmissiveTextureEnabled;
  45142. },
  45143. set: function (value) {
  45144. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45145. return;
  45146. }
  45147. StandardMaterial._EmissiveTextureEnabled = value;
  45148. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45149. },
  45150. enumerable: true,
  45151. configurable: true
  45152. });
  45153. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45154. /**
  45155. * Are specular textures enabled in the application.
  45156. */
  45157. get: function () {
  45158. return StandardMaterial._SpecularTextureEnabled;
  45159. },
  45160. set: function (value) {
  45161. if (StandardMaterial._SpecularTextureEnabled === value) {
  45162. return;
  45163. }
  45164. StandardMaterial._SpecularTextureEnabled = value;
  45165. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45166. },
  45167. enumerable: true,
  45168. configurable: true
  45169. });
  45170. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45171. /**
  45172. * Are bump textures enabled in the application.
  45173. */
  45174. get: function () {
  45175. return StandardMaterial._BumpTextureEnabled;
  45176. },
  45177. set: function (value) {
  45178. if (StandardMaterial._BumpTextureEnabled === value) {
  45179. return;
  45180. }
  45181. StandardMaterial._BumpTextureEnabled = value;
  45182. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45183. },
  45184. enumerable: true,
  45185. configurable: true
  45186. });
  45187. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45188. /**
  45189. * Are lightmap textures enabled in the application.
  45190. */
  45191. get: function () {
  45192. return StandardMaterial._LightmapTextureEnabled;
  45193. },
  45194. set: function (value) {
  45195. if (StandardMaterial._LightmapTextureEnabled === value) {
  45196. return;
  45197. }
  45198. StandardMaterial._LightmapTextureEnabled = value;
  45199. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45200. },
  45201. enumerable: true,
  45202. configurable: true
  45203. });
  45204. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45205. /**
  45206. * Are refraction textures enabled in the application.
  45207. */
  45208. get: function () {
  45209. return StandardMaterial._RefractionTextureEnabled;
  45210. },
  45211. set: function (value) {
  45212. if (StandardMaterial._RefractionTextureEnabled === value) {
  45213. return;
  45214. }
  45215. StandardMaterial._RefractionTextureEnabled = value;
  45216. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45217. },
  45218. enumerable: true,
  45219. configurable: true
  45220. });
  45221. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45222. /**
  45223. * Are color grading textures enabled in the application.
  45224. */
  45225. get: function () {
  45226. return StandardMaterial._ColorGradingTextureEnabled;
  45227. },
  45228. set: function (value) {
  45229. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45230. return;
  45231. }
  45232. StandardMaterial._ColorGradingTextureEnabled = value;
  45233. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45234. },
  45235. enumerable: true,
  45236. configurable: true
  45237. });
  45238. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45239. /**
  45240. * Are fresnels enabled in the application.
  45241. */
  45242. get: function () {
  45243. return StandardMaterial._FresnelEnabled;
  45244. },
  45245. set: function (value) {
  45246. if (StandardMaterial._FresnelEnabled === value) {
  45247. return;
  45248. }
  45249. StandardMaterial._FresnelEnabled = value;
  45250. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45251. },
  45252. enumerable: true,
  45253. configurable: true
  45254. });
  45255. // Flags used to enable or disable a type of texture for all Standard Materials
  45256. StandardMaterial._DiffuseTextureEnabled = true;
  45257. StandardMaterial._AmbientTextureEnabled = true;
  45258. StandardMaterial._OpacityTextureEnabled = true;
  45259. StandardMaterial._ReflectionTextureEnabled = true;
  45260. StandardMaterial._EmissiveTextureEnabled = true;
  45261. StandardMaterial._SpecularTextureEnabled = true;
  45262. StandardMaterial._BumpTextureEnabled = true;
  45263. StandardMaterial._LightmapTextureEnabled = true;
  45264. StandardMaterial._RefractionTextureEnabled = true;
  45265. StandardMaterial._ColorGradingTextureEnabled = true;
  45266. StandardMaterial._FresnelEnabled = true;
  45267. __decorate([
  45268. BABYLON.serializeAsTexture("diffuseTexture")
  45269. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45270. __decorate([
  45271. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45272. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45273. __decorate([
  45274. BABYLON.serializeAsTexture("ambientTexture")
  45275. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45276. __decorate([
  45277. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45278. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45279. __decorate([
  45280. BABYLON.serializeAsTexture("opacityTexture")
  45281. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45282. __decorate([
  45283. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45284. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45285. __decorate([
  45286. BABYLON.serializeAsTexture("reflectionTexture")
  45287. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45288. __decorate([
  45289. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45290. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45291. __decorate([
  45292. BABYLON.serializeAsTexture("emissiveTexture")
  45293. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45294. __decorate([
  45295. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45296. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45297. __decorate([
  45298. BABYLON.serializeAsTexture("specularTexture")
  45299. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45300. __decorate([
  45301. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45302. ], StandardMaterial.prototype, "specularTexture", void 0);
  45303. __decorate([
  45304. BABYLON.serializeAsTexture("bumpTexture")
  45305. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45306. __decorate([
  45307. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45308. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45309. __decorate([
  45310. BABYLON.serializeAsTexture("lightmapTexture")
  45311. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45312. __decorate([
  45313. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45314. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45315. __decorate([
  45316. BABYLON.serializeAsTexture("refractionTexture")
  45317. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45318. __decorate([
  45319. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45320. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45321. __decorate([
  45322. BABYLON.serializeAsColor3("ambient")
  45323. ], StandardMaterial.prototype, "ambientColor", void 0);
  45324. __decorate([
  45325. BABYLON.serializeAsColor3("diffuse")
  45326. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45327. __decorate([
  45328. BABYLON.serializeAsColor3("specular")
  45329. ], StandardMaterial.prototype, "specularColor", void 0);
  45330. __decorate([
  45331. BABYLON.serializeAsColor3("emissive")
  45332. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45333. __decorate([
  45334. BABYLON.serialize()
  45335. ], StandardMaterial.prototype, "specularPower", void 0);
  45336. __decorate([
  45337. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45338. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45339. __decorate([
  45340. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45341. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45342. __decorate([
  45343. BABYLON.serialize("useEmissiveAsIllumination")
  45344. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45345. __decorate([
  45346. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45347. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45348. __decorate([
  45349. BABYLON.serialize("linkEmissiveWithDiffuse")
  45350. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45351. __decorate([
  45352. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45353. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45354. __decorate([
  45355. BABYLON.serialize("useSpecularOverAlpha")
  45356. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45357. __decorate([
  45358. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45359. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45360. __decorate([
  45361. BABYLON.serialize("useReflectionOverAlpha")
  45362. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45363. __decorate([
  45364. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45365. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45366. __decorate([
  45367. BABYLON.serialize("disableLighting")
  45368. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45369. __decorate([
  45370. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45371. ], StandardMaterial.prototype, "disableLighting", void 0);
  45372. __decorate([
  45373. BABYLON.serialize("useObjectSpaceNormalMap")
  45374. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45375. __decorate([
  45376. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45377. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45378. __decorate([
  45379. BABYLON.serialize("useParallax")
  45380. ], StandardMaterial.prototype, "_useParallax", void 0);
  45381. __decorate([
  45382. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45383. ], StandardMaterial.prototype, "useParallax", void 0);
  45384. __decorate([
  45385. BABYLON.serialize("useParallaxOcclusion")
  45386. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45387. __decorate([
  45388. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45389. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45390. __decorate([
  45391. BABYLON.serialize()
  45392. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45393. __decorate([
  45394. BABYLON.serialize("roughness")
  45395. ], StandardMaterial.prototype, "_roughness", void 0);
  45396. __decorate([
  45397. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45398. ], StandardMaterial.prototype, "roughness", void 0);
  45399. __decorate([
  45400. BABYLON.serialize()
  45401. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45402. __decorate([
  45403. BABYLON.serialize()
  45404. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45405. __decorate([
  45406. BABYLON.serialize()
  45407. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45408. __decorate([
  45409. BABYLON.serialize("useLightmapAsShadowmap")
  45410. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45411. __decorate([
  45412. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45413. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45414. __decorate([
  45415. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45416. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45417. __decorate([
  45418. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45419. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45420. __decorate([
  45421. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45422. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45423. __decorate([
  45424. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45425. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45426. __decorate([
  45427. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45428. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45429. __decorate([
  45430. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45431. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45432. __decorate([
  45433. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45434. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45435. __decorate([
  45436. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45437. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45438. __decorate([
  45439. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45440. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45441. __decorate([
  45442. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45443. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45444. __decorate([
  45445. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45446. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45447. __decorate([
  45448. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45449. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45450. __decorate([
  45451. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45452. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45453. __decorate([
  45454. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45455. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45456. __decorate([
  45457. BABYLON.serialize("maxSimultaneousLights")
  45458. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45459. __decorate([
  45460. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45461. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45462. __decorate([
  45463. BABYLON.serialize("invertNormalMapX")
  45464. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45465. __decorate([
  45466. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45467. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45468. __decorate([
  45469. BABYLON.serialize("invertNormalMapY")
  45470. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45471. __decorate([
  45472. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45473. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45474. __decorate([
  45475. BABYLON.serialize("twoSidedLighting")
  45476. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45477. __decorate([
  45478. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45479. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45480. __decorate([
  45481. BABYLON.serialize()
  45482. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45483. return StandardMaterial;
  45484. }(BABYLON.PushMaterial));
  45485. BABYLON.StandardMaterial = StandardMaterial;
  45486. })(BABYLON || (BABYLON = {}));
  45487. //# sourceMappingURL=babylon.standardMaterial.js.map
  45488. var BABYLON;
  45489. (function (BABYLON) {
  45490. /**
  45491. * Class representing spherical polynomial coefficients to the 3rd degree
  45492. */
  45493. var SphericalPolynomial = /** @class */ (function () {
  45494. function SphericalPolynomial() {
  45495. /**
  45496. * The x coefficients of the spherical polynomial
  45497. */
  45498. this.x = BABYLON.Vector3.Zero();
  45499. /**
  45500. * The y coefficients of the spherical polynomial
  45501. */
  45502. this.y = BABYLON.Vector3.Zero();
  45503. /**
  45504. * The z coefficients of the spherical polynomial
  45505. */
  45506. this.z = BABYLON.Vector3.Zero();
  45507. /**
  45508. * The xx coefficients of the spherical polynomial
  45509. */
  45510. this.xx = BABYLON.Vector3.Zero();
  45511. /**
  45512. * The yy coefficients of the spherical polynomial
  45513. */
  45514. this.yy = BABYLON.Vector3.Zero();
  45515. /**
  45516. * The zz coefficients of the spherical polynomial
  45517. */
  45518. this.zz = BABYLON.Vector3.Zero();
  45519. /**
  45520. * The xy coefficients of the spherical polynomial
  45521. */
  45522. this.xy = BABYLON.Vector3.Zero();
  45523. /**
  45524. * The yz coefficients of the spherical polynomial
  45525. */
  45526. this.yz = BABYLON.Vector3.Zero();
  45527. /**
  45528. * The zx coefficients of the spherical polynomial
  45529. */
  45530. this.zx = BABYLON.Vector3.Zero();
  45531. }
  45532. /**
  45533. * Adds an ambient color to the spherical polynomial
  45534. * @param color the color to add
  45535. */
  45536. SphericalPolynomial.prototype.addAmbient = function (color) {
  45537. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45538. this.xx = this.xx.add(colorVector);
  45539. this.yy = this.yy.add(colorVector);
  45540. this.zz = this.zz.add(colorVector);
  45541. };
  45542. /**
  45543. * Scales the spherical polynomial by the given amount
  45544. * @param scale the amount to scale
  45545. */
  45546. SphericalPolynomial.prototype.scale = function (scale) {
  45547. this.x = this.x.scale(scale);
  45548. this.y = this.y.scale(scale);
  45549. this.z = this.z.scale(scale);
  45550. this.xx = this.xx.scale(scale);
  45551. this.yy = this.yy.scale(scale);
  45552. this.zz = this.zz.scale(scale);
  45553. this.yz = this.yz.scale(scale);
  45554. this.zx = this.zx.scale(scale);
  45555. this.xy = this.xy.scale(scale);
  45556. };
  45557. /**
  45558. * Gets the spherical polynomial from harmonics
  45559. * @param harmonics the spherical harmonics
  45560. * @returns the spherical polynomial
  45561. */
  45562. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45563. var result = new SphericalPolynomial();
  45564. result.x = harmonics.l11.scale(1.02333);
  45565. result.y = harmonics.l1_1.scale(1.02333);
  45566. result.z = harmonics.l10.scale(1.02333);
  45567. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45568. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45569. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45570. result.yz = harmonics.l2_1.scale(0.858086);
  45571. result.zx = harmonics.l21.scale(0.858086);
  45572. result.xy = harmonics.l2_2.scale(0.858086);
  45573. result.scale(1.0 / Math.PI);
  45574. return result;
  45575. };
  45576. /**
  45577. * Constructs a spherical polynomial from an array.
  45578. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45579. * @returns the spherical polynomial
  45580. */
  45581. SphericalPolynomial.FromArray = function (data) {
  45582. var sp = new SphericalPolynomial();
  45583. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45584. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45585. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45586. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45587. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45588. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45589. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45590. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45591. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45592. return sp;
  45593. };
  45594. return SphericalPolynomial;
  45595. }());
  45596. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45597. /**
  45598. * Class representing spherical harmonics coefficients to the 3rd degree
  45599. */
  45600. var SphericalHarmonics = /** @class */ (function () {
  45601. function SphericalHarmonics() {
  45602. /**
  45603. * The l0,0 coefficients of the spherical harmonics
  45604. */
  45605. this.l00 = BABYLON.Vector3.Zero();
  45606. /**
  45607. * The l1,-1 coefficients of the spherical harmonics
  45608. */
  45609. this.l1_1 = BABYLON.Vector3.Zero();
  45610. /**
  45611. * The l1,0 coefficients of the spherical harmonics
  45612. */
  45613. this.l10 = BABYLON.Vector3.Zero();
  45614. /**
  45615. * The l1,1 coefficients of the spherical harmonics
  45616. */
  45617. this.l11 = BABYLON.Vector3.Zero();
  45618. /**
  45619. * The l2,-2 coefficients of the spherical harmonics
  45620. */
  45621. this.l2_2 = BABYLON.Vector3.Zero();
  45622. /**
  45623. * The l2,-1 coefficients of the spherical harmonics
  45624. */
  45625. this.l2_1 = BABYLON.Vector3.Zero();
  45626. /**
  45627. * The l2,0 coefficients of the spherical harmonics
  45628. */
  45629. this.l20 = BABYLON.Vector3.Zero();
  45630. /**
  45631. * The l2,1 coefficients of the spherical harmonics
  45632. */
  45633. this.l21 = BABYLON.Vector3.Zero();
  45634. /**
  45635. * The l2,2 coefficients of the spherical harmonics
  45636. */
  45637. this.lL22 = BABYLON.Vector3.Zero();
  45638. }
  45639. /**
  45640. * Adds a light to the spherical harmonics
  45641. * @param direction the direction of the light
  45642. * @param color the color of the light
  45643. * @param deltaSolidAngle the delta solid angle of the light
  45644. */
  45645. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45646. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45647. var c = colorVector.scale(deltaSolidAngle);
  45648. this.l00 = this.l00.add(c.scale(0.282095));
  45649. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45650. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45651. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45652. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45653. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45654. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45655. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45656. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45657. };
  45658. /**
  45659. * Scales the spherical harmonics by the given amount
  45660. * @param scale the amount to scale
  45661. */
  45662. SphericalHarmonics.prototype.scale = function (scale) {
  45663. this.l00 = this.l00.scale(scale);
  45664. this.l1_1 = this.l1_1.scale(scale);
  45665. this.l10 = this.l10.scale(scale);
  45666. this.l11 = this.l11.scale(scale);
  45667. this.l2_2 = this.l2_2.scale(scale);
  45668. this.l2_1 = this.l2_1.scale(scale);
  45669. this.l20 = this.l20.scale(scale);
  45670. this.l21 = this.l21.scale(scale);
  45671. this.lL22 = this.lL22.scale(scale);
  45672. };
  45673. /**
  45674. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45675. *
  45676. * ```
  45677. * E_lm = A_l * L_lm
  45678. * ```
  45679. *
  45680. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45681. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45682. * the scaling factors are given in equation 9.
  45683. */
  45684. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45685. // Constant (Band 0)
  45686. this.l00 = this.l00.scale(3.141593);
  45687. // Linear (Band 1)
  45688. this.l1_1 = this.l1_1.scale(2.094395);
  45689. this.l10 = this.l10.scale(2.094395);
  45690. this.l11 = this.l11.scale(2.094395);
  45691. // Quadratic (Band 2)
  45692. this.l2_2 = this.l2_2.scale(0.785398);
  45693. this.l2_1 = this.l2_1.scale(0.785398);
  45694. this.l20 = this.l20.scale(0.785398);
  45695. this.l21 = this.l21.scale(0.785398);
  45696. this.lL22 = this.lL22.scale(0.785398);
  45697. };
  45698. /**
  45699. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45700. *
  45701. * ```
  45702. * L = (1/pi) * E * rho
  45703. * ```
  45704. *
  45705. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45706. */
  45707. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45708. this.scale(1.0 / Math.PI);
  45709. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45710. // (The pixel shader must apply albedo after texture fetches, etc).
  45711. };
  45712. /**
  45713. * Gets the spherical harmonics from polynomial
  45714. * @param polynomial the spherical polynomial
  45715. * @returns the spherical harmonics
  45716. */
  45717. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45718. var result = new SphericalHarmonics();
  45719. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45720. result.l1_1 = polynomial.y.scale(0.977204);
  45721. result.l10 = polynomial.z.scale(0.977204);
  45722. result.l11 = polynomial.x.scale(0.977204);
  45723. result.l2_2 = polynomial.xy.scale(1.16538);
  45724. result.l2_1 = polynomial.yz.scale(1.16538);
  45725. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45726. result.l21 = polynomial.zx.scale(1.16538);
  45727. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45728. result.scale(Math.PI);
  45729. return result;
  45730. };
  45731. /**
  45732. * Constructs a spherical harmonics from an array.
  45733. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45734. * @returns the spherical harmonics
  45735. */
  45736. SphericalHarmonics.FromArray = function (data) {
  45737. var sh = new SphericalHarmonics();
  45738. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45739. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45740. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45741. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45742. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45743. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45744. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45745. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45746. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45747. return sh;
  45748. };
  45749. return SphericalHarmonics;
  45750. }());
  45751. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45752. })(BABYLON || (BABYLON = {}));
  45753. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45754. var BABYLON;
  45755. (function (BABYLON) {
  45756. var FileFaceOrientation = /** @class */ (function () {
  45757. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45758. this.name = name;
  45759. this.worldAxisForNormal = worldAxisForNormal;
  45760. this.worldAxisForFileX = worldAxisForFileX;
  45761. this.worldAxisForFileY = worldAxisForFileY;
  45762. }
  45763. return FileFaceOrientation;
  45764. }());
  45765. /**
  45766. * Helper class dealing with the extraction of spherical polynomial dataArray
  45767. * from a cube map.
  45768. */
  45769. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45770. function CubeMapToSphericalPolynomialTools() {
  45771. }
  45772. /**
  45773. * Converts a texture to the according Spherical Polynomial data.
  45774. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45775. *
  45776. * @param texture The texture to extract the information from.
  45777. * @return The Spherical Polynomial data.
  45778. */
  45779. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45780. if (!texture.isCube) {
  45781. // Only supports cube Textures currently.
  45782. return null;
  45783. }
  45784. var size = texture.getSize().width;
  45785. var right = texture.readPixels(0);
  45786. var left = texture.readPixels(1);
  45787. var up;
  45788. var down;
  45789. if (texture.isRenderTarget) {
  45790. up = texture.readPixels(3);
  45791. down = texture.readPixels(2);
  45792. }
  45793. else {
  45794. up = texture.readPixels(2);
  45795. down = texture.readPixels(3);
  45796. }
  45797. var front = texture.readPixels(4);
  45798. var back = texture.readPixels(5);
  45799. var gammaSpace = texture.gammaSpace;
  45800. // Always read as RGBA.
  45801. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45802. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45803. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45804. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45805. }
  45806. var cubeInfo = {
  45807. size: size,
  45808. right: right,
  45809. left: left,
  45810. up: up,
  45811. down: down,
  45812. front: front,
  45813. back: back,
  45814. format: format,
  45815. type: type,
  45816. gammaSpace: gammaSpace,
  45817. };
  45818. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45819. };
  45820. /**
  45821. * Converts a cubemap to the according Spherical Polynomial data.
  45822. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45823. *
  45824. * @param cubeInfo The Cube map to extract the information from.
  45825. * @return The Spherical Polynomial data.
  45826. */
  45827. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45828. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45829. var totalSolidAngle = 0.0;
  45830. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45831. var du = 2.0 / cubeInfo.size;
  45832. var dv = du;
  45833. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45834. var minUV = du * 0.5 - 1.0;
  45835. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45836. var fileFace = this.FileFaces[faceIndex];
  45837. var dataArray = cubeInfo[fileFace.name];
  45838. var v = minUV;
  45839. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45840. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45841. // Because SP is still linear, so summation is fine in that basis.
  45842. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45843. for (var y = 0; y < cubeInfo.size; y++) {
  45844. var u = minUV;
  45845. for (var x = 0; x < cubeInfo.size; x++) {
  45846. // World direction (not normalised)
  45847. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45848. worldDirection.normalize();
  45849. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45850. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45851. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45852. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45853. // Handle Integer types.
  45854. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45855. r /= 255;
  45856. g /= 255;
  45857. b /= 255;
  45858. }
  45859. // Handle Gamma space textures.
  45860. if (cubeInfo.gammaSpace) {
  45861. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45862. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45863. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45864. }
  45865. var color = new BABYLON.Color3(r, g, b);
  45866. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45867. totalSolidAngle += deltaSolidAngle;
  45868. u += du;
  45869. }
  45870. v += dv;
  45871. }
  45872. }
  45873. // Solid angle for entire sphere is 4*pi
  45874. var sphereSolidAngle = 4.0 * Math.PI;
  45875. // Adjust the solid angle to allow for how many faces we processed.
  45876. var facesProcessed = 6.0;
  45877. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45878. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45879. // This is needed because the numerical integration over the cube uses a
  45880. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45881. // and also to compensate for accumulative error due to float precision in the summation.
  45882. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45883. sphericalHarmonics.scale(correctionFactor);
  45884. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45885. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45886. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45887. };
  45888. CubeMapToSphericalPolynomialTools.FileFaces = [
  45889. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45890. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45891. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45892. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45893. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45894. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45895. ];
  45896. return CubeMapToSphericalPolynomialTools;
  45897. }());
  45898. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45899. })(BABYLON || (BABYLON = {}));
  45900. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45901. var BABYLON;
  45902. (function (BABYLON) {
  45903. /**
  45904. * Manages the defines for the PBR Material.
  45905. * @hiddenChildren
  45906. */
  45907. var PBRMaterialDefines = /** @class */ (function (_super) {
  45908. __extends(PBRMaterialDefines, _super);
  45909. /**
  45910. * Initializes the PBR Material defines.
  45911. */
  45912. function PBRMaterialDefines() {
  45913. var _this = _super.call(this) || this;
  45914. _this.PBR = true;
  45915. _this.MAINUV1 = false;
  45916. _this.MAINUV2 = false;
  45917. _this.UV1 = false;
  45918. _this.UV2 = false;
  45919. _this.ALBEDO = false;
  45920. _this.ALBEDODIRECTUV = 0;
  45921. _this.VERTEXCOLOR = false;
  45922. _this.AMBIENT = false;
  45923. _this.AMBIENTDIRECTUV = 0;
  45924. _this.AMBIENTINGRAYSCALE = false;
  45925. _this.OPACITY = false;
  45926. _this.VERTEXALPHA = false;
  45927. _this.OPACITYDIRECTUV = 0;
  45928. _this.OPACITYRGB = false;
  45929. _this.ALPHATEST = false;
  45930. _this.DEPTHPREPASS = false;
  45931. _this.ALPHABLEND = false;
  45932. _this.ALPHAFROMALBEDO = false;
  45933. _this.ALPHATESTVALUE = "0.5";
  45934. _this.SPECULAROVERALPHA = false;
  45935. _this.RADIANCEOVERALPHA = false;
  45936. _this.ALPHAFRESNEL = false;
  45937. _this.LINEARALPHAFRESNEL = false;
  45938. _this.PREMULTIPLYALPHA = false;
  45939. _this.EMISSIVE = false;
  45940. _this.EMISSIVEDIRECTUV = 0;
  45941. _this.REFLECTIVITY = false;
  45942. _this.REFLECTIVITYDIRECTUV = 0;
  45943. _this.SPECULARTERM = false;
  45944. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45945. _this.MICROSURFACEAUTOMATIC = false;
  45946. _this.LODBASEDMICROSFURACE = false;
  45947. _this.MICROSURFACEMAP = false;
  45948. _this.MICROSURFACEMAPDIRECTUV = 0;
  45949. _this.METALLICWORKFLOW = false;
  45950. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45951. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45952. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45953. _this.AOSTOREINMETALMAPRED = false;
  45954. _this.ENVIRONMENTBRDF = false;
  45955. _this.NORMAL = false;
  45956. _this.TANGENT = false;
  45957. _this.BUMP = false;
  45958. _this.BUMPDIRECTUV = 0;
  45959. _this.OBJECTSPACE_NORMALMAP = false;
  45960. _this.PARALLAX = false;
  45961. _this.PARALLAXOCCLUSION = false;
  45962. _this.NORMALXYSCALE = true;
  45963. _this.LIGHTMAP = false;
  45964. _this.LIGHTMAPDIRECTUV = 0;
  45965. _this.USELIGHTMAPASSHADOWMAP = false;
  45966. _this.GAMMALIGHTMAP = false;
  45967. _this.REFLECTION = false;
  45968. _this.REFLECTIONMAP_3D = false;
  45969. _this.REFLECTIONMAP_SPHERICAL = false;
  45970. _this.REFLECTIONMAP_PLANAR = false;
  45971. _this.REFLECTIONMAP_CUBIC = false;
  45972. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45973. _this.REFLECTIONMAP_PROJECTION = false;
  45974. _this.REFLECTIONMAP_SKYBOX = false;
  45975. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45976. _this.REFLECTIONMAP_EXPLICIT = false;
  45977. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45978. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45979. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45980. _this.INVERTCUBICMAP = false;
  45981. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45982. _this.USESPHERICALINVERTEX = false;
  45983. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45984. _this.LODINREFLECTIONALPHA = false;
  45985. _this.GAMMAREFLECTION = false;
  45986. _this.RGBDREFLECTION = false;
  45987. _this.RADIANCEOCCLUSION = false;
  45988. _this.HORIZONOCCLUSION = false;
  45989. _this.REFRACTION = false;
  45990. _this.REFRACTIONMAP_3D = false;
  45991. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45992. _this.LODINREFRACTIONALPHA = false;
  45993. _this.GAMMAREFRACTION = false;
  45994. _this.RGBDREFRACTION = false;
  45995. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45996. _this.INSTANCES = false;
  45997. _this.NUM_BONE_INFLUENCERS = 0;
  45998. _this.BonesPerMesh = 0;
  45999. _this.BONETEXTURE = false;
  46000. _this.NONUNIFORMSCALING = false;
  46001. _this.MORPHTARGETS = false;
  46002. _this.MORPHTARGETS_NORMAL = false;
  46003. _this.MORPHTARGETS_TANGENT = false;
  46004. _this.NUM_MORPH_INFLUENCERS = 0;
  46005. _this.IMAGEPROCESSING = false;
  46006. _this.VIGNETTE = false;
  46007. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46008. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46009. _this.TONEMAPPING = false;
  46010. _this.TONEMAPPING_ACES = false;
  46011. _this.CONTRAST = false;
  46012. _this.COLORCURVES = false;
  46013. _this.COLORGRADING = false;
  46014. _this.COLORGRADING3D = false;
  46015. _this.SAMPLER3DGREENDEPTH = false;
  46016. _this.SAMPLER3DBGRMAP = false;
  46017. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46018. _this.EXPOSURE = false;
  46019. _this.USEPHYSICALLIGHTFALLOFF = false;
  46020. _this.USEGLTFLIGHTFALLOFF = false;
  46021. _this.TWOSIDEDLIGHTING = false;
  46022. _this.SHADOWFLOAT = false;
  46023. _this.CLIPPLANE = false;
  46024. _this.CLIPPLANE2 = false;
  46025. _this.CLIPPLANE3 = false;
  46026. _this.CLIPPLANE4 = false;
  46027. _this.POINTSIZE = false;
  46028. _this.FOG = false;
  46029. _this.LOGARITHMICDEPTH = false;
  46030. _this.FORCENORMALFORWARD = false;
  46031. _this.SPECULARAA = false;
  46032. _this.UNLIT = false;
  46033. _this.rebuild();
  46034. return _this;
  46035. }
  46036. /**
  46037. * Resets the PBR Material defines.
  46038. */
  46039. PBRMaterialDefines.prototype.reset = function () {
  46040. _super.prototype.reset.call(this);
  46041. this.ALPHATESTVALUE = "0.5";
  46042. this.PBR = true;
  46043. };
  46044. return PBRMaterialDefines;
  46045. }(BABYLON.MaterialDefines));
  46046. /**
  46047. * The Physically based material base class of BJS.
  46048. *
  46049. * This offers the main features of a standard PBR material.
  46050. * For more information, please refer to the documentation :
  46051. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46052. */
  46053. var PBRBaseMaterial = /** @class */ (function (_super) {
  46054. __extends(PBRBaseMaterial, _super);
  46055. /**
  46056. * Instantiates a new PBRMaterial instance.
  46057. *
  46058. * @param name The material name
  46059. * @param scene The scene the material will be use in.
  46060. */
  46061. function PBRBaseMaterial(name, scene) {
  46062. var _this = _super.call(this, name, scene) || this;
  46063. /**
  46064. * Intensity of the direct lights e.g. the four lights available in your scene.
  46065. * This impacts both the direct diffuse and specular highlights.
  46066. */
  46067. _this._directIntensity = 1.0;
  46068. /**
  46069. * Intensity of the emissive part of the material.
  46070. * This helps controlling the emissive effect without modifying the emissive color.
  46071. */
  46072. _this._emissiveIntensity = 1.0;
  46073. /**
  46074. * Intensity of the environment e.g. how much the environment will light the object
  46075. * either through harmonics for rough material or through the refelction for shiny ones.
  46076. */
  46077. _this._environmentIntensity = 1.0;
  46078. /**
  46079. * This is a special control allowing the reduction of the specular highlights coming from the
  46080. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46081. */
  46082. _this._specularIntensity = 1.0;
  46083. /**
  46084. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46085. */
  46086. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46087. /**
  46088. * Debug Control allowing disabling the bump map on this material.
  46089. */
  46090. _this._disableBumpMap = false;
  46091. /**
  46092. * AKA Occlusion Texture Intensity in other nomenclature.
  46093. */
  46094. _this._ambientTextureStrength = 1.0;
  46095. /**
  46096. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46097. * 1 means it completely occludes it
  46098. * 0 mean it has no impact
  46099. */
  46100. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46101. /**
  46102. * The color of a material in ambient lighting.
  46103. */
  46104. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46105. /**
  46106. * AKA Diffuse Color in other nomenclature.
  46107. */
  46108. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46109. /**
  46110. * AKA Specular Color in other nomenclature.
  46111. */
  46112. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46113. /**
  46114. * The color applied when light is reflected from a material.
  46115. */
  46116. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46117. /**
  46118. * The color applied when light is emitted from a material.
  46119. */
  46120. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46121. /**
  46122. * AKA Glossiness in other nomenclature.
  46123. */
  46124. _this._microSurface = 0.9;
  46125. /**
  46126. * source material index of refraction (IOR)' / 'destination material IOR.
  46127. */
  46128. _this._indexOfRefraction = 0.66;
  46129. /**
  46130. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46131. */
  46132. _this._invertRefractionY = false;
  46133. /**
  46134. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46135. * Materials half opaque for instance using refraction could benefit from this control.
  46136. */
  46137. _this._linkRefractionWithTransparency = false;
  46138. /**
  46139. * Specifies that the material will use the light map as a show map.
  46140. */
  46141. _this._useLightmapAsShadowmap = false;
  46142. /**
  46143. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46144. * makes the reflect vector face the model (under horizon).
  46145. */
  46146. _this._useHorizonOcclusion = true;
  46147. /**
  46148. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46149. * too much the area relying on ambient texture to define their ambient occlusion.
  46150. */
  46151. _this._useRadianceOcclusion = true;
  46152. /**
  46153. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46154. */
  46155. _this._useAlphaFromAlbedoTexture = false;
  46156. /**
  46157. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46158. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46159. */
  46160. _this._useSpecularOverAlpha = true;
  46161. /**
  46162. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46163. */
  46164. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46165. /**
  46166. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46167. */
  46168. _this._useRoughnessFromMetallicTextureAlpha = true;
  46169. /**
  46170. * Specifies if the metallic texture contains the roughness information in its green channel.
  46171. */
  46172. _this._useRoughnessFromMetallicTextureGreen = false;
  46173. /**
  46174. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46175. */
  46176. _this._useMetallnessFromMetallicTextureBlue = false;
  46177. /**
  46178. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46179. */
  46180. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46181. /**
  46182. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46183. */
  46184. _this._useAmbientInGrayScale = false;
  46185. /**
  46186. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46187. * The material will try to infer what glossiness each pixel should be.
  46188. */
  46189. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46190. /**
  46191. * Defines the falloff type used in this material.
  46192. * It by default is Physical.
  46193. */
  46194. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46195. /**
  46196. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46197. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46198. */
  46199. _this._useRadianceOverAlpha = true;
  46200. /**
  46201. * Allows using an object space normal map (instead of tangent space).
  46202. */
  46203. _this._useObjectSpaceNormalMap = false;
  46204. /**
  46205. * Allows using the bump map in parallax mode.
  46206. */
  46207. _this._useParallax = false;
  46208. /**
  46209. * Allows using the bump map in parallax occlusion mode.
  46210. */
  46211. _this._useParallaxOcclusion = false;
  46212. /**
  46213. * Controls the scale bias of the parallax mode.
  46214. */
  46215. _this._parallaxScaleBias = 0.05;
  46216. /**
  46217. * If sets to true, disables all the lights affecting the material.
  46218. */
  46219. _this._disableLighting = false;
  46220. /**
  46221. * Number of Simultaneous lights allowed on the material.
  46222. */
  46223. _this._maxSimultaneousLights = 4;
  46224. /**
  46225. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46226. */
  46227. _this._invertNormalMapX = false;
  46228. /**
  46229. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46230. */
  46231. _this._invertNormalMapY = false;
  46232. /**
  46233. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46234. */
  46235. _this._twoSidedLighting = false;
  46236. /**
  46237. * Defines the alpha limits in alpha test mode.
  46238. */
  46239. _this._alphaCutOff = 0.4;
  46240. /**
  46241. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46242. */
  46243. _this._forceAlphaTest = false;
  46244. /**
  46245. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46246. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46247. */
  46248. _this._useAlphaFresnel = false;
  46249. /**
  46250. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46251. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46252. */
  46253. _this._useLinearAlphaFresnel = false;
  46254. /**
  46255. * The transparency mode of the material.
  46256. */
  46257. _this._transparencyMode = null;
  46258. /**
  46259. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46260. * from cos thetav and roughness:
  46261. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46262. */
  46263. _this._environmentBRDFTexture = null;
  46264. /**
  46265. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46266. */
  46267. _this._forceIrradianceInFragment = false;
  46268. /**
  46269. * Force normal to face away from face.
  46270. */
  46271. _this._forceNormalForward = false;
  46272. /**
  46273. * Enables specular anti aliasing in the PBR shader.
  46274. * It will both interacts on the Geometry for analytical and IBL lighting.
  46275. * It also prefilter the roughness map based on the bump values.
  46276. */
  46277. _this._enableSpecularAntiAliasing = false;
  46278. /**
  46279. * Stores the available render targets.
  46280. */
  46281. _this._renderTargets = new BABYLON.SmartArray(16);
  46282. /**
  46283. * Sets the global ambient color for the material used in lighting calculations.
  46284. */
  46285. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46286. /**
  46287. * If set to true, no lighting calculations will be applied.
  46288. */
  46289. _this._unlit = false;
  46290. // Setup the default processing configuration to the scene.
  46291. _this._attachImageProcessingConfiguration(null);
  46292. _this.getRenderTargetTextures = function () {
  46293. _this._renderTargets.reset();
  46294. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46295. _this._renderTargets.push(_this._reflectionTexture);
  46296. }
  46297. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46298. _this._renderTargets.push(_this._refractionTexture);
  46299. }
  46300. return _this._renderTargets;
  46301. };
  46302. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46303. return _this;
  46304. }
  46305. /**
  46306. * Attaches a new image processing configuration to the PBR Material.
  46307. * @param configuration
  46308. */
  46309. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46310. var _this = this;
  46311. if (configuration === this._imageProcessingConfiguration) {
  46312. return;
  46313. }
  46314. // Detaches observer.
  46315. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46316. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46317. }
  46318. // Pick the scene configuration if needed.
  46319. if (!configuration) {
  46320. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46321. }
  46322. else {
  46323. this._imageProcessingConfiguration = configuration;
  46324. }
  46325. // Attaches observer.
  46326. if (this._imageProcessingConfiguration) {
  46327. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46328. _this._markAllSubMeshesAsImageProcessingDirty();
  46329. });
  46330. }
  46331. };
  46332. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46333. /**
  46334. * Gets a boolean indicating that current material needs to register RTT
  46335. */
  46336. get: function () {
  46337. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46338. return true;
  46339. }
  46340. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46341. return true;
  46342. }
  46343. return false;
  46344. },
  46345. enumerable: true,
  46346. configurable: true
  46347. });
  46348. /**
  46349. * Gets the name of the material class.
  46350. */
  46351. PBRBaseMaterial.prototype.getClassName = function () {
  46352. return "PBRBaseMaterial";
  46353. };
  46354. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46355. /**
  46356. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46357. */
  46358. get: function () {
  46359. return this._useLogarithmicDepth;
  46360. },
  46361. /**
  46362. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46363. */
  46364. set: function (value) {
  46365. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46366. },
  46367. enumerable: true,
  46368. configurable: true
  46369. });
  46370. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46371. /**
  46372. * Gets the current transparency mode.
  46373. */
  46374. get: function () {
  46375. return this._transparencyMode;
  46376. },
  46377. /**
  46378. * Sets the transparency mode of the material.
  46379. *
  46380. * | Value | Type | Description |
  46381. * | ----- | ----------------------------------- | ----------- |
  46382. * | 0 | OPAQUE | |
  46383. * | 1 | ALPHATEST | |
  46384. * | 2 | ALPHABLEND | |
  46385. * | 3 | ALPHATESTANDBLEND | |
  46386. *
  46387. */
  46388. set: function (value) {
  46389. if (this._transparencyMode === value) {
  46390. return;
  46391. }
  46392. this._transparencyMode = value;
  46393. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46394. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46395. },
  46396. enumerable: true,
  46397. configurable: true
  46398. });
  46399. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46400. /**
  46401. * Returns true if alpha blending should be disabled.
  46402. */
  46403. get: function () {
  46404. return (this._linkRefractionWithTransparency ||
  46405. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46406. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46407. },
  46408. enumerable: true,
  46409. configurable: true
  46410. });
  46411. /**
  46412. * Specifies whether or not this material should be rendered in alpha blend mode.
  46413. */
  46414. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46415. if (this._disableAlphaBlending) {
  46416. return false;
  46417. }
  46418. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46419. };
  46420. /**
  46421. * Specifies if the mesh will require alpha blending.
  46422. * @param mesh - BJS mesh.
  46423. */
  46424. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46425. if (this._disableAlphaBlending) {
  46426. return false;
  46427. }
  46428. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46429. };
  46430. /**
  46431. * Specifies whether or not this material should be rendered in alpha test mode.
  46432. */
  46433. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46434. if (this._forceAlphaTest) {
  46435. return true;
  46436. }
  46437. if (this._linkRefractionWithTransparency) {
  46438. return false;
  46439. }
  46440. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46441. };
  46442. /**
  46443. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46444. */
  46445. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46446. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46447. };
  46448. /**
  46449. * Gets the texture used for the alpha test.
  46450. */
  46451. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46452. return this._albedoTexture;
  46453. };
  46454. /**
  46455. * Specifies that the submesh is ready to be used.
  46456. * @param mesh - BJS mesh.
  46457. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46458. * @param useInstances - Specifies that instances should be used.
  46459. * @returns - boolean indicating that the submesh is ready or not.
  46460. */
  46461. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46462. if (subMesh.effect && this.isFrozen) {
  46463. if (this._wasPreviouslyReady) {
  46464. return true;
  46465. }
  46466. }
  46467. if (!subMesh._materialDefines) {
  46468. subMesh._materialDefines = new PBRMaterialDefines();
  46469. }
  46470. var defines = subMesh._materialDefines;
  46471. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46472. if (defines._renderId === this.getScene().getRenderId()) {
  46473. return true;
  46474. }
  46475. }
  46476. var scene = this.getScene();
  46477. var engine = scene.getEngine();
  46478. if (defines._areTexturesDirty) {
  46479. if (scene.texturesEnabled) {
  46480. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46481. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46482. return false;
  46483. }
  46484. }
  46485. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46486. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46487. return false;
  46488. }
  46489. }
  46490. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46491. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46492. return false;
  46493. }
  46494. }
  46495. var reflectionTexture = this._getReflectionTexture();
  46496. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46497. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46498. return false;
  46499. }
  46500. }
  46501. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46502. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46503. return false;
  46504. }
  46505. }
  46506. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46507. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46508. return false;
  46509. }
  46510. }
  46511. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46512. if (this._metallicTexture) {
  46513. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46514. return false;
  46515. }
  46516. }
  46517. else if (this._reflectivityTexture) {
  46518. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46519. return false;
  46520. }
  46521. }
  46522. if (this._microSurfaceTexture) {
  46523. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46524. return false;
  46525. }
  46526. }
  46527. }
  46528. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46529. // Bump texture cannot be not blocking.
  46530. if (!this._bumpTexture.isReady()) {
  46531. return false;
  46532. }
  46533. }
  46534. var refractionTexture = this._getRefractionTexture();
  46535. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46536. if (!refractionTexture.isReadyOrNotBlocking()) {
  46537. return false;
  46538. }
  46539. }
  46540. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46541. // This is blocking.
  46542. if (!this._environmentBRDFTexture.isReady()) {
  46543. return false;
  46544. }
  46545. }
  46546. }
  46547. }
  46548. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46549. if (!this._imageProcessingConfiguration.isReady()) {
  46550. return false;
  46551. }
  46552. }
  46553. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46554. mesh.createNormals(true);
  46555. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46556. }
  46557. var previousEffect = subMesh.effect;
  46558. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46559. if (effect) {
  46560. // Use previous effect while new one is compiling
  46561. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46562. effect = previousEffect;
  46563. defines.markAsUnprocessed();
  46564. }
  46565. else {
  46566. scene.resetCachedMaterial();
  46567. subMesh.setEffect(effect, defines);
  46568. this.buildUniformLayout();
  46569. }
  46570. }
  46571. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46572. return false;
  46573. }
  46574. defines._renderId = scene.getRenderId();
  46575. this._wasPreviouslyReady = true;
  46576. return true;
  46577. };
  46578. /**
  46579. * Specifies if the material uses metallic roughness workflow.
  46580. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46581. */
  46582. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46583. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46584. return true;
  46585. }
  46586. return false;
  46587. };
  46588. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46589. if (onCompiled === void 0) { onCompiled = null; }
  46590. if (onError === void 0) { onError = null; }
  46591. if (useInstances === void 0) { useInstances = null; }
  46592. if (useClipPlane === void 0) { useClipPlane = null; }
  46593. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46594. if (!defines.isDirty) {
  46595. return null;
  46596. }
  46597. defines.markAsProcessed();
  46598. var scene = this.getScene();
  46599. var engine = scene.getEngine();
  46600. // Fallbacks
  46601. var fallbacks = new BABYLON.EffectFallbacks();
  46602. var fallbackRank = 0;
  46603. if (defines.USESPHERICALINVERTEX) {
  46604. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46605. }
  46606. if (defines.FOG) {
  46607. fallbacks.addFallback(fallbackRank, "FOG");
  46608. }
  46609. if (defines.SPECULARAA) {
  46610. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46611. }
  46612. if (defines.POINTSIZE) {
  46613. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46614. }
  46615. if (defines.LOGARITHMICDEPTH) {
  46616. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46617. }
  46618. if (defines.PARALLAX) {
  46619. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46620. }
  46621. if (defines.PARALLAXOCCLUSION) {
  46622. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46623. }
  46624. if (defines.ENVIRONMENTBRDF) {
  46625. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46626. }
  46627. if (defines.TANGENT) {
  46628. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46629. }
  46630. if (defines.BUMP) {
  46631. fallbacks.addFallback(fallbackRank++, "BUMP");
  46632. }
  46633. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46634. if (defines.SPECULARTERM) {
  46635. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46636. }
  46637. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46638. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46639. }
  46640. if (defines.LIGHTMAP) {
  46641. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46642. }
  46643. if (defines.NORMAL) {
  46644. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46645. }
  46646. if (defines.AMBIENT) {
  46647. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46648. }
  46649. if (defines.EMISSIVE) {
  46650. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46651. }
  46652. if (defines.VERTEXCOLOR) {
  46653. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46654. }
  46655. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46656. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46657. }
  46658. if (defines.MORPHTARGETS) {
  46659. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46660. }
  46661. //Attributes
  46662. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46663. if (defines.NORMAL) {
  46664. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46665. }
  46666. if (defines.TANGENT) {
  46667. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46668. }
  46669. if (defines.UV1) {
  46670. attribs.push(BABYLON.VertexBuffer.UVKind);
  46671. }
  46672. if (defines.UV2) {
  46673. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46674. }
  46675. if (defines.VERTEXCOLOR) {
  46676. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46677. }
  46678. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46679. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46680. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46681. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46682. "vFogInfos", "vFogColor", "pointSize",
  46683. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46684. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46685. "mBones",
  46686. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46687. "vLightingIntensity",
  46688. "logarithmicDepthConstant",
  46689. "vSphericalX", "vSphericalY", "vSphericalZ",
  46690. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46691. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46692. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46693. "vTangentSpaceParams", "boneTextureWidth"
  46694. ];
  46695. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46696. "bumpSampler", "lightmapSampler", "opacitySampler",
  46697. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46698. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46699. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46700. var uniformBuffers = ["Material", "Scene"];
  46701. if (BABYLON.ImageProcessingConfiguration) {
  46702. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46703. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46704. }
  46705. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46706. uniformsNames: uniforms,
  46707. uniformBuffersNames: uniformBuffers,
  46708. samplers: samplers,
  46709. defines: defines,
  46710. maxSimultaneousLights: this._maxSimultaneousLights
  46711. });
  46712. var join = defines.toString();
  46713. return engine.createEffect("pbr", {
  46714. attributes: attribs,
  46715. uniformsNames: uniforms,
  46716. uniformBuffersNames: uniformBuffers,
  46717. samplers: samplers,
  46718. defines: join,
  46719. fallbacks: fallbacks,
  46720. onCompiled: onCompiled,
  46721. onError: onError,
  46722. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46723. }, engine);
  46724. };
  46725. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46726. if (useInstances === void 0) { useInstances = null; }
  46727. if (useClipPlane === void 0) { useClipPlane = null; }
  46728. var scene = this.getScene();
  46729. var engine = scene.getEngine();
  46730. // Lights
  46731. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46732. defines._needNormals = true;
  46733. // Textures
  46734. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46735. if (defines._areTexturesDirty) {
  46736. defines._needUVs = false;
  46737. if (scene.texturesEnabled) {
  46738. if (scene.getEngine().getCaps().textureLOD) {
  46739. defines.LODBASEDMICROSFURACE = true;
  46740. }
  46741. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46742. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46743. }
  46744. else {
  46745. defines.ALBEDO = false;
  46746. }
  46747. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46748. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46749. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46750. }
  46751. else {
  46752. defines.AMBIENT = false;
  46753. }
  46754. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46755. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46756. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46757. }
  46758. else {
  46759. defines.OPACITY = false;
  46760. }
  46761. var reflectionTexture = this._getReflectionTexture();
  46762. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46763. defines.REFLECTION = true;
  46764. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46765. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46766. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46767. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46768. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46769. defines.INVERTCUBICMAP = true;
  46770. }
  46771. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46772. switch (reflectionTexture.coordinatesMode) {
  46773. case BABYLON.Texture.EXPLICIT_MODE:
  46774. defines.REFLECTIONMAP_EXPLICIT = true;
  46775. break;
  46776. case BABYLON.Texture.PLANAR_MODE:
  46777. defines.REFLECTIONMAP_PLANAR = true;
  46778. break;
  46779. case BABYLON.Texture.PROJECTION_MODE:
  46780. defines.REFLECTIONMAP_PROJECTION = true;
  46781. break;
  46782. case BABYLON.Texture.SKYBOX_MODE:
  46783. defines.REFLECTIONMAP_SKYBOX = true;
  46784. break;
  46785. case BABYLON.Texture.SPHERICAL_MODE:
  46786. defines.REFLECTIONMAP_SPHERICAL = true;
  46787. break;
  46788. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46789. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46790. break;
  46791. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46792. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46793. break;
  46794. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46795. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46796. break;
  46797. case BABYLON.Texture.CUBIC_MODE:
  46798. case BABYLON.Texture.INVCUBIC_MODE:
  46799. default:
  46800. defines.REFLECTIONMAP_CUBIC = true;
  46801. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46802. break;
  46803. }
  46804. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46805. if (reflectionTexture.sphericalPolynomial) {
  46806. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46807. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46808. defines.USESPHERICALINVERTEX = false;
  46809. }
  46810. else {
  46811. defines.USESPHERICALINVERTEX = true;
  46812. }
  46813. }
  46814. }
  46815. else {
  46816. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46817. }
  46818. }
  46819. else {
  46820. defines.REFLECTION = false;
  46821. defines.REFLECTIONMAP_3D = false;
  46822. defines.REFLECTIONMAP_SPHERICAL = false;
  46823. defines.REFLECTIONMAP_PLANAR = false;
  46824. defines.REFLECTIONMAP_CUBIC = false;
  46825. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46826. defines.REFLECTIONMAP_PROJECTION = false;
  46827. defines.REFLECTIONMAP_SKYBOX = false;
  46828. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46829. defines.REFLECTIONMAP_EXPLICIT = false;
  46830. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46831. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46832. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46833. defines.INVERTCUBICMAP = false;
  46834. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46835. defines.USESPHERICALINVERTEX = false;
  46836. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46837. defines.LODINREFLECTIONALPHA = false;
  46838. defines.GAMMAREFLECTION = false;
  46839. defines.RGBDREFLECTION = false;
  46840. }
  46841. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46842. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46843. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46844. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46845. }
  46846. else {
  46847. defines.LIGHTMAP = false;
  46848. }
  46849. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46850. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46851. }
  46852. else {
  46853. defines.EMISSIVE = false;
  46854. }
  46855. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46856. if (this._metallicTexture) {
  46857. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46858. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46859. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46860. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46861. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46862. }
  46863. else if (this._reflectivityTexture) {
  46864. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46865. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46866. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46867. }
  46868. else {
  46869. defines.REFLECTIVITY = false;
  46870. }
  46871. if (this._microSurfaceTexture) {
  46872. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46873. }
  46874. else {
  46875. defines.MICROSURFACEMAP = false;
  46876. }
  46877. }
  46878. else {
  46879. defines.REFLECTIVITY = false;
  46880. defines.MICROSURFACEMAP = false;
  46881. }
  46882. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46883. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46884. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46885. defines.PARALLAX = true;
  46886. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46887. }
  46888. else {
  46889. defines.PARALLAX = false;
  46890. }
  46891. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46892. }
  46893. else {
  46894. defines.BUMP = false;
  46895. }
  46896. var refractionTexture = this._getRefractionTexture();
  46897. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46898. defines.REFRACTION = true;
  46899. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46900. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46901. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46902. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46903. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46904. if (this._linkRefractionWithTransparency) {
  46905. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46906. }
  46907. }
  46908. else {
  46909. defines.REFRACTION = false;
  46910. }
  46911. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46912. defines.ENVIRONMENTBRDF = true;
  46913. }
  46914. else {
  46915. defines.ENVIRONMENTBRDF = false;
  46916. }
  46917. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46918. defines.ALPHAFROMALBEDO = true;
  46919. }
  46920. else {
  46921. defines.ALPHAFROMALBEDO = false;
  46922. }
  46923. }
  46924. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46925. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46926. defines.USEPHYSICALLIGHTFALLOFF = false;
  46927. defines.USEGLTFLIGHTFALLOFF = false;
  46928. }
  46929. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46930. defines.USEPHYSICALLIGHTFALLOFF = false;
  46931. defines.USEGLTFLIGHTFALLOFF = true;
  46932. }
  46933. else {
  46934. defines.USEPHYSICALLIGHTFALLOFF = true;
  46935. defines.USEGLTFLIGHTFALLOFF = false;
  46936. }
  46937. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46938. if (!this.backFaceCulling && this._twoSidedLighting) {
  46939. defines.TWOSIDEDLIGHTING = true;
  46940. }
  46941. else {
  46942. defines.TWOSIDEDLIGHTING = false;
  46943. }
  46944. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46945. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46946. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46947. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46948. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46949. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46950. }
  46951. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46952. this._imageProcessingConfiguration.prepareDefines(defines);
  46953. }
  46954. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46955. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46956. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46957. // Misc.
  46958. if (defines._areMiscDirty) {
  46959. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46960. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46961. }
  46962. // Values that need to be evaluated on every frame
  46963. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46964. // Attribs
  46965. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46966. };
  46967. /**
  46968. * Force shader compilation
  46969. */
  46970. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46971. var _this = this;
  46972. var localOptions = __assign({ clipPlane: false }, options);
  46973. var defines = new PBRMaterialDefines();
  46974. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46975. if (effect.isReady()) {
  46976. if (onCompiled) {
  46977. onCompiled(this);
  46978. }
  46979. }
  46980. else {
  46981. effect.onCompileObservable.add(function () {
  46982. if (onCompiled) {
  46983. onCompiled(_this);
  46984. }
  46985. });
  46986. }
  46987. };
  46988. /**
  46989. * Initializes the uniform buffer layout for the shader.
  46990. */
  46991. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46992. // Order is important !
  46993. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46994. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46995. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46996. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46997. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46998. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46999. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47000. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47001. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47002. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47003. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47004. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47005. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47006. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47007. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47008. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47009. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47010. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47011. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47012. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47013. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47014. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47015. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47016. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47017. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47018. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47019. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47020. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47021. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47022. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47023. this._uniformBuffer.addUniform("pointSize", 1);
  47024. this._uniformBuffer.create();
  47025. };
  47026. /**
  47027. * Unbinds the textures.
  47028. */
  47029. PBRBaseMaterial.prototype.unbind = function () {
  47030. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47031. this._uniformBuffer.setTexture("reflectionSampler", null);
  47032. }
  47033. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47034. this._uniformBuffer.setTexture("refractionSampler", null);
  47035. }
  47036. _super.prototype.unbind.call(this);
  47037. };
  47038. /**
  47039. * Binds the submesh data.
  47040. * @param world - The world matrix.
  47041. * @param mesh - The BJS mesh.
  47042. * @param subMesh - A submesh of the BJS mesh.
  47043. */
  47044. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47045. var scene = this.getScene();
  47046. var defines = subMesh._materialDefines;
  47047. if (!defines) {
  47048. return;
  47049. }
  47050. var effect = subMesh.effect;
  47051. if (!effect) {
  47052. return;
  47053. }
  47054. this._activeEffect = effect;
  47055. // Matrices
  47056. this.bindOnlyWorldMatrix(world);
  47057. // Normal Matrix
  47058. if (defines.OBJECTSPACE_NORMALMAP) {
  47059. world.toNormalMatrix(this._normalMatrix);
  47060. this.bindOnlyNormalMatrix(this._normalMatrix);
  47061. }
  47062. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47063. // Bones
  47064. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47065. var reflectionTexture = null;
  47066. if (mustRebind) {
  47067. this._uniformBuffer.bindToEffect(effect, "Material");
  47068. this.bindViewProjection(effect);
  47069. reflectionTexture = this._getReflectionTexture();
  47070. var refractionTexture = this._getRefractionTexture();
  47071. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47072. // Texture uniforms
  47073. if (scene.texturesEnabled) {
  47074. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47075. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47076. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47077. }
  47078. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47079. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47080. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47081. }
  47082. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47083. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47084. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47085. }
  47086. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47087. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47088. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47089. if (reflectionTexture.boundingBoxSize) {
  47090. var cubeTexture = reflectionTexture;
  47091. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47092. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47093. }
  47094. var polynomials = reflectionTexture.sphericalPolynomial;
  47095. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47096. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47097. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47098. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47099. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47100. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47101. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47102. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47103. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47104. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47105. }
  47106. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47107. }
  47108. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47109. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47110. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47111. }
  47112. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47113. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47114. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47115. }
  47116. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47117. if (this._metallicTexture) {
  47118. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47119. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47120. }
  47121. else if (this._reflectivityTexture) {
  47122. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47123. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47124. }
  47125. if (this._microSurfaceTexture) {
  47126. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47127. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47128. }
  47129. }
  47130. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47131. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47132. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47133. if (scene._mirroredCameraPosition) {
  47134. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47135. }
  47136. else {
  47137. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47138. }
  47139. }
  47140. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47141. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47142. var depth = 1.0;
  47143. if (!refractionTexture.isCube) {
  47144. if (refractionTexture.depth) {
  47145. depth = refractionTexture.depth;
  47146. }
  47147. }
  47148. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47149. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47150. }
  47151. }
  47152. // Point size
  47153. if (this.pointsCloud) {
  47154. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47155. }
  47156. // Colors
  47157. if (defines.METALLICWORKFLOW) {
  47158. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47159. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47160. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47161. }
  47162. else {
  47163. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47164. }
  47165. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47166. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47167. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47168. // Misc
  47169. this._lightingInfos.x = this._directIntensity;
  47170. this._lightingInfos.y = this._emissiveIntensity;
  47171. this._lightingInfos.z = this._environmentIntensity;
  47172. this._lightingInfos.w = this._specularIntensity;
  47173. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47174. }
  47175. // Textures
  47176. if (scene.texturesEnabled) {
  47177. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47178. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47179. }
  47180. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47181. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47182. }
  47183. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47184. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47185. }
  47186. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47187. if (defines.LODBASEDMICROSFURACE) {
  47188. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47189. }
  47190. else {
  47191. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47192. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47193. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47194. }
  47195. }
  47196. if (defines.ENVIRONMENTBRDF) {
  47197. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47198. }
  47199. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47200. if (defines.LODBASEDMICROSFURACE) {
  47201. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47202. }
  47203. else {
  47204. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47205. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47206. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47207. }
  47208. }
  47209. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47210. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47211. }
  47212. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47213. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47214. }
  47215. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47216. if (this._metallicTexture) {
  47217. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47218. }
  47219. else if (this._reflectivityTexture) {
  47220. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47221. }
  47222. if (this._microSurfaceTexture) {
  47223. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47224. }
  47225. }
  47226. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47227. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47228. }
  47229. }
  47230. // Clip plane
  47231. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47232. // Colors
  47233. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47234. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47235. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47236. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47237. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47238. }
  47239. if (mustRebind || !this.isFrozen) {
  47240. // Lights
  47241. if (scene.lightsEnabled && !this._disableLighting) {
  47242. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47243. }
  47244. // View
  47245. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47246. this.bindView(effect);
  47247. }
  47248. // Fog
  47249. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47250. // Morph targets
  47251. if (defines.NUM_MORPH_INFLUENCERS) {
  47252. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47253. }
  47254. // image processing
  47255. this._imageProcessingConfiguration.bind(this._activeEffect);
  47256. // Log. depth
  47257. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47258. }
  47259. this._uniformBuffer.update();
  47260. this._afterBind(mesh, this._activeEffect);
  47261. };
  47262. /**
  47263. * Returns the animatable textures.
  47264. * @returns - Array of animatable textures.
  47265. */
  47266. PBRBaseMaterial.prototype.getAnimatables = function () {
  47267. var results = [];
  47268. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47269. results.push(this._albedoTexture);
  47270. }
  47271. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47272. results.push(this._ambientTexture);
  47273. }
  47274. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47275. results.push(this._opacityTexture);
  47276. }
  47277. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47278. results.push(this._reflectionTexture);
  47279. }
  47280. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47281. results.push(this._emissiveTexture);
  47282. }
  47283. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47284. results.push(this._metallicTexture);
  47285. }
  47286. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47287. results.push(this._reflectivityTexture);
  47288. }
  47289. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47290. results.push(this._bumpTexture);
  47291. }
  47292. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47293. results.push(this._lightmapTexture);
  47294. }
  47295. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47296. results.push(this._refractionTexture);
  47297. }
  47298. return results;
  47299. };
  47300. /**
  47301. * Returns the texture used for reflections.
  47302. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47303. */
  47304. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47305. if (this._reflectionTexture) {
  47306. return this._reflectionTexture;
  47307. }
  47308. return this.getScene().environmentTexture;
  47309. };
  47310. /**
  47311. * Returns the texture used for refraction or null if none is used.
  47312. * @returns - Refection texture if present. If no refraction texture and refraction
  47313. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47314. */
  47315. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47316. if (this._refractionTexture) {
  47317. return this._refractionTexture;
  47318. }
  47319. if (this._linkRefractionWithTransparency) {
  47320. return this.getScene().environmentTexture;
  47321. }
  47322. return null;
  47323. };
  47324. /**
  47325. * Disposes the resources of the material.
  47326. * @param forceDisposeEffect - Forces the disposal of effects.
  47327. * @param forceDisposeTextures - Forces the disposal of all textures.
  47328. */
  47329. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47330. if (forceDisposeTextures) {
  47331. if (this._albedoTexture) {
  47332. this._albedoTexture.dispose();
  47333. }
  47334. if (this._ambientTexture) {
  47335. this._ambientTexture.dispose();
  47336. }
  47337. if (this._opacityTexture) {
  47338. this._opacityTexture.dispose();
  47339. }
  47340. if (this._reflectionTexture) {
  47341. this._reflectionTexture.dispose();
  47342. }
  47343. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47344. this._environmentBRDFTexture.dispose();
  47345. }
  47346. if (this._emissiveTexture) {
  47347. this._emissiveTexture.dispose();
  47348. }
  47349. if (this._metallicTexture) {
  47350. this._metallicTexture.dispose();
  47351. }
  47352. if (this._reflectivityTexture) {
  47353. this._reflectivityTexture.dispose();
  47354. }
  47355. if (this._bumpTexture) {
  47356. this._bumpTexture.dispose();
  47357. }
  47358. if (this._lightmapTexture) {
  47359. this._lightmapTexture.dispose();
  47360. }
  47361. if (this._refractionTexture) {
  47362. this._refractionTexture.dispose();
  47363. }
  47364. }
  47365. this._renderTargets.dispose();
  47366. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47367. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47368. }
  47369. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47370. };
  47371. /**
  47372. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47373. */
  47374. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47375. /**
  47376. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47377. * to enhance interoperability with other engines.
  47378. */
  47379. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47380. /**
  47381. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47382. * to enhance interoperability with other materials.
  47383. */
  47384. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47385. /**
  47386. * Stores the reflectivity values based on metallic roughness workflow.
  47387. */
  47388. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47389. __decorate([
  47390. BABYLON.serializeAsImageProcessingConfiguration()
  47391. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47392. __decorate([
  47393. BABYLON.serialize()
  47394. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47395. __decorate([
  47396. BABYLON.serialize()
  47397. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47398. return PBRBaseMaterial;
  47399. }(BABYLON.PushMaterial));
  47400. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47401. })(BABYLON || (BABYLON = {}));
  47402. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47403. var BABYLON;
  47404. (function (BABYLON) {
  47405. /**
  47406. * The Physically based simple base material of BJS.
  47407. *
  47408. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47409. * It is used as the base class for both the specGloss and metalRough conventions.
  47410. */
  47411. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47412. __extends(PBRBaseSimpleMaterial, _super);
  47413. /**
  47414. * Instantiates a new PBRMaterial instance.
  47415. *
  47416. * @param name The material name
  47417. * @param scene The scene the material will be use in.
  47418. */
  47419. function PBRBaseSimpleMaterial(name, scene) {
  47420. var _this = _super.call(this, name, scene) || this;
  47421. /**
  47422. * Number of Simultaneous lights allowed on the material.
  47423. */
  47424. _this.maxSimultaneousLights = 4;
  47425. /**
  47426. * If sets to true, disables all the lights affecting the material.
  47427. */
  47428. _this.disableLighting = false;
  47429. /**
  47430. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47431. */
  47432. _this.invertNormalMapX = false;
  47433. /**
  47434. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47435. */
  47436. _this.invertNormalMapY = false;
  47437. /**
  47438. * Emissivie color used to self-illuminate the model.
  47439. */
  47440. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47441. /**
  47442. * Occlusion Channel Strenght.
  47443. */
  47444. _this.occlusionStrength = 1.0;
  47445. /**
  47446. * If true, the light map contains occlusion information instead of lighting info.
  47447. */
  47448. _this.useLightmapAsShadowmap = false;
  47449. _this._useAlphaFromAlbedoTexture = true;
  47450. _this._useAmbientInGrayScale = true;
  47451. return _this;
  47452. }
  47453. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47454. /**
  47455. * Gets the current double sided mode.
  47456. */
  47457. get: function () {
  47458. return this._twoSidedLighting;
  47459. },
  47460. /**
  47461. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47462. */
  47463. set: function (value) {
  47464. if (this._twoSidedLighting === value) {
  47465. return;
  47466. }
  47467. this._twoSidedLighting = value;
  47468. this.backFaceCulling = !value;
  47469. this._markAllSubMeshesAsTexturesDirty();
  47470. },
  47471. enumerable: true,
  47472. configurable: true
  47473. });
  47474. /**
  47475. * Return the active textures of the material.
  47476. */
  47477. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47478. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47479. if (this.environmentTexture) {
  47480. activeTextures.push(this.environmentTexture);
  47481. }
  47482. if (this.normalTexture) {
  47483. activeTextures.push(this.normalTexture);
  47484. }
  47485. if (this.emissiveTexture) {
  47486. activeTextures.push(this.emissiveTexture);
  47487. }
  47488. if (this.occlusionTexture) {
  47489. activeTextures.push(this.occlusionTexture);
  47490. }
  47491. if (this.lightmapTexture) {
  47492. activeTextures.push(this.lightmapTexture);
  47493. }
  47494. return activeTextures;
  47495. };
  47496. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47497. if (_super.prototype.hasTexture.call(this, texture)) {
  47498. return true;
  47499. }
  47500. if (this.lightmapTexture === texture) {
  47501. return true;
  47502. }
  47503. return false;
  47504. };
  47505. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47506. return "PBRBaseSimpleMaterial";
  47507. };
  47508. __decorate([
  47509. BABYLON.serialize(),
  47510. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47511. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47512. __decorate([
  47513. BABYLON.serialize(),
  47514. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47515. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47516. __decorate([
  47517. BABYLON.serializeAsTexture(),
  47518. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47519. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47520. __decorate([
  47521. BABYLON.serialize(),
  47522. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47523. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47524. __decorate([
  47525. BABYLON.serialize(),
  47526. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47527. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47528. __decorate([
  47529. BABYLON.serializeAsTexture(),
  47530. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47531. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47532. __decorate([
  47533. BABYLON.serializeAsColor3("emissive"),
  47534. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47535. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47536. __decorate([
  47537. BABYLON.serializeAsTexture(),
  47538. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47539. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47540. __decorate([
  47541. BABYLON.serialize(),
  47542. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47543. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47544. __decorate([
  47545. BABYLON.serializeAsTexture(),
  47546. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47547. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47548. __decorate([
  47549. BABYLON.serialize(),
  47550. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47551. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47552. __decorate([
  47553. BABYLON.serialize()
  47554. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47555. __decorate([
  47556. BABYLON.serializeAsTexture(),
  47557. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47558. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47559. __decorate([
  47560. BABYLON.serialize(),
  47561. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47562. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47563. return PBRBaseSimpleMaterial;
  47564. }(BABYLON.PBRBaseMaterial));
  47565. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47566. })(BABYLON || (BABYLON = {}));
  47567. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47568. var BABYLON;
  47569. (function (BABYLON) {
  47570. /**
  47571. * The Physically based material of BJS.
  47572. *
  47573. * This offers the main features of a standard PBR material.
  47574. * For more information, please refer to the documentation :
  47575. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47576. */
  47577. var PBRMaterial = /** @class */ (function (_super) {
  47578. __extends(PBRMaterial, _super);
  47579. /**
  47580. * Instantiates a new PBRMaterial instance.
  47581. *
  47582. * @param name The material name
  47583. * @param scene The scene the material will be use in.
  47584. */
  47585. function PBRMaterial(name, scene) {
  47586. var _this = _super.call(this, name, scene) || this;
  47587. /**
  47588. * Intensity of the direct lights e.g. the four lights available in your scene.
  47589. * This impacts both the direct diffuse and specular highlights.
  47590. */
  47591. _this.directIntensity = 1.0;
  47592. /**
  47593. * Intensity of the emissive part of the material.
  47594. * This helps controlling the emissive effect without modifying the emissive color.
  47595. */
  47596. _this.emissiveIntensity = 1.0;
  47597. /**
  47598. * Intensity of the environment e.g. how much the environment will light the object
  47599. * either through harmonics for rough material or through the refelction for shiny ones.
  47600. */
  47601. _this.environmentIntensity = 1.0;
  47602. /**
  47603. * This is a special control allowing the reduction of the specular highlights coming from the
  47604. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47605. */
  47606. _this.specularIntensity = 1.0;
  47607. /**
  47608. * Debug Control allowing disabling the bump map on this material.
  47609. */
  47610. _this.disableBumpMap = false;
  47611. /**
  47612. * AKA Occlusion Texture Intensity in other nomenclature.
  47613. */
  47614. _this.ambientTextureStrength = 1.0;
  47615. /**
  47616. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47617. * 1 means it completely occludes it
  47618. * 0 mean it has no impact
  47619. */
  47620. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47621. /**
  47622. * The color of a material in ambient lighting.
  47623. */
  47624. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47625. /**
  47626. * AKA Diffuse Color in other nomenclature.
  47627. */
  47628. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47629. /**
  47630. * AKA Specular Color in other nomenclature.
  47631. */
  47632. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47633. /**
  47634. * The color reflected from the material.
  47635. */
  47636. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47637. /**
  47638. * The color emitted from the material.
  47639. */
  47640. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47641. /**
  47642. * AKA Glossiness in other nomenclature.
  47643. */
  47644. _this.microSurface = 1.0;
  47645. /**
  47646. * source material index of refraction (IOR)' / 'destination material IOR.
  47647. */
  47648. _this.indexOfRefraction = 0.66;
  47649. /**
  47650. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47651. */
  47652. _this.invertRefractionY = false;
  47653. /**
  47654. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47655. * Materials half opaque for instance using refraction could benefit from this control.
  47656. */
  47657. _this.linkRefractionWithTransparency = false;
  47658. /**
  47659. * If true, the light map contains occlusion information instead of lighting info.
  47660. */
  47661. _this.useLightmapAsShadowmap = false;
  47662. /**
  47663. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47664. */
  47665. _this.useAlphaFromAlbedoTexture = false;
  47666. /**
  47667. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47668. */
  47669. _this.forceAlphaTest = false;
  47670. /**
  47671. * Defines the alpha limits in alpha test mode.
  47672. */
  47673. _this.alphaCutOff = 0.4;
  47674. /**
  47675. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47676. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47677. */
  47678. _this.useSpecularOverAlpha = true;
  47679. /**
  47680. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47681. */
  47682. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47683. /**
  47684. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47685. */
  47686. _this.useRoughnessFromMetallicTextureAlpha = true;
  47687. /**
  47688. * Specifies if the metallic texture contains the roughness information in its green channel.
  47689. */
  47690. _this.useRoughnessFromMetallicTextureGreen = false;
  47691. /**
  47692. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47693. */
  47694. _this.useMetallnessFromMetallicTextureBlue = false;
  47695. /**
  47696. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47697. */
  47698. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47699. /**
  47700. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47701. */
  47702. _this.useAmbientInGrayScale = false;
  47703. /**
  47704. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47705. * The material will try to infer what glossiness each pixel should be.
  47706. */
  47707. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47708. /**
  47709. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47710. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47711. */
  47712. _this.useRadianceOverAlpha = true;
  47713. /**
  47714. * Allows using an object space normal map (instead of tangent space).
  47715. */
  47716. _this.useObjectSpaceNormalMap = false;
  47717. /**
  47718. * Allows using the bump map in parallax mode.
  47719. */
  47720. _this.useParallax = false;
  47721. /**
  47722. * Allows using the bump map in parallax occlusion mode.
  47723. */
  47724. _this.useParallaxOcclusion = false;
  47725. /**
  47726. * Controls the scale bias of the parallax mode.
  47727. */
  47728. _this.parallaxScaleBias = 0.05;
  47729. /**
  47730. * If sets to true, disables all the lights affecting the material.
  47731. */
  47732. _this.disableLighting = false;
  47733. /**
  47734. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47735. */
  47736. _this.forceIrradianceInFragment = false;
  47737. /**
  47738. * Number of Simultaneous lights allowed on the material.
  47739. */
  47740. _this.maxSimultaneousLights = 4;
  47741. /**
  47742. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47743. */
  47744. _this.invertNormalMapX = false;
  47745. /**
  47746. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47747. */
  47748. _this.invertNormalMapY = false;
  47749. /**
  47750. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47751. */
  47752. _this.twoSidedLighting = false;
  47753. /**
  47754. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47755. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47756. */
  47757. _this.useAlphaFresnel = false;
  47758. /**
  47759. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47760. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47761. */
  47762. _this.useLinearAlphaFresnel = false;
  47763. /**
  47764. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47765. * And/Or occlude the blended part.
  47766. */
  47767. _this.environmentBRDFTexture = null;
  47768. /**
  47769. * Force normal to face away from face.
  47770. */
  47771. _this.forceNormalForward = false;
  47772. /**
  47773. * Enables specular anti aliasing in the PBR shader.
  47774. * It will both interacts on the Geometry for analytical and IBL lighting.
  47775. * It also prefilter the roughness map based on the bump values.
  47776. */
  47777. _this.enableSpecularAntiAliasing = false;
  47778. /**
  47779. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47780. * makes the reflect vector face the model (under horizon).
  47781. */
  47782. _this.useHorizonOcclusion = true;
  47783. /**
  47784. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47785. * too much the area relying on ambient texture to define their ambient occlusion.
  47786. */
  47787. _this.useRadianceOcclusion = true;
  47788. /**
  47789. * If set to true, no lighting calculations will be applied.
  47790. */
  47791. _this.unlit = false;
  47792. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47793. return _this;
  47794. }
  47795. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47796. /**
  47797. * BJS is using an harcoded light falloff based on a manually sets up range.
  47798. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47799. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47800. */
  47801. get: function () {
  47802. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47803. },
  47804. /**
  47805. * BJS is using an harcoded light falloff based on a manually sets up range.
  47806. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47807. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47808. */
  47809. set: function (value) {
  47810. if (value !== this.usePhysicalLightFalloff) {
  47811. // Ensure the effect will be rebuilt.
  47812. this._markAllSubMeshesAsTexturesDirty();
  47813. if (value) {
  47814. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47815. }
  47816. else {
  47817. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47818. }
  47819. }
  47820. },
  47821. enumerable: true,
  47822. configurable: true
  47823. });
  47824. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47825. /**
  47826. * In order to support the falloff compatibility with gltf, a special mode has been added
  47827. * to reproduce the gltf light falloff.
  47828. */
  47829. get: function () {
  47830. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47831. },
  47832. /**
  47833. * In order to support the falloff compatibility with gltf, a special mode has been added
  47834. * to reproduce the gltf light falloff.
  47835. */
  47836. set: function (value) {
  47837. if (value !== this.useGLTFLightFalloff) {
  47838. // Ensure the effect will be rebuilt.
  47839. this._markAllSubMeshesAsTexturesDirty();
  47840. if (value) {
  47841. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47842. }
  47843. else {
  47844. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47845. }
  47846. }
  47847. },
  47848. enumerable: true,
  47849. configurable: true
  47850. });
  47851. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47852. /**
  47853. * Gets the image processing configuration used either in this material.
  47854. */
  47855. get: function () {
  47856. return this._imageProcessingConfiguration;
  47857. },
  47858. /**
  47859. * Sets the Default image processing configuration used either in the this material.
  47860. *
  47861. * If sets to null, the scene one is in use.
  47862. */
  47863. set: function (value) {
  47864. this._attachImageProcessingConfiguration(value);
  47865. // Ensure the effect will be rebuilt.
  47866. this._markAllSubMeshesAsTexturesDirty();
  47867. },
  47868. enumerable: true,
  47869. configurable: true
  47870. });
  47871. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47872. /**
  47873. * Gets wether the color curves effect is enabled.
  47874. */
  47875. get: function () {
  47876. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47877. },
  47878. /**
  47879. * Sets wether the color curves effect is enabled.
  47880. */
  47881. set: function (value) {
  47882. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47883. },
  47884. enumerable: true,
  47885. configurable: true
  47886. });
  47887. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47888. /**
  47889. * Gets wether the color grading effect is enabled.
  47890. */
  47891. get: function () {
  47892. return this.imageProcessingConfiguration.colorGradingEnabled;
  47893. },
  47894. /**
  47895. * Gets wether the color grading effect is enabled.
  47896. */
  47897. set: function (value) {
  47898. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47899. },
  47900. enumerable: true,
  47901. configurable: true
  47902. });
  47903. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47904. /**
  47905. * Gets wether tonemapping is enabled or not.
  47906. */
  47907. get: function () {
  47908. return this._imageProcessingConfiguration.toneMappingEnabled;
  47909. },
  47910. /**
  47911. * Sets wether tonemapping is enabled or not
  47912. */
  47913. set: function (value) {
  47914. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47915. },
  47916. enumerable: true,
  47917. configurable: true
  47918. });
  47919. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47920. /**
  47921. * The camera exposure used on this material.
  47922. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47923. * This corresponds to a photographic exposure.
  47924. */
  47925. get: function () {
  47926. return this._imageProcessingConfiguration.exposure;
  47927. },
  47928. /**
  47929. * The camera exposure used on this material.
  47930. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47931. * This corresponds to a photographic exposure.
  47932. */
  47933. set: function (value) {
  47934. this._imageProcessingConfiguration.exposure = value;
  47935. },
  47936. enumerable: true,
  47937. configurable: true
  47938. });
  47939. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47940. /**
  47941. * Gets The camera contrast used on this material.
  47942. */
  47943. get: function () {
  47944. return this._imageProcessingConfiguration.contrast;
  47945. },
  47946. /**
  47947. * Sets The camera contrast used on this material.
  47948. */
  47949. set: function (value) {
  47950. this._imageProcessingConfiguration.contrast = value;
  47951. },
  47952. enumerable: true,
  47953. configurable: true
  47954. });
  47955. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47956. /**
  47957. * Gets the Color Grading 2D Lookup Texture.
  47958. */
  47959. get: function () {
  47960. return this._imageProcessingConfiguration.colorGradingTexture;
  47961. },
  47962. /**
  47963. * Sets the Color Grading 2D Lookup Texture.
  47964. */
  47965. set: function (value) {
  47966. this._imageProcessingConfiguration.colorGradingTexture = value;
  47967. },
  47968. enumerable: true,
  47969. configurable: true
  47970. });
  47971. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47972. /**
  47973. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47974. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47975. * 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;
  47976. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47977. */
  47978. get: function () {
  47979. return this._imageProcessingConfiguration.colorCurves;
  47980. },
  47981. /**
  47982. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47983. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47984. * 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;
  47985. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47986. */
  47987. set: function (value) {
  47988. this._imageProcessingConfiguration.colorCurves = value;
  47989. },
  47990. enumerable: true,
  47991. configurable: true
  47992. });
  47993. /**
  47994. * Returns the name of this material class.
  47995. */
  47996. PBRMaterial.prototype.getClassName = function () {
  47997. return "PBRMaterial";
  47998. };
  47999. /**
  48000. * Returns an array of the actively used textures.
  48001. * @returns - Array of BaseTextures
  48002. */
  48003. PBRMaterial.prototype.getActiveTextures = function () {
  48004. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48005. if (this._albedoTexture) {
  48006. activeTextures.push(this._albedoTexture);
  48007. }
  48008. if (this._ambientTexture) {
  48009. activeTextures.push(this._ambientTexture);
  48010. }
  48011. if (this._opacityTexture) {
  48012. activeTextures.push(this._opacityTexture);
  48013. }
  48014. if (this._reflectionTexture) {
  48015. activeTextures.push(this._reflectionTexture);
  48016. }
  48017. if (this._emissiveTexture) {
  48018. activeTextures.push(this._emissiveTexture);
  48019. }
  48020. if (this._reflectivityTexture) {
  48021. activeTextures.push(this._reflectivityTexture);
  48022. }
  48023. if (this._metallicTexture) {
  48024. activeTextures.push(this._metallicTexture);
  48025. }
  48026. if (this._microSurfaceTexture) {
  48027. activeTextures.push(this._microSurfaceTexture);
  48028. }
  48029. if (this._bumpTexture) {
  48030. activeTextures.push(this._bumpTexture);
  48031. }
  48032. if (this._lightmapTexture) {
  48033. activeTextures.push(this._lightmapTexture);
  48034. }
  48035. if (this._refractionTexture) {
  48036. activeTextures.push(this._refractionTexture);
  48037. }
  48038. return activeTextures;
  48039. };
  48040. /**
  48041. * Checks to see if a texture is used in the material.
  48042. * @param texture - Base texture to use.
  48043. * @returns - Boolean specifying if a texture is used in the material.
  48044. */
  48045. PBRMaterial.prototype.hasTexture = function (texture) {
  48046. if (_super.prototype.hasTexture.call(this, texture)) {
  48047. return true;
  48048. }
  48049. if (this._albedoTexture === texture) {
  48050. return true;
  48051. }
  48052. if (this._ambientTexture === texture) {
  48053. return true;
  48054. }
  48055. if (this._opacityTexture === texture) {
  48056. return true;
  48057. }
  48058. if (this._reflectionTexture === texture) {
  48059. return true;
  48060. }
  48061. if (this._reflectivityTexture === texture) {
  48062. return true;
  48063. }
  48064. if (this._metallicTexture === texture) {
  48065. return true;
  48066. }
  48067. if (this._microSurfaceTexture === texture) {
  48068. return true;
  48069. }
  48070. if (this._bumpTexture === texture) {
  48071. return true;
  48072. }
  48073. if (this._lightmapTexture === texture) {
  48074. return true;
  48075. }
  48076. if (this._refractionTexture === texture) {
  48077. return true;
  48078. }
  48079. return false;
  48080. };
  48081. /**
  48082. * Makes a duplicate of the current material.
  48083. * @param name - name to use for the new material.
  48084. */
  48085. PBRMaterial.prototype.clone = function (name) {
  48086. var _this = this;
  48087. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48088. clone.id = name;
  48089. clone.name = name;
  48090. return clone;
  48091. };
  48092. /**
  48093. * Serializes this PBR Material.
  48094. * @returns - An object with the serialized material.
  48095. */
  48096. PBRMaterial.prototype.serialize = function () {
  48097. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48098. serializationObject.customType = "BABYLON.PBRMaterial";
  48099. return serializationObject;
  48100. };
  48101. // Statics
  48102. /**
  48103. * Parses a PBR Material from a serialized object.
  48104. * @param source - Serialized object.
  48105. * @param scene - BJS scene instance.
  48106. * @param rootUrl - url for the scene object
  48107. * @returns - PBRMaterial
  48108. */
  48109. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48110. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48111. };
  48112. /**
  48113. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48114. */
  48115. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48116. /**
  48117. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48118. */
  48119. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48120. /**
  48121. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48122. */
  48123. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48124. /**
  48125. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48126. * They are also discarded below the alpha cutoff threshold to improve performances.
  48127. */
  48128. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48129. /**
  48130. * Defines the default value of how much AO map is occluding the analytical lights
  48131. * (point spot...).
  48132. */
  48133. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48134. __decorate([
  48135. BABYLON.serialize(),
  48136. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48137. ], PBRMaterial.prototype, "directIntensity", void 0);
  48138. __decorate([
  48139. BABYLON.serialize(),
  48140. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48141. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48142. __decorate([
  48143. BABYLON.serialize(),
  48144. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48145. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48146. __decorate([
  48147. BABYLON.serialize(),
  48148. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48149. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48150. __decorate([
  48151. BABYLON.serialize(),
  48152. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48153. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48154. __decorate([
  48155. BABYLON.serializeAsTexture(),
  48156. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48157. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48158. __decorate([
  48159. BABYLON.serializeAsTexture(),
  48160. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48161. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48162. __decorate([
  48163. BABYLON.serialize(),
  48164. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48165. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48166. __decorate([
  48167. BABYLON.serialize(),
  48168. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48169. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48170. __decorate([
  48171. BABYLON.serializeAsTexture(),
  48172. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48173. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48174. __decorate([
  48175. BABYLON.serializeAsTexture(),
  48176. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48177. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48178. __decorate([
  48179. BABYLON.serializeAsTexture(),
  48180. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48181. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48182. __decorate([
  48183. BABYLON.serializeAsTexture(),
  48184. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48185. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48186. __decorate([
  48187. BABYLON.serializeAsTexture(),
  48188. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48189. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48190. __decorate([
  48191. BABYLON.serialize(),
  48192. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48193. ], PBRMaterial.prototype, "metallic", void 0);
  48194. __decorate([
  48195. BABYLON.serialize(),
  48196. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48197. ], PBRMaterial.prototype, "roughness", void 0);
  48198. __decorate([
  48199. BABYLON.serializeAsTexture(),
  48200. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48201. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48202. __decorate([
  48203. BABYLON.serializeAsTexture(),
  48204. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48205. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48206. __decorate([
  48207. BABYLON.serializeAsTexture(),
  48208. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48209. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48210. __decorate([
  48211. BABYLON.serializeAsTexture(),
  48212. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48213. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48214. __decorate([
  48215. BABYLON.serializeAsColor3("ambient"),
  48216. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48217. ], PBRMaterial.prototype, "ambientColor", void 0);
  48218. __decorate([
  48219. BABYLON.serializeAsColor3("albedo"),
  48220. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48221. ], PBRMaterial.prototype, "albedoColor", void 0);
  48222. __decorate([
  48223. BABYLON.serializeAsColor3("reflectivity"),
  48224. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48225. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48226. __decorate([
  48227. BABYLON.serializeAsColor3("reflection"),
  48228. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48229. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48230. __decorate([
  48231. BABYLON.serializeAsColor3("emissive"),
  48232. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48233. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48234. __decorate([
  48235. BABYLON.serialize(),
  48236. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48237. ], PBRMaterial.prototype, "microSurface", void 0);
  48238. __decorate([
  48239. BABYLON.serialize(),
  48240. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48241. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48242. __decorate([
  48243. BABYLON.serialize(),
  48244. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48245. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48246. __decorate([
  48247. BABYLON.serialize(),
  48248. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48249. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48250. __decorate([
  48251. BABYLON.serialize(),
  48252. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48253. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48254. __decorate([
  48255. BABYLON.serialize(),
  48256. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48257. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48258. __decorate([
  48259. BABYLON.serialize(),
  48260. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48261. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48262. __decorate([
  48263. BABYLON.serialize(),
  48264. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48265. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48266. __decorate([
  48267. BABYLON.serialize(),
  48268. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48269. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48270. __decorate([
  48271. BABYLON.serialize(),
  48272. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48273. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48274. __decorate([
  48275. BABYLON.serialize(),
  48276. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48277. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48278. __decorate([
  48279. BABYLON.serialize(),
  48280. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48281. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48282. __decorate([
  48283. BABYLON.serialize(),
  48284. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48285. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48286. __decorate([
  48287. BABYLON.serialize(),
  48288. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48289. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48290. __decorate([
  48291. BABYLON.serialize(),
  48292. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48293. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48294. __decorate([
  48295. BABYLON.serialize(),
  48296. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48297. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48298. __decorate([
  48299. BABYLON.serialize()
  48300. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48301. __decorate([
  48302. BABYLON.serialize()
  48303. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48304. __decorate([
  48305. BABYLON.serialize(),
  48306. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48307. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48308. __decorate([
  48309. BABYLON.serialize(),
  48310. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48311. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48312. __decorate([
  48313. BABYLON.serialize(),
  48314. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48315. ], PBRMaterial.prototype, "useParallax", void 0);
  48316. __decorate([
  48317. BABYLON.serialize(),
  48318. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48319. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48320. __decorate([
  48321. BABYLON.serialize(),
  48322. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48323. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48324. __decorate([
  48325. BABYLON.serialize(),
  48326. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48327. ], PBRMaterial.prototype, "disableLighting", void 0);
  48328. __decorate([
  48329. BABYLON.serialize(),
  48330. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48331. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48332. __decorate([
  48333. BABYLON.serialize(),
  48334. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48335. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48336. __decorate([
  48337. BABYLON.serialize(),
  48338. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48339. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48340. __decorate([
  48341. BABYLON.serialize(),
  48342. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48343. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48344. __decorate([
  48345. BABYLON.serialize(),
  48346. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48347. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48348. __decorate([
  48349. BABYLON.serialize(),
  48350. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48351. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48352. __decorate([
  48353. BABYLON.serialize(),
  48354. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48355. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48356. __decorate([
  48357. BABYLON.serializeAsTexture(),
  48358. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48359. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48360. __decorate([
  48361. BABYLON.serialize(),
  48362. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48363. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48364. __decorate([
  48365. BABYLON.serialize(),
  48366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48367. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48368. __decorate([
  48369. BABYLON.serialize(),
  48370. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48371. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48372. __decorate([
  48373. BABYLON.serialize(),
  48374. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48375. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48376. __decorate([
  48377. BABYLON.serialize(),
  48378. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48379. ], PBRMaterial.prototype, "unlit", void 0);
  48380. return PBRMaterial;
  48381. }(BABYLON.PBRBaseMaterial));
  48382. BABYLON.PBRMaterial = PBRMaterial;
  48383. })(BABYLON || (BABYLON = {}));
  48384. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48385. var BABYLON;
  48386. (function (BABYLON) {
  48387. /**
  48388. * The PBR material of BJS following the metal roughness convention.
  48389. *
  48390. * This fits to the PBR convention in the GLTF definition:
  48391. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48392. */
  48393. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48394. __extends(PBRMetallicRoughnessMaterial, _super);
  48395. /**
  48396. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48397. *
  48398. * @param name The material name
  48399. * @param scene The scene the material will be use in.
  48400. */
  48401. function PBRMetallicRoughnessMaterial(name, scene) {
  48402. var _this = _super.call(this, name, scene) || this;
  48403. _this._useRoughnessFromMetallicTextureAlpha = false;
  48404. _this._useRoughnessFromMetallicTextureGreen = true;
  48405. _this._useMetallnessFromMetallicTextureBlue = true;
  48406. _this.metallic = 1.0;
  48407. _this.roughness = 1.0;
  48408. return _this;
  48409. }
  48410. /**
  48411. * Return the currrent class name of the material.
  48412. */
  48413. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48414. return "PBRMetallicRoughnessMaterial";
  48415. };
  48416. /**
  48417. * Return the active textures of the material.
  48418. */
  48419. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48420. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48421. if (this.baseTexture) {
  48422. activeTextures.push(this.baseTexture);
  48423. }
  48424. if (this.metallicRoughnessTexture) {
  48425. activeTextures.push(this.metallicRoughnessTexture);
  48426. }
  48427. return activeTextures;
  48428. };
  48429. /**
  48430. * Checks to see if a texture is used in the material.
  48431. * @param texture - Base texture to use.
  48432. * @returns - Boolean specifying if a texture is used in the material.
  48433. */
  48434. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48435. if (_super.prototype.hasTexture.call(this, texture)) {
  48436. return true;
  48437. }
  48438. if (this.baseTexture === texture) {
  48439. return true;
  48440. }
  48441. if (this.metallicRoughnessTexture === texture) {
  48442. return true;
  48443. }
  48444. return false;
  48445. };
  48446. /**
  48447. * Makes a duplicate of the current material.
  48448. * @param name - name to use for the new material.
  48449. */
  48450. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48451. var _this = this;
  48452. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48453. clone.id = name;
  48454. clone.name = name;
  48455. return clone;
  48456. };
  48457. /**
  48458. * Serialize the material to a parsable JSON object.
  48459. */
  48460. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48461. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48462. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48463. return serializationObject;
  48464. };
  48465. /**
  48466. * Parses a JSON object correponding to the serialize function.
  48467. */
  48468. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48469. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48470. };
  48471. __decorate([
  48472. BABYLON.serializeAsColor3(),
  48473. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48474. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48475. __decorate([
  48476. BABYLON.serializeAsTexture(),
  48477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48478. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48479. __decorate([
  48480. BABYLON.serialize(),
  48481. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48482. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48483. __decorate([
  48484. BABYLON.serialize(),
  48485. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48486. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48487. __decorate([
  48488. BABYLON.serializeAsTexture(),
  48489. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48490. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48491. return PBRMetallicRoughnessMaterial;
  48492. }(BABYLON.PBRBaseSimpleMaterial));
  48493. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48494. })(BABYLON || (BABYLON = {}));
  48495. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48496. var BABYLON;
  48497. (function (BABYLON) {
  48498. /**
  48499. * The PBR material of BJS following the specular glossiness convention.
  48500. *
  48501. * This fits to the PBR convention in the GLTF definition:
  48502. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48503. */
  48504. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48505. __extends(PBRSpecularGlossinessMaterial, _super);
  48506. /**
  48507. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48508. *
  48509. * @param name The material name
  48510. * @param scene The scene the material will be use in.
  48511. */
  48512. function PBRSpecularGlossinessMaterial(name, scene) {
  48513. var _this = _super.call(this, name, scene) || this;
  48514. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48515. return _this;
  48516. }
  48517. /**
  48518. * Return the currrent class name of the material.
  48519. */
  48520. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48521. return "PBRSpecularGlossinessMaterial";
  48522. };
  48523. /**
  48524. * Return the active textures of the material.
  48525. */
  48526. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48527. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48528. if (this.diffuseTexture) {
  48529. activeTextures.push(this.diffuseTexture);
  48530. }
  48531. if (this.specularGlossinessTexture) {
  48532. activeTextures.push(this.specularGlossinessTexture);
  48533. }
  48534. return activeTextures;
  48535. };
  48536. /**
  48537. * Checks to see if a texture is used in the material.
  48538. * @param texture - Base texture to use.
  48539. * @returns - Boolean specifying if a texture is used in the material.
  48540. */
  48541. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48542. if (_super.prototype.hasTexture.call(this, texture)) {
  48543. return true;
  48544. }
  48545. if (this.diffuseTexture === texture) {
  48546. return true;
  48547. }
  48548. if (this.specularGlossinessTexture === texture) {
  48549. return true;
  48550. }
  48551. return false;
  48552. };
  48553. /**
  48554. * Makes a duplicate of the current material.
  48555. * @param name - name to use for the new material.
  48556. */
  48557. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48558. var _this = this;
  48559. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48560. clone.id = name;
  48561. clone.name = name;
  48562. return clone;
  48563. };
  48564. /**
  48565. * Serialize the material to a parsable JSON object.
  48566. */
  48567. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48568. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48569. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48570. return serializationObject;
  48571. };
  48572. /**
  48573. * Parses a JSON object correponding to the serialize function.
  48574. */
  48575. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48576. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48577. };
  48578. __decorate([
  48579. BABYLON.serializeAsColor3("diffuse"),
  48580. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48581. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48582. __decorate([
  48583. BABYLON.serializeAsTexture(),
  48584. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48585. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48586. __decorate([
  48587. BABYLON.serializeAsColor3("specular"),
  48588. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48589. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48590. __decorate([
  48591. BABYLON.serialize(),
  48592. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48593. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48594. __decorate([
  48595. BABYLON.serializeAsTexture(),
  48596. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48597. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48598. return PBRSpecularGlossinessMaterial;
  48599. }(BABYLON.PBRBaseSimpleMaterial));
  48600. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48601. })(BABYLON || (BABYLON = {}));
  48602. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48603. var BABYLON;
  48604. (function (BABYLON) {
  48605. /**
  48606. * @ignore
  48607. * This is a list of all the different input types that are available in the application.
  48608. * Fo instance: ArcRotateCameraGamepadInput...
  48609. */
  48610. BABYLON.CameraInputTypes = {};
  48611. /**
  48612. * This represents the input manager used within a camera.
  48613. * It helps dealing with all the different kind of input attached to a camera.
  48614. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48615. */
  48616. var CameraInputsManager = /** @class */ (function () {
  48617. /**
  48618. * Instantiate a new Camera Input Manager.
  48619. * @param camera Defines the camera the input manager blongs to
  48620. */
  48621. function CameraInputsManager(camera) {
  48622. this.attached = {};
  48623. this.camera = camera;
  48624. this.checkInputs = function () { };
  48625. }
  48626. /**
  48627. * Add an input method to a camera
  48628. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48629. * @param input camera input method
  48630. */
  48631. CameraInputsManager.prototype.add = function (input) {
  48632. var type = input.getSimpleName();
  48633. if (this.attached[type]) {
  48634. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48635. return;
  48636. }
  48637. this.attached[type] = input;
  48638. input.camera = this.camera;
  48639. //for checkInputs, we are dynamically creating a function
  48640. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48641. if (input.checkInputs) {
  48642. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48643. }
  48644. if (this.attachedElement) {
  48645. input.attachControl(this.attachedElement);
  48646. }
  48647. };
  48648. /**
  48649. * Remove a specific input method from a camera
  48650. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48651. * @param inputToRemove camera input method
  48652. */
  48653. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48654. for (var cam in this.attached) {
  48655. var input = this.attached[cam];
  48656. if (input === inputToRemove) {
  48657. input.detachControl(this.attachedElement);
  48658. input.camera = null;
  48659. delete this.attached[cam];
  48660. this.rebuildInputCheck();
  48661. }
  48662. }
  48663. };
  48664. /**
  48665. * Remove a specific input type from a camera
  48666. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48667. * @param inputType the type of the input to remove
  48668. */
  48669. CameraInputsManager.prototype.removeByType = function (inputType) {
  48670. for (var cam in this.attached) {
  48671. var input = this.attached[cam];
  48672. if (input.getClassName() === inputType) {
  48673. input.detachControl(this.attachedElement);
  48674. input.camera = null;
  48675. delete this.attached[cam];
  48676. this.rebuildInputCheck();
  48677. }
  48678. }
  48679. };
  48680. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48681. var current = this.checkInputs;
  48682. return function () {
  48683. current();
  48684. fn();
  48685. };
  48686. };
  48687. /**
  48688. * Attach the input controls to the currently attached dom element to listen the events from.
  48689. * @param input Defines the input to attach
  48690. */
  48691. CameraInputsManager.prototype.attachInput = function (input) {
  48692. if (this.attachedElement) {
  48693. input.attachControl(this.attachedElement, this.noPreventDefault);
  48694. }
  48695. };
  48696. /**
  48697. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48698. * @param element Defines the dom element to collect the events from
  48699. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48700. */
  48701. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48702. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48703. if (this.attachedElement) {
  48704. return;
  48705. }
  48706. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48707. this.attachedElement = element;
  48708. this.noPreventDefault = noPreventDefault;
  48709. for (var cam in this.attached) {
  48710. this.attached[cam].attachControl(element, noPreventDefault);
  48711. }
  48712. };
  48713. /**
  48714. * Detach the current manager inputs controls from a specific dom element.
  48715. * @param element Defines the dom element to collect the events from
  48716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48717. */
  48718. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48719. if (disconnect === void 0) { disconnect = false; }
  48720. if (this.attachedElement !== element) {
  48721. return;
  48722. }
  48723. for (var cam in this.attached) {
  48724. this.attached[cam].detachControl(element);
  48725. if (disconnect) {
  48726. this.attached[cam].camera = null;
  48727. }
  48728. }
  48729. this.attachedElement = null;
  48730. };
  48731. /**
  48732. * Rebuild the dynamic inputCheck function from the current list of
  48733. * defined inputs in the manager.
  48734. */
  48735. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48736. this.checkInputs = function () { };
  48737. for (var cam in this.attached) {
  48738. var input = this.attached[cam];
  48739. if (input.checkInputs) {
  48740. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48741. }
  48742. }
  48743. };
  48744. /**
  48745. * Remove all attached input methods from a camera
  48746. */
  48747. CameraInputsManager.prototype.clear = function () {
  48748. if (this.attachedElement) {
  48749. this.detachElement(this.attachedElement, true);
  48750. }
  48751. this.attached = {};
  48752. this.attachedElement = null;
  48753. this.checkInputs = function () { };
  48754. };
  48755. /**
  48756. * Serialize the current input manager attached to a camera.
  48757. * This ensures than once parsed,
  48758. * the input associated to the camera will be identical to the current ones
  48759. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48760. */
  48761. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48762. var inputs = {};
  48763. for (var cam in this.attached) {
  48764. var input = this.attached[cam];
  48765. var res = BABYLON.SerializationHelper.Serialize(input);
  48766. inputs[input.getClassName()] = res;
  48767. }
  48768. serializedCamera.inputsmgr = inputs;
  48769. };
  48770. /**
  48771. * Parses an input manager serialized JSON to restore the previous list of inputs
  48772. * and states associated to a camera.
  48773. * @param parsedCamera Defines the JSON to parse
  48774. */
  48775. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48776. var parsedInputs = parsedCamera.inputsmgr;
  48777. if (parsedInputs) {
  48778. this.clear();
  48779. for (var n in parsedInputs) {
  48780. var construct = BABYLON.CameraInputTypes[n];
  48781. if (construct) {
  48782. var parsedinput = parsedInputs[n];
  48783. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48784. this.add(input);
  48785. }
  48786. }
  48787. }
  48788. else {
  48789. //2016-03-08 this part is for managing backward compatibility
  48790. for (var n in this.attached) {
  48791. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48792. if (construct) {
  48793. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48794. this.remove(this.attached[n]);
  48795. this.add(input);
  48796. }
  48797. }
  48798. }
  48799. };
  48800. return CameraInputsManager;
  48801. }());
  48802. BABYLON.CameraInputsManager = CameraInputsManager;
  48803. })(BABYLON || (BABYLON = {}));
  48804. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48805. var BABYLON;
  48806. (function (BABYLON) {
  48807. /**
  48808. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48809. * This is the base of the follow, arc rotate cameras and Free camera
  48810. * @see http://doc.babylonjs.com/features/cameras
  48811. */
  48812. var TargetCamera = /** @class */ (function (_super) {
  48813. __extends(TargetCamera, _super);
  48814. /**
  48815. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48816. * This is the base of the follow, arc rotate cameras and Free camera
  48817. * @see http://doc.babylonjs.com/features/cameras
  48818. * @param name Defines the name of the camera in the scene
  48819. * @param position Defines the start position of the camera in the scene
  48820. * @param scene Defines the scene the camera belongs to
  48821. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48822. */
  48823. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48824. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48825. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48826. /**
  48827. * Define the current direction the camera is moving to
  48828. */
  48829. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48830. /**
  48831. * Define the current rotation the camera is rotating to
  48832. */
  48833. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48834. /**
  48835. * When set, the up vector of the camera will be updated by the rotation of the camera
  48836. */
  48837. _this.updateUpVectorFromRotation = false;
  48838. _this._tmpQuaternion = new BABYLON.Quaternion();
  48839. /**
  48840. * Define the current rotation of the camera
  48841. */
  48842. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48843. /**
  48844. * Define the current speed of the camera
  48845. */
  48846. _this.speed = 2.0;
  48847. /**
  48848. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48849. * around all axis.
  48850. */
  48851. _this.noRotationConstraint = false;
  48852. /**
  48853. * Define the current target of the camera as an object or a position.
  48854. */
  48855. _this.lockedTarget = null;
  48856. /** @hidden */
  48857. _this._currentTarget = BABYLON.Vector3.Zero();
  48858. /** @hidden */
  48859. _this._initialFocalDistance = 1;
  48860. /** @hidden */
  48861. _this._viewMatrix = BABYLON.Matrix.Zero();
  48862. /** @hidden */
  48863. _this._camMatrix = BABYLON.Matrix.Zero();
  48864. /** @hidden */
  48865. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48866. /** @hidden */
  48867. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48868. /** @hidden */
  48869. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48870. /** @hidden */
  48871. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48872. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48873. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48874. _this._defaultUp = BABYLON.Vector3.Up();
  48875. _this._cachedRotationZ = 0;
  48876. _this._cachedQuaternionRotationZ = 0;
  48877. return _this;
  48878. }
  48879. /**
  48880. * Gets the position in front of the camera at a given distance.
  48881. * @param distance The distance from the camera we want the position to be
  48882. * @returns the position
  48883. */
  48884. TargetCamera.prototype.getFrontPosition = function (distance) {
  48885. this.getWorldMatrix();
  48886. var direction = this.getTarget().subtract(this.position);
  48887. direction.normalize();
  48888. direction.scaleInPlace(distance);
  48889. return this.globalPosition.add(direction);
  48890. };
  48891. /** @hidden */
  48892. TargetCamera.prototype._getLockedTargetPosition = function () {
  48893. if (!this.lockedTarget) {
  48894. return null;
  48895. }
  48896. if (this.lockedTarget.absolutePosition) {
  48897. this.lockedTarget.computeWorldMatrix();
  48898. }
  48899. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48900. };
  48901. /**
  48902. * Store current camera state of the camera (fov, position, rotation, etc..)
  48903. * @returns the camera
  48904. */
  48905. TargetCamera.prototype.storeState = function () {
  48906. this._storedPosition = this.position.clone();
  48907. this._storedRotation = this.rotation.clone();
  48908. if (this.rotationQuaternion) {
  48909. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48910. }
  48911. return _super.prototype.storeState.call(this);
  48912. };
  48913. /**
  48914. * Restored camera state. You must call storeState() first
  48915. * @returns whether it was successful or not
  48916. * @hidden
  48917. */
  48918. TargetCamera.prototype._restoreStateValues = function () {
  48919. if (!_super.prototype._restoreStateValues.call(this)) {
  48920. return false;
  48921. }
  48922. this.position = this._storedPosition.clone();
  48923. this.rotation = this._storedRotation.clone();
  48924. if (this.rotationQuaternion) {
  48925. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48926. }
  48927. this.cameraDirection.copyFromFloats(0, 0, 0);
  48928. this.cameraRotation.copyFromFloats(0, 0);
  48929. return true;
  48930. };
  48931. /** @hidden */
  48932. TargetCamera.prototype._initCache = function () {
  48933. _super.prototype._initCache.call(this);
  48934. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48935. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48936. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48937. };
  48938. /** @hidden */
  48939. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48940. if (!ignoreParentClass) {
  48941. _super.prototype._updateCache.call(this);
  48942. }
  48943. var lockedTargetPosition = this._getLockedTargetPosition();
  48944. if (!lockedTargetPosition) {
  48945. this._cache.lockedTarget = null;
  48946. }
  48947. else {
  48948. if (!this._cache.lockedTarget) {
  48949. this._cache.lockedTarget = lockedTargetPosition.clone();
  48950. }
  48951. else {
  48952. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48953. }
  48954. }
  48955. this._cache.rotation.copyFrom(this.rotation);
  48956. if (this.rotationQuaternion) {
  48957. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48958. }
  48959. };
  48960. // Synchronized
  48961. /** @hidden */
  48962. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48963. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48964. return false;
  48965. }
  48966. var lockedTargetPosition = this._getLockedTargetPosition();
  48967. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48968. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48969. };
  48970. // Methods
  48971. /** @hidden */
  48972. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48973. var engine = this.getEngine();
  48974. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48975. };
  48976. // Target
  48977. /** @hidden */
  48978. TargetCamera.prototype.setTarget = function (target) {
  48979. this.upVector.normalize();
  48980. this._initialFocalDistance = target.subtract(this.position).length();
  48981. if (this.position.z === target.z) {
  48982. this.position.z += BABYLON.Epsilon;
  48983. }
  48984. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48985. this._camMatrix.invert();
  48986. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48987. var vDir = target.subtract(this.position);
  48988. if (vDir.x >= 0.0) {
  48989. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48990. }
  48991. else {
  48992. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48993. }
  48994. this.rotation.z = 0;
  48995. if (isNaN(this.rotation.x)) {
  48996. this.rotation.x = 0;
  48997. }
  48998. if (isNaN(this.rotation.y)) {
  48999. this.rotation.y = 0;
  49000. }
  49001. if (isNaN(this.rotation.z)) {
  49002. this.rotation.z = 0;
  49003. }
  49004. if (this.rotationQuaternion) {
  49005. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49006. }
  49007. };
  49008. /**
  49009. * Return the current target position of the camera. This value is expressed in local space.
  49010. * @returns the target position
  49011. */
  49012. TargetCamera.prototype.getTarget = function () {
  49013. return this._currentTarget;
  49014. };
  49015. /** @hidden */
  49016. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49017. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49018. };
  49019. /** @hidden */
  49020. TargetCamera.prototype._updatePosition = function () {
  49021. if (this.parent) {
  49022. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49023. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49024. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49025. return;
  49026. }
  49027. this.position.addInPlace(this.cameraDirection);
  49028. };
  49029. /** @hidden */
  49030. TargetCamera.prototype._checkInputs = function () {
  49031. var needToMove = this._decideIfNeedsToMove();
  49032. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49033. // Move
  49034. if (needToMove) {
  49035. this._updatePosition();
  49036. }
  49037. // Rotate
  49038. if (needToRotate) {
  49039. this.rotation.x += this.cameraRotation.x;
  49040. this.rotation.y += this.cameraRotation.y;
  49041. //rotate, if quaternion is set and rotation was used
  49042. if (this.rotationQuaternion) {
  49043. var len = this.rotation.lengthSquared();
  49044. if (len) {
  49045. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49046. }
  49047. }
  49048. if (!this.noRotationConstraint) {
  49049. var limit = (Math.PI / 2) * 0.95;
  49050. if (this.rotation.x > limit) {
  49051. this.rotation.x = limit;
  49052. }
  49053. if (this.rotation.x < -limit) {
  49054. this.rotation.x = -limit;
  49055. }
  49056. }
  49057. }
  49058. // Inertia
  49059. if (needToMove) {
  49060. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49061. this.cameraDirection.x = 0;
  49062. }
  49063. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49064. this.cameraDirection.y = 0;
  49065. }
  49066. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49067. this.cameraDirection.z = 0;
  49068. }
  49069. this.cameraDirection.scaleInPlace(this.inertia);
  49070. }
  49071. if (needToRotate) {
  49072. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49073. this.cameraRotation.x = 0;
  49074. }
  49075. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49076. this.cameraRotation.y = 0;
  49077. }
  49078. this.cameraRotation.scaleInPlace(this.inertia);
  49079. }
  49080. _super.prototype._checkInputs.call(this);
  49081. };
  49082. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49083. if (this.rotationQuaternion) {
  49084. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49085. }
  49086. else {
  49087. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49088. }
  49089. };
  49090. /**
  49091. * 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)
  49092. * @returns the current camera
  49093. */
  49094. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49095. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49096. return this;
  49097. };
  49098. /** @hidden */
  49099. TargetCamera.prototype._getViewMatrix = function () {
  49100. if (this.lockedTarget) {
  49101. this.setTarget(this._getLockedTargetPosition());
  49102. }
  49103. // Compute
  49104. this._updateCameraRotationMatrix();
  49105. // Apply the changed rotation to the upVector
  49106. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49107. this._rotateUpVectorWithCameraRotationMatrix();
  49108. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49109. }
  49110. else if (this._cachedRotationZ != this.rotation.z) {
  49111. this._rotateUpVectorWithCameraRotationMatrix();
  49112. this._cachedRotationZ = this.rotation.z;
  49113. }
  49114. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49115. // Computing target and final matrix
  49116. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49117. if (this.updateUpVectorFromRotation) {
  49118. if (this.rotationQuaternion) {
  49119. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49120. }
  49121. else {
  49122. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49123. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49124. }
  49125. }
  49126. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49127. return this._viewMatrix;
  49128. };
  49129. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49130. if (this.parent) {
  49131. var parentWorldMatrix = this.parent.getWorldMatrix();
  49132. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49133. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49134. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49135. this._markSyncedWithParent();
  49136. }
  49137. else {
  49138. this._globalPosition.copyFrom(position);
  49139. this._globalCurrentTarget.copyFrom(target);
  49140. this._globalCurrentUpVector.copyFrom(up);
  49141. }
  49142. if (this.getScene().useRightHandedSystem) {
  49143. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49144. }
  49145. else {
  49146. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49147. }
  49148. };
  49149. /**
  49150. * @hidden
  49151. */
  49152. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49153. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49154. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49155. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49156. if (!this.rotationQuaternion) {
  49157. this.rotationQuaternion = new BABYLON.Quaternion();
  49158. }
  49159. rigCamera._cameraRigParams = {};
  49160. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49161. }
  49162. return rigCamera;
  49163. }
  49164. return null;
  49165. };
  49166. /**
  49167. * @hidden
  49168. */
  49169. TargetCamera.prototype._updateRigCameras = function () {
  49170. var camLeft = this._rigCameras[0];
  49171. var camRight = this._rigCameras[1];
  49172. this.computeWorldMatrix();
  49173. switch (this.cameraRigMode) {
  49174. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49175. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49176. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49177. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49178. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49179. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49180. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49181. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49182. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49183. break;
  49184. case BABYLON.Camera.RIG_MODE_VR:
  49185. if (camLeft.rotationQuaternion) {
  49186. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49187. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49188. }
  49189. else {
  49190. camLeft.rotation.copyFrom(this.rotation);
  49191. camRight.rotation.copyFrom(this.rotation);
  49192. }
  49193. camLeft.position.copyFrom(this.position);
  49194. camRight.position.copyFrom(this.position);
  49195. break;
  49196. }
  49197. _super.prototype._updateRigCameras.call(this);
  49198. };
  49199. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49200. var target = this.getTarget();
  49201. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49202. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49203. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49204. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49205. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49206. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49207. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49208. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49209. rigCamera.setTarget(newFocalTarget);
  49210. };
  49211. /**
  49212. * Gets the current object class name.
  49213. * @return the class name
  49214. */
  49215. TargetCamera.prototype.getClassName = function () {
  49216. return "TargetCamera";
  49217. };
  49218. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49219. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49220. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49221. __decorate([
  49222. BABYLON.serializeAsVector3()
  49223. ], TargetCamera.prototype, "rotation", void 0);
  49224. __decorate([
  49225. BABYLON.serialize()
  49226. ], TargetCamera.prototype, "speed", void 0);
  49227. __decorate([
  49228. BABYLON.serializeAsMeshReference("lockedTargetId")
  49229. ], TargetCamera.prototype, "lockedTarget", void 0);
  49230. return TargetCamera;
  49231. }(BABYLON.Camera));
  49232. BABYLON.TargetCamera = TargetCamera;
  49233. })(BABYLON || (BABYLON = {}));
  49234. //# sourceMappingURL=babylon.targetCamera.js.map
  49235. var BABYLON;
  49236. (function (BABYLON) {
  49237. /**
  49238. * Manage the mouse inputs to control the movement of a free camera.
  49239. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49240. */
  49241. var FreeCameraMouseInput = /** @class */ (function () {
  49242. /**
  49243. * Manage the mouse inputs to control the movement of a free camera.
  49244. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49245. * @param touchEnabled Defines if touch is enabled or not
  49246. */
  49247. function FreeCameraMouseInput(
  49248. /**
  49249. * Define if touch is enabled in the mouse input
  49250. */
  49251. touchEnabled) {
  49252. if (touchEnabled === void 0) { touchEnabled = true; }
  49253. this.touchEnabled = touchEnabled;
  49254. /**
  49255. * Defines the buttons associated with the input to handle camera move.
  49256. */
  49257. this.buttons = [0, 1, 2];
  49258. /**
  49259. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49260. */
  49261. this.angularSensibility = 2000.0;
  49262. this.previousPosition = null;
  49263. }
  49264. /**
  49265. * Attach the input controls to a specific dom element to get the input from.
  49266. * @param element Defines the element the controls should be listened from
  49267. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49268. */
  49269. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49270. var _this = this;
  49271. var engine = this.camera.getEngine();
  49272. if (!this._pointerInput) {
  49273. this._pointerInput = function (p, s) {
  49274. var evt = p.event;
  49275. if (engine.isInVRExclusivePointerMode) {
  49276. return;
  49277. }
  49278. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49279. return;
  49280. }
  49281. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49282. return;
  49283. }
  49284. var srcElement = (evt.srcElement || evt.target);
  49285. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49286. try {
  49287. srcElement.setPointerCapture(evt.pointerId);
  49288. }
  49289. catch (e) {
  49290. //Nothing to do with the error. Execution will continue.
  49291. }
  49292. _this.previousPosition = {
  49293. x: evt.clientX,
  49294. y: evt.clientY
  49295. };
  49296. if (!noPreventDefault) {
  49297. evt.preventDefault();
  49298. element.focus();
  49299. }
  49300. }
  49301. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49302. try {
  49303. srcElement.releasePointerCapture(evt.pointerId);
  49304. }
  49305. catch (e) {
  49306. //Nothing to do with the error.
  49307. }
  49308. _this.previousPosition = null;
  49309. if (!noPreventDefault) {
  49310. evt.preventDefault();
  49311. }
  49312. }
  49313. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49314. if (!_this.previousPosition || engine.isPointerLock) {
  49315. return;
  49316. }
  49317. var offsetX = evt.clientX - _this.previousPosition.x;
  49318. if (_this.camera.getScene().useRightHandedSystem) {
  49319. offsetX *= -1;
  49320. }
  49321. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49322. offsetX *= -1;
  49323. }
  49324. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49325. var offsetY = evt.clientY - _this.previousPosition.y;
  49326. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49327. _this.previousPosition = {
  49328. x: evt.clientX,
  49329. y: evt.clientY
  49330. };
  49331. if (!noPreventDefault) {
  49332. evt.preventDefault();
  49333. }
  49334. }
  49335. };
  49336. }
  49337. this._onMouseMove = function (evt) {
  49338. if (!engine.isPointerLock) {
  49339. return;
  49340. }
  49341. if (engine.isInVRExclusivePointerMode) {
  49342. return;
  49343. }
  49344. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49345. if (_this.camera.getScene().useRightHandedSystem) {
  49346. offsetX *= -1;
  49347. }
  49348. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49349. offsetX *= -1;
  49350. }
  49351. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49352. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49353. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49354. _this.previousPosition = null;
  49355. if (!noPreventDefault) {
  49356. evt.preventDefault();
  49357. }
  49358. };
  49359. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49360. element.addEventListener("mousemove", this._onMouseMove, false);
  49361. };
  49362. /**
  49363. * Detach the current controls from the specified dom element.
  49364. * @param element Defines the element to stop listening the inputs from
  49365. */
  49366. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49367. if (this._observer && element) {
  49368. this.camera.getScene().onPointerObservable.remove(this._observer);
  49369. if (this._onMouseMove) {
  49370. element.removeEventListener("mousemove", this._onMouseMove);
  49371. }
  49372. this._observer = null;
  49373. this._onMouseMove = null;
  49374. this.previousPosition = null;
  49375. }
  49376. };
  49377. /**
  49378. * Gets the class name of the current intput.
  49379. * @returns the class name
  49380. */
  49381. FreeCameraMouseInput.prototype.getClassName = function () {
  49382. return "FreeCameraMouseInput";
  49383. };
  49384. /**
  49385. * Get the friendly name associated with the input class.
  49386. * @returns the input friendly name
  49387. */
  49388. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49389. return "mouse";
  49390. };
  49391. __decorate([
  49392. BABYLON.serialize()
  49393. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49394. __decorate([
  49395. BABYLON.serialize()
  49396. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49397. return FreeCameraMouseInput;
  49398. }());
  49399. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49400. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49401. })(BABYLON || (BABYLON = {}));
  49402. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49403. var BABYLON;
  49404. (function (BABYLON) {
  49405. /**
  49406. * Manage the keyboard inputs to control the movement of a free camera.
  49407. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49408. */
  49409. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49410. function FreeCameraKeyboardMoveInput() {
  49411. /**
  49412. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49413. */
  49414. this.keysUp = [38];
  49415. /**
  49416. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49417. */
  49418. this.keysDown = [40];
  49419. /**
  49420. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49421. */
  49422. this.keysLeft = [37];
  49423. /**
  49424. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49425. */
  49426. this.keysRight = [39];
  49427. this._keys = new Array();
  49428. }
  49429. /**
  49430. * Attach the input controls to a specific dom element to get the input from.
  49431. * @param element Defines the element the controls should be listened from
  49432. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49433. */
  49434. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49435. var _this = this;
  49436. if (this._onCanvasBlurObserver) {
  49437. return;
  49438. }
  49439. this._scene = this.camera.getScene();
  49440. this._engine = this._scene.getEngine();
  49441. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49442. _this._keys = [];
  49443. });
  49444. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49445. var evt = info.event;
  49446. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49447. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49448. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49449. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49450. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49451. var index = _this._keys.indexOf(evt.keyCode);
  49452. if (index === -1) {
  49453. _this._keys.push(evt.keyCode);
  49454. }
  49455. if (!noPreventDefault) {
  49456. evt.preventDefault();
  49457. }
  49458. }
  49459. }
  49460. else {
  49461. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49462. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49463. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49464. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49465. var index = _this._keys.indexOf(evt.keyCode);
  49466. if (index >= 0) {
  49467. _this._keys.splice(index, 1);
  49468. }
  49469. if (!noPreventDefault) {
  49470. evt.preventDefault();
  49471. }
  49472. }
  49473. }
  49474. });
  49475. };
  49476. /**
  49477. * Detach the current controls from the specified dom element.
  49478. * @param element Defines the element to stop listening the inputs from
  49479. */
  49480. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49481. if (this._scene) {
  49482. if (this._onKeyboardObserver) {
  49483. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49484. }
  49485. if (this._onCanvasBlurObserver) {
  49486. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49487. }
  49488. this._onKeyboardObserver = null;
  49489. this._onCanvasBlurObserver = null;
  49490. }
  49491. this._keys = [];
  49492. };
  49493. /**
  49494. * Update the current camera state depending on the inputs that have been used this frame.
  49495. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49496. */
  49497. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49498. if (this._onKeyboardObserver) {
  49499. var camera = this.camera;
  49500. // Keyboard
  49501. for (var index = 0; index < this._keys.length; index++) {
  49502. var keyCode = this._keys[index];
  49503. var speed = camera._computeLocalCameraSpeed();
  49504. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49505. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49506. }
  49507. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49508. camera._localDirection.copyFromFloats(0, 0, speed);
  49509. }
  49510. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49511. camera._localDirection.copyFromFloats(speed, 0, 0);
  49512. }
  49513. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49514. camera._localDirection.copyFromFloats(0, 0, -speed);
  49515. }
  49516. if (camera.getScene().useRightHandedSystem) {
  49517. camera._localDirection.z *= -1;
  49518. }
  49519. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49520. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49521. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49522. }
  49523. }
  49524. };
  49525. /**
  49526. * Gets the class name of the current intput.
  49527. * @returns the class name
  49528. */
  49529. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49530. return "FreeCameraKeyboardMoveInput";
  49531. };
  49532. /** @hidden */
  49533. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49534. this._keys = [];
  49535. };
  49536. /**
  49537. * Get the friendly name associated with the input class.
  49538. * @returns the input friendly name
  49539. */
  49540. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49541. return "keyboard";
  49542. };
  49543. __decorate([
  49544. BABYLON.serialize()
  49545. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49546. __decorate([
  49547. BABYLON.serialize()
  49548. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49549. __decorate([
  49550. BABYLON.serialize()
  49551. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49552. __decorate([
  49553. BABYLON.serialize()
  49554. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49555. return FreeCameraKeyboardMoveInput;
  49556. }());
  49557. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49558. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49559. })(BABYLON || (BABYLON = {}));
  49560. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49561. var BABYLON;
  49562. (function (BABYLON) {
  49563. /**
  49564. * Default Inputs manager for the FreeCamera.
  49565. * It groups all the default supported inputs for ease of use.
  49566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49567. */
  49568. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49569. __extends(FreeCameraInputsManager, _super);
  49570. /**
  49571. * Instantiates a new FreeCameraInputsManager.
  49572. * @param camera Defines the camera the inputs belong to
  49573. */
  49574. function FreeCameraInputsManager(camera) {
  49575. return _super.call(this, camera) || this;
  49576. }
  49577. /**
  49578. * Add keyboard input support to the input manager.
  49579. * @returns the current input manager
  49580. */
  49581. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49582. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49583. return this;
  49584. };
  49585. /**
  49586. * Add mouse input support to the input manager.
  49587. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49588. * @returns the current input manager
  49589. */
  49590. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49591. if (touchEnabled === void 0) { touchEnabled = true; }
  49592. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49593. return this;
  49594. };
  49595. /**
  49596. * Add orientation input support to the input manager.
  49597. * @returns the current input manager
  49598. */
  49599. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49600. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49601. return this;
  49602. };
  49603. /**
  49604. * Add touch input support to the input manager.
  49605. * @returns the current input manager
  49606. */
  49607. FreeCameraInputsManager.prototype.addTouch = function () {
  49608. this.add(new BABYLON.FreeCameraTouchInput());
  49609. return this;
  49610. };
  49611. /**
  49612. * Add virtual joystick input support to the input manager.
  49613. * @returns the current input manager
  49614. */
  49615. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49616. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49617. return this;
  49618. };
  49619. return FreeCameraInputsManager;
  49620. }(BABYLON.CameraInputsManager));
  49621. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49622. })(BABYLON || (BABYLON = {}));
  49623. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49624. var BABYLON;
  49625. (function (BABYLON) {
  49626. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49627. // Forcing to use the Universal camera
  49628. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49629. });
  49630. /**
  49631. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49632. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49633. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49634. */
  49635. var FreeCamera = /** @class */ (function (_super) {
  49636. __extends(FreeCamera, _super);
  49637. /**
  49638. * Instantiates a Free Camera.
  49639. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49640. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49641. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49642. * @param name Define the name of the camera in the scene
  49643. * @param position Define the start position of the camera in the scene
  49644. * @param scene Define the scene the camera belongs to
  49645. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49646. */
  49647. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49648. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49649. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49650. /**
  49651. * Define the collision ellipsoid of the camera.
  49652. * This is helpful to simulate a camera body like the player body around the camera
  49653. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49654. */
  49655. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49656. /**
  49657. * Define an offset for the position of the ellipsoid around the camera.
  49658. * This can be helpful to determine the center of the body near the gravity center of the body
  49659. * instead of its head.
  49660. */
  49661. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49662. /**
  49663. * Enable or disable collisions of the camera with the rest of the scene objects.
  49664. */
  49665. _this.checkCollisions = false;
  49666. /**
  49667. * Enable or disable gravity on the camera.
  49668. */
  49669. _this.applyGravity = false;
  49670. _this._needMoveForGravity = false;
  49671. _this._oldPosition = BABYLON.Vector3.Zero();
  49672. _this._diffPosition = BABYLON.Vector3.Zero();
  49673. _this._newPosition = BABYLON.Vector3.Zero();
  49674. // Collisions
  49675. _this._collisionMask = -1;
  49676. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49677. if (collidedMesh === void 0) { collidedMesh = null; }
  49678. //TODO move this to the collision coordinator!
  49679. if (_this.getScene().workerCollisions) {
  49680. newPosition.multiplyInPlace(_this._collider._radius);
  49681. }
  49682. var updatePosition = function (newPos) {
  49683. _this._newPosition.copyFrom(newPos);
  49684. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49685. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49686. _this.position.addInPlace(_this._diffPosition);
  49687. if (_this.onCollide && collidedMesh) {
  49688. _this.onCollide(collidedMesh);
  49689. }
  49690. }
  49691. };
  49692. updatePosition(newPosition);
  49693. };
  49694. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49695. _this.inputs.addKeyboard().addMouse();
  49696. return _this;
  49697. }
  49698. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49699. /**
  49700. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49701. * Higher values reduce sensitivity.
  49702. */
  49703. get: function () {
  49704. var mouse = this.inputs.attached["mouse"];
  49705. if (mouse) {
  49706. return mouse.angularSensibility;
  49707. }
  49708. return 0;
  49709. },
  49710. /**
  49711. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49712. * Higher values reduce sensitivity.
  49713. */
  49714. set: function (value) {
  49715. var mouse = this.inputs.attached["mouse"];
  49716. if (mouse) {
  49717. mouse.angularSensibility = value;
  49718. }
  49719. },
  49720. enumerable: true,
  49721. configurable: true
  49722. });
  49723. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49724. /**
  49725. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49726. */
  49727. get: function () {
  49728. var keyboard = this.inputs.attached["keyboard"];
  49729. if (keyboard) {
  49730. return keyboard.keysUp;
  49731. }
  49732. return [];
  49733. },
  49734. set: function (value) {
  49735. var keyboard = this.inputs.attached["keyboard"];
  49736. if (keyboard) {
  49737. keyboard.keysUp = value;
  49738. }
  49739. },
  49740. enumerable: true,
  49741. configurable: true
  49742. });
  49743. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49744. /**
  49745. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49746. */
  49747. get: function () {
  49748. var keyboard = this.inputs.attached["keyboard"];
  49749. if (keyboard) {
  49750. return keyboard.keysDown;
  49751. }
  49752. return [];
  49753. },
  49754. set: function (value) {
  49755. var keyboard = this.inputs.attached["keyboard"];
  49756. if (keyboard) {
  49757. keyboard.keysDown = value;
  49758. }
  49759. },
  49760. enumerable: true,
  49761. configurable: true
  49762. });
  49763. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49764. /**
  49765. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49766. */
  49767. get: function () {
  49768. var keyboard = this.inputs.attached["keyboard"];
  49769. if (keyboard) {
  49770. return keyboard.keysLeft;
  49771. }
  49772. return [];
  49773. },
  49774. set: function (value) {
  49775. var keyboard = this.inputs.attached["keyboard"];
  49776. if (keyboard) {
  49777. keyboard.keysLeft = value;
  49778. }
  49779. },
  49780. enumerable: true,
  49781. configurable: true
  49782. });
  49783. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49784. /**
  49785. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49786. */
  49787. get: function () {
  49788. var keyboard = this.inputs.attached["keyboard"];
  49789. if (keyboard) {
  49790. return keyboard.keysRight;
  49791. }
  49792. return [];
  49793. },
  49794. set: function (value) {
  49795. var keyboard = this.inputs.attached["keyboard"];
  49796. if (keyboard) {
  49797. keyboard.keysRight = value;
  49798. }
  49799. },
  49800. enumerable: true,
  49801. configurable: true
  49802. });
  49803. /**
  49804. * Attached controls to the current camera.
  49805. * @param element Defines the element the controls should be listened from
  49806. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49807. */
  49808. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49809. this.inputs.attachElement(element, noPreventDefault);
  49810. };
  49811. /**
  49812. * Detach the current controls from the camera.
  49813. * The camera will stop reacting to inputs.
  49814. * @param element Defines the element to stop listening the inputs from
  49815. */
  49816. FreeCamera.prototype.detachControl = function (element) {
  49817. this.inputs.detachElement(element);
  49818. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49819. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49820. };
  49821. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49822. /**
  49823. * Define a collision mask to limit the list of object the camera can collide with
  49824. */
  49825. get: function () {
  49826. return this._collisionMask;
  49827. },
  49828. set: function (mask) {
  49829. this._collisionMask = !isNaN(mask) ? mask : -1;
  49830. },
  49831. enumerable: true,
  49832. configurable: true
  49833. });
  49834. /** @hidden */
  49835. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49836. var globalPosition;
  49837. if (this.parent) {
  49838. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49839. }
  49840. else {
  49841. globalPosition = this.position;
  49842. }
  49843. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49844. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49845. if (!this._collider) {
  49846. this._collider = new BABYLON.Collider();
  49847. }
  49848. this._collider._radius = this.ellipsoid;
  49849. this._collider.collisionMask = this._collisionMask;
  49850. //no need for clone, as long as gravity is not on.
  49851. var actualDisplacement = displacement;
  49852. //add gravity to the direction to prevent the dual-collision checking
  49853. if (this.applyGravity) {
  49854. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49855. actualDisplacement = displacement.add(this.getScene().gravity);
  49856. }
  49857. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49858. };
  49859. /** @hidden */
  49860. FreeCamera.prototype._checkInputs = function () {
  49861. if (!this._localDirection) {
  49862. this._localDirection = BABYLON.Vector3.Zero();
  49863. this._transformedDirection = BABYLON.Vector3.Zero();
  49864. }
  49865. this.inputs.checkInputs();
  49866. _super.prototype._checkInputs.call(this);
  49867. };
  49868. /** @hidden */
  49869. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49870. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49871. };
  49872. /** @hidden */
  49873. FreeCamera.prototype._updatePosition = function () {
  49874. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49875. this._collideWithWorld(this.cameraDirection);
  49876. }
  49877. else {
  49878. _super.prototype._updatePosition.call(this);
  49879. }
  49880. };
  49881. /**
  49882. * Destroy the camera and release the current resources hold by it.
  49883. */
  49884. FreeCamera.prototype.dispose = function () {
  49885. this.inputs.clear();
  49886. _super.prototype.dispose.call(this);
  49887. };
  49888. /**
  49889. * Gets the current object class name.
  49890. * @return the class name
  49891. */
  49892. FreeCamera.prototype.getClassName = function () {
  49893. return "FreeCamera";
  49894. };
  49895. __decorate([
  49896. BABYLON.serializeAsVector3()
  49897. ], FreeCamera.prototype, "ellipsoid", void 0);
  49898. __decorate([
  49899. BABYLON.serializeAsVector3()
  49900. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49901. __decorate([
  49902. BABYLON.serialize()
  49903. ], FreeCamera.prototype, "checkCollisions", void 0);
  49904. __decorate([
  49905. BABYLON.serialize()
  49906. ], FreeCamera.prototype, "applyGravity", void 0);
  49907. return FreeCamera;
  49908. }(BABYLON.TargetCamera));
  49909. BABYLON.FreeCamera = FreeCamera;
  49910. })(BABYLON || (BABYLON = {}));
  49911. //# sourceMappingURL=babylon.freeCamera.js.map
  49912. var BABYLON;
  49913. (function (BABYLON) {
  49914. /**
  49915. * Listen to mouse events to control the camera.
  49916. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49917. */
  49918. var FlyCameraMouseInput = /** @class */ (function () {
  49919. /**
  49920. * Listen to mouse events to control the camera.
  49921. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49922. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49923. */
  49924. function FlyCameraMouseInput(touchEnabled) {
  49925. if (touchEnabled === void 0) { touchEnabled = true; }
  49926. /**
  49927. * Defines the buttons associated with the input to handle camera rotation.
  49928. */
  49929. this.buttons = [0, 1, 2];
  49930. /**
  49931. * Assign buttons for Yaw control.
  49932. */
  49933. this.buttonsYaw = [-1, 0, 1];
  49934. /**
  49935. * Assign buttons for Pitch control.
  49936. */
  49937. this.buttonsPitch = [-1, 0, 1];
  49938. /**
  49939. * Assign buttons for Roll control.
  49940. */
  49941. this.buttonsRoll = [2];
  49942. /**
  49943. * Detect if any button is being pressed while mouse is moved.
  49944. * -1 = Mouse locked.
  49945. * 0 = Left button.
  49946. * 1 = Middle Button.
  49947. * 2 = Right Button.
  49948. */
  49949. this.activeButton = -1;
  49950. /**
  49951. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49952. * Higher values reduce its sensitivity.
  49953. */
  49954. this.angularSensibility = 1000.0;
  49955. this.previousPosition = null;
  49956. }
  49957. /**
  49958. * Attach the mouse control to the HTML DOM element.
  49959. * @param element Defines the element that listens to the input events.
  49960. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49961. */
  49962. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49963. var _this = this;
  49964. this.element = element;
  49965. this.noPreventDefault = noPreventDefault;
  49966. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49967. _this._pointerInput(p, s);
  49968. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49969. // Correct Roll by rate, if enabled.
  49970. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49971. if (_this.camera.rollCorrect) {
  49972. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49973. }
  49974. });
  49975. // Helper function to keep 'this'.
  49976. this._mousemoveCallback = function (e) {
  49977. _this._onMouseMove(e);
  49978. };
  49979. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49980. };
  49981. /**
  49982. * Detach the current controls from the specified dom element.
  49983. * @param element Defines the element to stop listening the inputs from
  49984. */
  49985. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49986. if (this._observer && element) {
  49987. this.camera.getScene().onPointerObservable.remove(this._observer);
  49988. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49989. if (this._mousemoveCallback) {
  49990. element.removeEventListener("mousemove", this._mousemoveCallback);
  49991. }
  49992. this._observer = null;
  49993. this._rollObserver = null;
  49994. this.previousPosition = null;
  49995. this.noPreventDefault = undefined;
  49996. }
  49997. };
  49998. /**
  49999. * Gets the class name of the current input.
  50000. * @returns the class name.
  50001. */
  50002. FlyCameraMouseInput.prototype.getClassName = function () {
  50003. return "FlyCameraMouseInput";
  50004. };
  50005. /**
  50006. * Get the friendly name associated with the input class.
  50007. * @returns the input's friendly name.
  50008. */
  50009. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50010. return "mouse";
  50011. };
  50012. // Track mouse movement, when the pointer is not locked.
  50013. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50014. var e = p.event;
  50015. var camera = this.camera;
  50016. var engine = camera.getEngine();
  50017. if (engine.isInVRExclusivePointerMode) {
  50018. return;
  50019. }
  50020. if (!this.touchEnabled && e.pointerType === "touch") {
  50021. return;
  50022. }
  50023. // Mouse is moved but an unknown mouse button is pressed.
  50024. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50025. return;
  50026. }
  50027. var srcElement = (e.srcElement || e.target);
  50028. // Mouse down.
  50029. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50030. try {
  50031. srcElement.setPointerCapture(e.pointerId);
  50032. }
  50033. catch (e) {
  50034. // Nothing to do with the error. Execution continues.
  50035. }
  50036. this.previousPosition = {
  50037. x: e.clientX,
  50038. y: e.clientY
  50039. };
  50040. this.activeButton = e.button;
  50041. if (!this.noPreventDefault) {
  50042. e.preventDefault();
  50043. this.element.focus();
  50044. }
  50045. }
  50046. else
  50047. // Mouse up.
  50048. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50049. try {
  50050. srcElement.releasePointerCapture(e.pointerId);
  50051. }
  50052. catch (e) {
  50053. // Nothing to do with the error. Execution continues.
  50054. }
  50055. this.activeButton = -1;
  50056. this.previousPosition = null;
  50057. if (!this.noPreventDefault) {
  50058. e.preventDefault();
  50059. }
  50060. }
  50061. else
  50062. // Mouse move.
  50063. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50064. if (!this.previousPosition || engine.isPointerLock) {
  50065. return;
  50066. }
  50067. var offsetX = e.clientX - this.previousPosition.x;
  50068. var offsetY = e.clientY - this.previousPosition.y;
  50069. this.rotateCamera(offsetX, offsetY);
  50070. this.previousPosition = {
  50071. x: e.clientX,
  50072. y: e.clientY
  50073. };
  50074. if (!this.noPreventDefault) {
  50075. e.preventDefault();
  50076. }
  50077. }
  50078. };
  50079. // Track mouse movement, when pointer is locked.
  50080. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50081. var camera = this.camera;
  50082. var engine = camera.getEngine();
  50083. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50084. return;
  50085. }
  50086. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50087. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50088. this.rotateCamera(offsetX, offsetY);
  50089. this.previousPosition = null;
  50090. if (!this.noPreventDefault) {
  50091. e.preventDefault();
  50092. }
  50093. };
  50094. /**
  50095. * Rotate camera by mouse offset.
  50096. */
  50097. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50098. var _this = this;
  50099. var camera = this.camera;
  50100. var scene = this.camera.getScene();
  50101. if (scene.useRightHandedSystem) {
  50102. offsetX *= -1;
  50103. }
  50104. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50105. offsetX *= -1;
  50106. }
  50107. var x = offsetX / this.angularSensibility;
  50108. var y = offsetY / this.angularSensibility;
  50109. // Initialize to current rotation.
  50110. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50111. var rotationChange;
  50112. // Pitch.
  50113. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50114. // Apply change in Radians to vector Angle.
  50115. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50116. // Apply Pitch to quaternion.
  50117. currentRotation.multiplyInPlace(rotationChange);
  50118. }
  50119. // Yaw.
  50120. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50121. // Apply change in Radians to vector Angle.
  50122. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50123. // Apply Yaw to quaternion.
  50124. currentRotation.multiplyInPlace(rotationChange);
  50125. // Add Roll, if banked turning is enabled, within Roll limit.
  50126. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50127. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50128. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50129. // Apply change in Radians to vector Angle.
  50130. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50131. // Apply Yaw to quaternion.
  50132. currentRotation.multiplyInPlace(rotationChange);
  50133. }
  50134. }
  50135. // Roll.
  50136. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50137. // Apply change in Radians to vector Angle.
  50138. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50139. // Track Rolling.
  50140. camera._trackRoll -= x;
  50141. // Apply Pitch to quaternion.
  50142. currentRotation.multiplyInPlace(rotationChange);
  50143. }
  50144. // Apply rotationQuaternion to Euler camera.rotation.
  50145. currentRotation.toEulerAnglesToRef(camera.rotation);
  50146. };
  50147. __decorate([
  50148. BABYLON.serialize()
  50149. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50150. __decorate([
  50151. BABYLON.serialize()
  50152. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50153. return FlyCameraMouseInput;
  50154. }());
  50155. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50156. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50157. })(BABYLON || (BABYLON = {}));
  50158. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50159. var BABYLON;
  50160. (function (BABYLON) {
  50161. /**
  50162. * Listen to keyboard events to control the camera.
  50163. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50164. */
  50165. var FlyCameraKeyboardInput = /** @class */ (function () {
  50166. function FlyCameraKeyboardInput() {
  50167. /**
  50168. * The list of keyboard keys used to control the forward move of the camera.
  50169. */
  50170. this.keysForward = [87];
  50171. /**
  50172. * The list of keyboard keys used to control the backward move of the camera.
  50173. */
  50174. this.keysBackward = [83];
  50175. /**
  50176. * The list of keyboard keys used to control the forward move of the camera.
  50177. */
  50178. this.keysUp = [69];
  50179. /**
  50180. * The list of keyboard keys used to control the backward move of the camera.
  50181. */
  50182. this.keysDown = [81];
  50183. /**
  50184. * The list of keyboard keys used to control the right strafe move of the camera.
  50185. */
  50186. this.keysRight = [68];
  50187. /**
  50188. * The list of keyboard keys used to control the left strafe move of the camera.
  50189. */
  50190. this.keysLeft = [65];
  50191. this._keys = new Array();
  50192. }
  50193. /**
  50194. * Attach the input controls to a specific dom element to get the input from.
  50195. * @param element Defines the element the controls should be listened from
  50196. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50197. */
  50198. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50199. var _this = this;
  50200. if (this._onCanvasBlurObserver) {
  50201. return;
  50202. }
  50203. this._scene = this.camera.getScene();
  50204. this._engine = this._scene.getEngine();
  50205. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50206. _this._keys = [];
  50207. });
  50208. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50209. var evt = info.event;
  50210. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50211. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50212. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50213. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50214. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50215. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50216. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50217. var index = _this._keys.indexOf(evt.keyCode);
  50218. if (index === -1) {
  50219. _this._keys.push(evt.keyCode);
  50220. }
  50221. if (!noPreventDefault) {
  50222. evt.preventDefault();
  50223. }
  50224. }
  50225. }
  50226. else {
  50227. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50228. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50229. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50230. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50231. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50232. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50233. var index = _this._keys.indexOf(evt.keyCode);
  50234. if (index >= 0) {
  50235. _this._keys.splice(index, 1);
  50236. }
  50237. if (!noPreventDefault) {
  50238. evt.preventDefault();
  50239. }
  50240. }
  50241. }
  50242. });
  50243. };
  50244. /**
  50245. * Detach the current controls from the specified dom element.
  50246. * @param element Defines the element to stop listening the inputs from
  50247. */
  50248. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50249. if (this._scene) {
  50250. if (this._onKeyboardObserver) {
  50251. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50252. }
  50253. if (this._onCanvasBlurObserver) {
  50254. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50255. }
  50256. this._onKeyboardObserver = null;
  50257. this._onCanvasBlurObserver = null;
  50258. }
  50259. this._keys = [];
  50260. };
  50261. /**
  50262. * Gets the class name of the current intput.
  50263. * @returns the class name
  50264. */
  50265. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50266. return "FlyCameraKeyboardInput";
  50267. };
  50268. /** @hidden */
  50269. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50270. this._keys = [];
  50271. };
  50272. /**
  50273. * Get the friendly name associated with the input class.
  50274. * @returns the input friendly name
  50275. */
  50276. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50277. return "keyboard";
  50278. };
  50279. /**
  50280. * Update the current camera state depending on the inputs that have been used this frame.
  50281. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50282. */
  50283. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50284. if (this._onKeyboardObserver) {
  50285. var camera = this.camera;
  50286. // Keyboard
  50287. for (var index = 0; index < this._keys.length; index++) {
  50288. var keyCode = this._keys[index];
  50289. var speed = camera._computeLocalCameraSpeed();
  50290. if (this.keysForward.indexOf(keyCode) !== -1) {
  50291. camera._localDirection.copyFromFloats(0, 0, speed);
  50292. }
  50293. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50294. camera._localDirection.copyFromFloats(0, 0, -speed);
  50295. }
  50296. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50297. camera._localDirection.copyFromFloats(0, speed, 0);
  50298. }
  50299. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50300. camera._localDirection.copyFromFloats(0, -speed, 0);
  50301. }
  50302. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50303. camera._localDirection.copyFromFloats(speed, 0, 0);
  50304. }
  50305. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50306. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50307. }
  50308. if (camera.getScene().useRightHandedSystem) {
  50309. camera._localDirection.z *= -1;
  50310. }
  50311. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50312. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50313. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50314. }
  50315. }
  50316. };
  50317. __decorate([
  50318. BABYLON.serialize()
  50319. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50320. __decorate([
  50321. BABYLON.serialize()
  50322. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50323. __decorate([
  50324. BABYLON.serialize()
  50325. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50326. __decorate([
  50327. BABYLON.serialize()
  50328. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50329. __decorate([
  50330. BABYLON.serialize()
  50331. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50332. __decorate([
  50333. BABYLON.serialize()
  50334. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50335. return FlyCameraKeyboardInput;
  50336. }());
  50337. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50338. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50339. })(BABYLON || (BABYLON = {}));
  50340. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50341. var BABYLON;
  50342. (function (BABYLON) {
  50343. /**
  50344. * Default Inputs manager for the FlyCamera.
  50345. * It groups all the default supported inputs for ease of use.
  50346. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50347. */
  50348. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50349. __extends(FlyCameraInputsManager, _super);
  50350. /**
  50351. * Instantiates a new FlyCameraInputsManager.
  50352. * @param camera Defines the camera the inputs belong to.
  50353. */
  50354. function FlyCameraInputsManager(camera) {
  50355. return _super.call(this, camera) || this;
  50356. }
  50357. /**
  50358. * Add keyboard input support to the input manager.
  50359. * @returns the new FlyCameraKeyboardMoveInput().
  50360. */
  50361. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50362. this.add(new BABYLON.FlyCameraKeyboardInput());
  50363. return this;
  50364. };
  50365. /**
  50366. * Add mouse input support to the input manager.
  50367. * @param touchEnabled Enable touch screen support.
  50368. * @returns the new FlyCameraMouseInput().
  50369. */
  50370. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50371. if (touchEnabled === void 0) { touchEnabled = true; }
  50372. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50373. return this;
  50374. };
  50375. return FlyCameraInputsManager;
  50376. }(BABYLON.CameraInputsManager));
  50377. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50378. })(BABYLON || (BABYLON = {}));
  50379. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50380. var BABYLON;
  50381. (function (BABYLON) {
  50382. /**
  50383. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50384. * such as in a 3D Space Shooter or a Flight Simulator.
  50385. */
  50386. var FlyCamera = /** @class */ (function (_super) {
  50387. __extends(FlyCamera, _super);
  50388. /**
  50389. * Instantiates a FlyCamera.
  50390. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50391. * such as in a 3D Space Shooter or a Flight Simulator.
  50392. * @param name Define the name of the camera in the scene.
  50393. * @param position Define the starting position of the camera in the scene.
  50394. * @param scene Define the scene the camera belongs to.
  50395. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50396. */
  50397. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50398. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50399. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50400. /**
  50401. * Define the collision ellipsoid of the camera.
  50402. * This is helpful for simulating a camera body, like a player's body.
  50403. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50404. */
  50405. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50406. /**
  50407. * Define an offset for the position of the ellipsoid around the camera.
  50408. * This can be helpful if the camera is attached away from the player's body center,
  50409. * such as at its head.
  50410. */
  50411. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50412. /**
  50413. * Enable or disable collisions of the camera with the rest of the scene objects.
  50414. */
  50415. _this.checkCollisions = false;
  50416. /**
  50417. * Enable or disable gravity on the camera.
  50418. */
  50419. _this.applyGravity = false;
  50420. /**
  50421. * Define the current direction the camera is moving to.
  50422. */
  50423. _this.cameraDirection = BABYLON.Vector3.Zero();
  50424. /**
  50425. * Track Roll to maintain the wanted Rolling when looking around.
  50426. */
  50427. _this._trackRoll = 0;
  50428. /**
  50429. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50430. */
  50431. _this.rollCorrect = 100;
  50432. /**
  50433. * Mimic a banked turn, Rolling the camera when Yawing.
  50434. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50435. */
  50436. _this.bankedTurn = false;
  50437. /**
  50438. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50439. */
  50440. _this.bankedTurnLimit = Math.PI / 2;
  50441. /**
  50442. * Value of 0 disables the banked Roll.
  50443. * Value of 1 is equal to the Yaw angle in radians.
  50444. */
  50445. _this.bankedTurnMultiplier = 1;
  50446. _this._needMoveForGravity = false;
  50447. _this._oldPosition = BABYLON.Vector3.Zero();
  50448. _this._diffPosition = BABYLON.Vector3.Zero();
  50449. _this._newPosition = BABYLON.Vector3.Zero();
  50450. // Collisions.
  50451. _this._collisionMask = -1;
  50452. /** @hidden */
  50453. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50454. if (collidedMesh === void 0) { collidedMesh = null; }
  50455. // TODO Move this to the collision coordinator!
  50456. if (_this.getScene().workerCollisions) {
  50457. newPosition.multiplyInPlace(_this._collider._radius);
  50458. }
  50459. var updatePosition = function (newPos) {
  50460. _this._newPosition.copyFrom(newPos);
  50461. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50462. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50463. _this.position.addInPlace(_this._diffPosition);
  50464. if (_this.onCollide && collidedMesh) {
  50465. _this.onCollide(collidedMesh);
  50466. }
  50467. }
  50468. };
  50469. updatePosition(newPosition);
  50470. };
  50471. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50472. _this.inputs.addKeyboard().addMouse();
  50473. return _this;
  50474. }
  50475. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50476. /**
  50477. * Gets the input sensibility for mouse input.
  50478. * Higher values reduce sensitivity.
  50479. */
  50480. get: function () {
  50481. var mouse = this.inputs.attached["mouse"];
  50482. if (mouse) {
  50483. return mouse.angularSensibility;
  50484. }
  50485. return 0;
  50486. },
  50487. /**
  50488. * Sets the input sensibility for a mouse input.
  50489. * Higher values reduce sensitivity.
  50490. */
  50491. set: function (value) {
  50492. var mouse = this.inputs.attached["mouse"];
  50493. if (mouse) {
  50494. mouse.angularSensibility = value;
  50495. }
  50496. },
  50497. enumerable: true,
  50498. configurable: true
  50499. });
  50500. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50501. /**
  50502. * Get the keys for camera movement forward.
  50503. */
  50504. get: function () {
  50505. var keyboard = this.inputs.attached["keyboard"];
  50506. if (keyboard) {
  50507. return keyboard.keysForward;
  50508. }
  50509. return [];
  50510. },
  50511. /**
  50512. * Set the keys for camera movement forward.
  50513. */
  50514. set: function (value) {
  50515. var keyboard = this.inputs.attached["keyboard"];
  50516. if (keyboard) {
  50517. keyboard.keysForward = value;
  50518. }
  50519. },
  50520. enumerable: true,
  50521. configurable: true
  50522. });
  50523. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50524. /**
  50525. * Get the keys for camera movement backward.
  50526. */
  50527. get: function () {
  50528. var keyboard = this.inputs.attached["keyboard"];
  50529. if (keyboard) {
  50530. return keyboard.keysBackward;
  50531. }
  50532. return [];
  50533. },
  50534. set: function (value) {
  50535. var keyboard = this.inputs.attached["keyboard"];
  50536. if (keyboard) {
  50537. keyboard.keysBackward = value;
  50538. }
  50539. },
  50540. enumerable: true,
  50541. configurable: true
  50542. });
  50543. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50544. /**
  50545. * Get the keys for camera movement up.
  50546. */
  50547. get: function () {
  50548. var keyboard = this.inputs.attached["keyboard"];
  50549. if (keyboard) {
  50550. return keyboard.keysUp;
  50551. }
  50552. return [];
  50553. },
  50554. /**
  50555. * Set the keys for camera movement up.
  50556. */
  50557. set: function (value) {
  50558. var keyboard = this.inputs.attached["keyboard"];
  50559. if (keyboard) {
  50560. keyboard.keysUp = value;
  50561. }
  50562. },
  50563. enumerable: true,
  50564. configurable: true
  50565. });
  50566. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50567. /**
  50568. * Get the keys for camera movement down.
  50569. */
  50570. get: function () {
  50571. var keyboard = this.inputs.attached["keyboard"];
  50572. if (keyboard) {
  50573. return keyboard.keysDown;
  50574. }
  50575. return [];
  50576. },
  50577. /**
  50578. * Set the keys for camera movement down.
  50579. */
  50580. set: function (value) {
  50581. var keyboard = this.inputs.attached["keyboard"];
  50582. if (keyboard) {
  50583. keyboard.keysDown = value;
  50584. }
  50585. },
  50586. enumerable: true,
  50587. configurable: true
  50588. });
  50589. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50590. /**
  50591. * Get the keys for camera movement left.
  50592. */
  50593. get: function () {
  50594. var keyboard = this.inputs.attached["keyboard"];
  50595. if (keyboard) {
  50596. return keyboard.keysLeft;
  50597. }
  50598. return [];
  50599. },
  50600. /**
  50601. * Set the keys for camera movement left.
  50602. */
  50603. set: function (value) {
  50604. var keyboard = this.inputs.attached["keyboard"];
  50605. if (keyboard) {
  50606. keyboard.keysLeft = value;
  50607. }
  50608. },
  50609. enumerable: true,
  50610. configurable: true
  50611. });
  50612. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50613. /**
  50614. * Set the keys for camera movement right.
  50615. */
  50616. get: function () {
  50617. var keyboard = this.inputs.attached["keyboard"];
  50618. if (keyboard) {
  50619. return keyboard.keysRight;
  50620. }
  50621. return [];
  50622. },
  50623. /**
  50624. * Set the keys for camera movement right.
  50625. */
  50626. set: function (value) {
  50627. var keyboard = this.inputs.attached["keyboard"];
  50628. if (keyboard) {
  50629. keyboard.keysRight = value;
  50630. }
  50631. },
  50632. enumerable: true,
  50633. configurable: true
  50634. });
  50635. /**
  50636. * Attach a control to the HTML DOM element.
  50637. * @param element Defines the element that listens to the input events.
  50638. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50639. */
  50640. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50641. this.inputs.attachElement(element, noPreventDefault);
  50642. };
  50643. /**
  50644. * Detach a control from the HTML DOM element.
  50645. * The camera will stop reacting to that input.
  50646. * @param element Defines the element that listens to the input events.
  50647. */
  50648. FlyCamera.prototype.detachControl = function (element) {
  50649. this.inputs.detachElement(element);
  50650. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50651. };
  50652. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50653. /**
  50654. * Get the mask that the camera ignores in collision events.
  50655. */
  50656. get: function () {
  50657. return this._collisionMask;
  50658. },
  50659. /**
  50660. * Set the mask that the camera ignores in collision events.
  50661. */
  50662. set: function (mask) {
  50663. this._collisionMask = !isNaN(mask) ? mask : -1;
  50664. },
  50665. enumerable: true,
  50666. configurable: true
  50667. });
  50668. /** @hidden */
  50669. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50670. var globalPosition;
  50671. if (this.parent) {
  50672. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50673. }
  50674. else {
  50675. globalPosition = this.position;
  50676. }
  50677. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50678. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50679. if (!this._collider) {
  50680. this._collider = new BABYLON.Collider();
  50681. }
  50682. this._collider._radius = this.ellipsoid;
  50683. this._collider.collisionMask = this._collisionMask;
  50684. // No need for clone, as long as gravity is not on.
  50685. var actualDisplacement = displacement;
  50686. // Add gravity to direction to prevent dual-collision checking.
  50687. if (this.applyGravity) {
  50688. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50689. actualDisplacement = displacement.add(this.getScene().gravity);
  50690. }
  50691. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50692. };
  50693. /** @hidden */
  50694. FlyCamera.prototype._checkInputs = function () {
  50695. if (!this._localDirection) {
  50696. this._localDirection = BABYLON.Vector3.Zero();
  50697. this._transformedDirection = BABYLON.Vector3.Zero();
  50698. }
  50699. this.inputs.checkInputs();
  50700. _super.prototype._checkInputs.call(this);
  50701. };
  50702. /** @hidden */
  50703. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50704. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50705. };
  50706. /** @hidden */
  50707. FlyCamera.prototype._updatePosition = function () {
  50708. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50709. this._collideWithWorld(this.cameraDirection);
  50710. }
  50711. else {
  50712. _super.prototype._updatePosition.call(this);
  50713. }
  50714. };
  50715. /**
  50716. * Restore the Roll to its target value at the rate specified.
  50717. * @param rate - Higher means slower restoring.
  50718. * @hidden
  50719. */
  50720. FlyCamera.prototype.restoreRoll = function (rate) {
  50721. var limit = this._trackRoll; // Target Roll.
  50722. var z = this.rotation.z; // Current Roll.
  50723. var delta = limit - z; // Difference in Roll.
  50724. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50725. // If the difference is noticable, restore the Roll.
  50726. if (Math.abs(delta) >= minRad) {
  50727. // Change Z rotation towards the target Roll.
  50728. this.rotation.z += delta / rate;
  50729. // Match when near enough.
  50730. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50731. this.rotation.z = limit;
  50732. }
  50733. }
  50734. };
  50735. /**
  50736. * Destroy the camera and release the current resources held by it.
  50737. */
  50738. FlyCamera.prototype.dispose = function () {
  50739. this.inputs.clear();
  50740. _super.prototype.dispose.call(this);
  50741. };
  50742. /**
  50743. * Get the current object class name.
  50744. * @returns the class name.
  50745. */
  50746. FlyCamera.prototype.getClassName = function () {
  50747. return "FlyCamera";
  50748. };
  50749. __decorate([
  50750. BABYLON.serializeAsVector3()
  50751. ], FlyCamera.prototype, "ellipsoid", void 0);
  50752. __decorate([
  50753. BABYLON.serializeAsVector3()
  50754. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50755. __decorate([
  50756. BABYLON.serialize()
  50757. ], FlyCamera.prototype, "checkCollisions", void 0);
  50758. __decorate([
  50759. BABYLON.serialize()
  50760. ], FlyCamera.prototype, "applyGravity", void 0);
  50761. return FlyCamera;
  50762. }(BABYLON.TargetCamera));
  50763. BABYLON.FlyCamera = FlyCamera;
  50764. })(BABYLON || (BABYLON = {}));
  50765. //# sourceMappingURL=babylon.flyCamera.js.map
  50766. var BABYLON;
  50767. (function (BABYLON) {
  50768. /**
  50769. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50770. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50771. */
  50772. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50773. function ArcRotateCameraKeyboardMoveInput() {
  50774. /**
  50775. * Defines the list of key codes associated with the up action (increase alpha)
  50776. */
  50777. this.keysUp = [38];
  50778. /**
  50779. * Defines the list of key codes associated with the down action (decrease alpha)
  50780. */
  50781. this.keysDown = [40];
  50782. /**
  50783. * Defines the list of key codes associated with the left action (increase beta)
  50784. */
  50785. this.keysLeft = [37];
  50786. /**
  50787. * Defines the list of key codes associated with the right action (decrease beta)
  50788. */
  50789. this.keysRight = [39];
  50790. /**
  50791. * Defines the list of key codes associated with the reset action.
  50792. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50793. */
  50794. this.keysReset = [220];
  50795. /**
  50796. * Defines the panning sensibility of the inputs.
  50797. * (How fast is the camera paning)
  50798. */
  50799. this.panningSensibility = 50.0;
  50800. /**
  50801. * Defines the zooming sensibility of the inputs.
  50802. * (How fast is the camera zooming)
  50803. */
  50804. this.zoomingSensibility = 25.0;
  50805. /**
  50806. * Defines wether maintaining the alt key down switch the movement mode from
  50807. * orientation to zoom.
  50808. */
  50809. this.useAltToZoom = true;
  50810. /**
  50811. * Rotation speed of the camera
  50812. */
  50813. this.angularSpeed = 0.01;
  50814. this._keys = new Array();
  50815. }
  50816. /**
  50817. * Attach the input controls to a specific dom element to get the input from.
  50818. * @param element Defines the element the controls should be listened from
  50819. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50820. */
  50821. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50822. var _this = this;
  50823. if (this._onCanvasBlurObserver) {
  50824. return;
  50825. }
  50826. this._scene = this.camera.getScene();
  50827. this._engine = this._scene.getEngine();
  50828. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50829. _this._keys = [];
  50830. });
  50831. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50832. var evt = info.event;
  50833. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50834. _this._ctrlPressed = evt.ctrlKey;
  50835. _this._altPressed = evt.altKey;
  50836. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50837. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50838. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50839. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50840. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50841. var index = _this._keys.indexOf(evt.keyCode);
  50842. if (index === -1) {
  50843. _this._keys.push(evt.keyCode);
  50844. }
  50845. if (evt.preventDefault) {
  50846. if (!noPreventDefault) {
  50847. evt.preventDefault();
  50848. }
  50849. }
  50850. }
  50851. }
  50852. else {
  50853. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50854. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50855. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50856. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50857. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50858. var index = _this._keys.indexOf(evt.keyCode);
  50859. if (index >= 0) {
  50860. _this._keys.splice(index, 1);
  50861. }
  50862. if (evt.preventDefault) {
  50863. if (!noPreventDefault) {
  50864. evt.preventDefault();
  50865. }
  50866. }
  50867. }
  50868. }
  50869. });
  50870. };
  50871. /**
  50872. * Detach the current controls from the specified dom element.
  50873. * @param element Defines the element to stop listening the inputs from
  50874. */
  50875. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50876. if (this._scene) {
  50877. if (this._onKeyboardObserver) {
  50878. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50879. }
  50880. if (this._onCanvasBlurObserver) {
  50881. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50882. }
  50883. this._onKeyboardObserver = null;
  50884. this._onCanvasBlurObserver = null;
  50885. }
  50886. this._keys = [];
  50887. };
  50888. /**
  50889. * Update the current camera state depending on the inputs that have been used this frame.
  50890. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50891. */
  50892. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50893. if (this._onKeyboardObserver) {
  50894. var camera = this.camera;
  50895. for (var index = 0; index < this._keys.length; index++) {
  50896. var keyCode = this._keys[index];
  50897. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50898. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50899. camera.inertialPanningX -= 1 / this.panningSensibility;
  50900. }
  50901. else {
  50902. camera.inertialAlphaOffset -= this.angularSpeed;
  50903. }
  50904. }
  50905. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50906. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50907. camera.inertialPanningY += 1 / this.panningSensibility;
  50908. }
  50909. else if (this._altPressed && this.useAltToZoom) {
  50910. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50911. }
  50912. else {
  50913. camera.inertialBetaOffset -= this.angularSpeed;
  50914. }
  50915. }
  50916. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50917. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50918. camera.inertialPanningX += 1 / this.panningSensibility;
  50919. }
  50920. else {
  50921. camera.inertialAlphaOffset += this.angularSpeed;
  50922. }
  50923. }
  50924. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50925. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50926. camera.inertialPanningY -= 1 / this.panningSensibility;
  50927. }
  50928. else if (this._altPressed && this.useAltToZoom) {
  50929. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50930. }
  50931. else {
  50932. camera.inertialBetaOffset += this.angularSpeed;
  50933. }
  50934. }
  50935. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50936. if (camera.useInputToRestoreState) {
  50937. camera.restoreState();
  50938. }
  50939. }
  50940. }
  50941. }
  50942. };
  50943. /**
  50944. * Gets the class name of the current intput.
  50945. * @returns the class name
  50946. */
  50947. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50948. return "ArcRotateCameraKeyboardMoveInput";
  50949. };
  50950. /**
  50951. * Get the friendly name associated with the input class.
  50952. * @returns the input friendly name
  50953. */
  50954. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50955. return "keyboard";
  50956. };
  50957. __decorate([
  50958. BABYLON.serialize()
  50959. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50960. __decorate([
  50961. BABYLON.serialize()
  50962. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50963. __decorate([
  50964. BABYLON.serialize()
  50965. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50966. __decorate([
  50967. BABYLON.serialize()
  50968. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50969. __decorate([
  50970. BABYLON.serialize()
  50971. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50972. __decorate([
  50973. BABYLON.serialize()
  50974. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50975. __decorate([
  50976. BABYLON.serialize()
  50977. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50978. __decorate([
  50979. BABYLON.serialize()
  50980. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50981. __decorate([
  50982. BABYLON.serialize()
  50983. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50984. return ArcRotateCameraKeyboardMoveInput;
  50985. }());
  50986. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50987. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50988. })(BABYLON || (BABYLON = {}));
  50989. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50990. var BABYLON;
  50991. (function (BABYLON) {
  50992. /**
  50993. * Manage the mouse wheel inputs to control an arc rotate camera.
  50994. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50995. */
  50996. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50997. function ArcRotateCameraMouseWheelInput() {
  50998. /**
  50999. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51000. */
  51001. this.wheelPrecision = 3.0;
  51002. /**
  51003. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51004. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51005. */
  51006. this.wheelDeltaPercentage = 0;
  51007. }
  51008. /**
  51009. * Attach the input controls to a specific dom element to get the input from.
  51010. * @param element Defines the element the controls should be listened from
  51011. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51012. */
  51013. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51014. var _this = this;
  51015. this._wheel = function (p, s) {
  51016. //sanity check - this should be a PointerWheel event.
  51017. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51018. return;
  51019. }
  51020. var event = p.event;
  51021. var delta = 0;
  51022. if (event.wheelDelta) {
  51023. if (_this.wheelDeltaPercentage) {
  51024. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51025. if (event.wheelDelta > 0) {
  51026. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51027. }
  51028. else {
  51029. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51030. }
  51031. }
  51032. else {
  51033. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51034. }
  51035. }
  51036. else {
  51037. var deltaValue = event.deltaY || event.detail;
  51038. delta = -deltaValue / _this.wheelPrecision;
  51039. }
  51040. if (delta) {
  51041. _this.camera.inertialRadiusOffset += delta;
  51042. }
  51043. if (event.preventDefault) {
  51044. if (!noPreventDefault) {
  51045. event.preventDefault();
  51046. }
  51047. }
  51048. };
  51049. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51050. };
  51051. /**
  51052. * Detach the current controls from the specified dom element.
  51053. * @param element Defines the element to stop listening the inputs from
  51054. */
  51055. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51056. if (this._observer && element) {
  51057. this.camera.getScene().onPointerObservable.remove(this._observer);
  51058. this._observer = null;
  51059. this._wheel = null;
  51060. }
  51061. };
  51062. /**
  51063. * Gets the class name of the current intput.
  51064. * @returns the class name
  51065. */
  51066. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51067. return "ArcRotateCameraMouseWheelInput";
  51068. };
  51069. /**
  51070. * Get the friendly name associated with the input class.
  51071. * @returns the input friendly name
  51072. */
  51073. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51074. return "mousewheel";
  51075. };
  51076. __decorate([
  51077. BABYLON.serialize()
  51078. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51079. __decorate([
  51080. BABYLON.serialize()
  51081. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51082. return ArcRotateCameraMouseWheelInput;
  51083. }());
  51084. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51085. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51086. })(BABYLON || (BABYLON = {}));
  51087. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51088. var BABYLON;
  51089. (function (BABYLON) {
  51090. /**
  51091. * Manage the pointers inputs to control an arc rotate camera.
  51092. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51093. */
  51094. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51095. function ArcRotateCameraPointersInput() {
  51096. /**
  51097. * Defines the buttons associated with the input to handle camera move.
  51098. */
  51099. this.buttons = [0, 1, 2];
  51100. /**
  51101. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51102. */
  51103. this.angularSensibilityX = 1000.0;
  51104. /**
  51105. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51106. */
  51107. this.angularSensibilityY = 1000.0;
  51108. /**
  51109. * Defines the pointer pinch precision or how fast is the camera zooming.
  51110. */
  51111. this.pinchPrecision = 12.0;
  51112. /**
  51113. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51114. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51115. */
  51116. this.pinchDeltaPercentage = 0;
  51117. /**
  51118. * Defines the pointer panning sensibility or how fast is the camera moving.
  51119. */
  51120. this.panningSensibility = 1000.0;
  51121. /**
  51122. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51123. */
  51124. this.multiTouchPanning = true;
  51125. /**
  51126. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51127. */
  51128. this.multiTouchPanAndZoom = true;
  51129. /**
  51130. * Revers pinch action direction.
  51131. */
  51132. this.pinchInwards = true;
  51133. this._isPanClick = false;
  51134. }
  51135. /**
  51136. * Attach the input controls to a specific dom element to get the input from.
  51137. * @param element Defines the element the controls should be listened from
  51138. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51139. */
  51140. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51141. var _this = this;
  51142. var engine = this.camera.getEngine();
  51143. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51144. var pointA = null;
  51145. var pointB = null;
  51146. var previousPinchSquaredDistance = 0;
  51147. var initialDistance = 0;
  51148. var twoFingerActivityCount = 0;
  51149. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51150. this._pointerInput = function (p, s) {
  51151. var evt = p.event;
  51152. var isTouch = p.event.pointerType === "touch";
  51153. if (engine.isInVRExclusivePointerMode) {
  51154. return;
  51155. }
  51156. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51157. return;
  51158. }
  51159. var srcElement = (evt.srcElement || evt.target);
  51160. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51161. try {
  51162. srcElement.setPointerCapture(evt.pointerId);
  51163. }
  51164. catch (e) {
  51165. //Nothing to do with the error. Execution will continue.
  51166. }
  51167. // Manage panning with pan button click
  51168. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51169. // manage pointers
  51170. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51171. if (pointA === null) {
  51172. pointA = cacheSoloPointer;
  51173. }
  51174. else if (pointB === null) {
  51175. pointB = cacheSoloPointer;
  51176. }
  51177. if (!noPreventDefault) {
  51178. evt.preventDefault();
  51179. element.focus();
  51180. }
  51181. }
  51182. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51183. if (_this.camera.useInputToRestoreState) {
  51184. _this.camera.restoreState();
  51185. }
  51186. }
  51187. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51188. try {
  51189. srcElement.releasePointerCapture(evt.pointerId);
  51190. }
  51191. catch (e) {
  51192. //Nothing to do with the error.
  51193. }
  51194. cacheSoloPointer = null;
  51195. previousPinchSquaredDistance = 0;
  51196. previousMultiTouchPanPosition.isPaning = false;
  51197. previousMultiTouchPanPosition.isPinching = false;
  51198. twoFingerActivityCount = 0;
  51199. initialDistance = 0;
  51200. if (!isTouch) {
  51201. pointB = null; // Mouse and pen are mono pointer
  51202. }
  51203. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51204. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51205. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51206. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51207. if (engine._badOS) {
  51208. pointA = pointB = null;
  51209. }
  51210. else {
  51211. //only remove the impacted pointer in case of multitouch allowing on most
  51212. //platforms switching from rotate to zoom and pan seamlessly.
  51213. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51214. pointA = pointB;
  51215. pointB = null;
  51216. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51217. }
  51218. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51219. pointB = null;
  51220. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51221. }
  51222. else {
  51223. pointA = pointB = null;
  51224. }
  51225. }
  51226. if (!noPreventDefault) {
  51227. evt.preventDefault();
  51228. }
  51229. }
  51230. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51231. if (!noPreventDefault) {
  51232. evt.preventDefault();
  51233. }
  51234. // One button down
  51235. if (pointA && pointB === null && cacheSoloPointer) {
  51236. if (_this.panningSensibility !== 0 &&
  51237. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51238. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51239. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51240. }
  51241. else {
  51242. var offsetX = evt.clientX - cacheSoloPointer.x;
  51243. var offsetY = evt.clientY - cacheSoloPointer.y;
  51244. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51245. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51246. }
  51247. cacheSoloPointer.x = evt.clientX;
  51248. cacheSoloPointer.y = evt.clientY;
  51249. }
  51250. // Two buttons down: pinch/pan
  51251. else if (pointA && pointB) {
  51252. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51253. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51254. ed.x = evt.clientX;
  51255. ed.y = evt.clientY;
  51256. var direction = _this.pinchInwards ? 1 : -1;
  51257. var distX = pointA.x - pointB.x;
  51258. var distY = pointA.y - pointB.y;
  51259. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51260. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51261. if (previousPinchSquaredDistance === 0) {
  51262. initialDistance = pinchDistance;
  51263. previousPinchSquaredDistance = pinchSquaredDistance;
  51264. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51265. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51266. return;
  51267. }
  51268. if (_this.multiTouchPanAndZoom) {
  51269. if (_this.pinchDeltaPercentage) {
  51270. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51271. }
  51272. else {
  51273. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51274. (_this.pinchPrecision *
  51275. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51276. direction);
  51277. }
  51278. if (_this.panningSensibility !== 0) {
  51279. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51280. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51281. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51282. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51283. previousMultiTouchPanPosition.x = pointersCenterX;
  51284. previousMultiTouchPanPosition.y = pointersCenterY;
  51285. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51286. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51287. }
  51288. }
  51289. else {
  51290. twoFingerActivityCount++;
  51291. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51292. if (_this.pinchDeltaPercentage) {
  51293. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51294. }
  51295. else {
  51296. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51297. (_this.pinchPrecision *
  51298. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51299. direction);
  51300. }
  51301. previousMultiTouchPanPosition.isPaning = false;
  51302. previousMultiTouchPanPosition.isPinching = true;
  51303. }
  51304. else {
  51305. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51306. if (!previousMultiTouchPanPosition.isPaning) {
  51307. previousMultiTouchPanPosition.isPaning = true;
  51308. previousMultiTouchPanPosition.isPinching = false;
  51309. previousMultiTouchPanPosition.x = ed.x;
  51310. previousMultiTouchPanPosition.y = ed.y;
  51311. return;
  51312. }
  51313. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51314. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51315. }
  51316. }
  51317. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51318. previousMultiTouchPanPosition.x = ed.x;
  51319. previousMultiTouchPanPosition.y = ed.y;
  51320. }
  51321. }
  51322. previousPinchSquaredDistance = pinchSquaredDistance;
  51323. }
  51324. }
  51325. };
  51326. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51327. this._onContextMenu = function (evt) {
  51328. evt.preventDefault();
  51329. };
  51330. if (!this.camera._useCtrlForPanning) {
  51331. element.addEventListener("contextmenu", this._onContextMenu, false);
  51332. }
  51333. this._onLostFocus = function () {
  51334. //this._keys = [];
  51335. pointA = pointB = null;
  51336. previousPinchSquaredDistance = 0;
  51337. previousMultiTouchPanPosition.isPaning = false;
  51338. previousMultiTouchPanPosition.isPinching = false;
  51339. twoFingerActivityCount = 0;
  51340. cacheSoloPointer = null;
  51341. initialDistance = 0;
  51342. };
  51343. this._onMouseMove = function (evt) {
  51344. if (!engine.isPointerLock) {
  51345. return;
  51346. }
  51347. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51348. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51349. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51350. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51351. if (!noPreventDefault) {
  51352. evt.preventDefault();
  51353. }
  51354. };
  51355. this._onGestureStart = function (e) {
  51356. if (window.MSGesture === undefined) {
  51357. return;
  51358. }
  51359. if (!_this._MSGestureHandler) {
  51360. _this._MSGestureHandler = new MSGesture();
  51361. _this._MSGestureHandler.target = element;
  51362. }
  51363. _this._MSGestureHandler.addPointer(e.pointerId);
  51364. };
  51365. this._onGesture = function (e) {
  51366. _this.camera.radius *= e.scale;
  51367. if (e.preventDefault) {
  51368. if (!noPreventDefault) {
  51369. e.stopPropagation();
  51370. e.preventDefault();
  51371. }
  51372. }
  51373. };
  51374. element.addEventListener("mousemove", this._onMouseMove, false);
  51375. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51376. element.addEventListener("MSGestureChange", this._onGesture, false);
  51377. BABYLON.Tools.RegisterTopRootEvents([
  51378. { name: "blur", handler: this._onLostFocus }
  51379. ]);
  51380. };
  51381. /**
  51382. * Detach the current controls from the specified dom element.
  51383. * @param element Defines the element to stop listening the inputs from
  51384. */
  51385. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51386. if (this._onLostFocus) {
  51387. BABYLON.Tools.UnregisterTopRootEvents([
  51388. { name: "blur", handler: this._onLostFocus }
  51389. ]);
  51390. }
  51391. if (element && this._observer) {
  51392. this.camera.getScene().onPointerObservable.remove(this._observer);
  51393. this._observer = null;
  51394. if (this._onContextMenu) {
  51395. element.removeEventListener("contextmenu", this._onContextMenu);
  51396. }
  51397. if (this._onMouseMove) {
  51398. element.removeEventListener("mousemove", this._onMouseMove);
  51399. }
  51400. if (this._onGestureStart) {
  51401. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51402. }
  51403. if (this._onGesture) {
  51404. element.removeEventListener("MSGestureChange", this._onGesture);
  51405. }
  51406. this._isPanClick = false;
  51407. this.pinchInwards = true;
  51408. this._onMouseMove = null;
  51409. this._onGestureStart = null;
  51410. this._onGesture = null;
  51411. this._MSGestureHandler = null;
  51412. this._onLostFocus = null;
  51413. this._onContextMenu = null;
  51414. }
  51415. };
  51416. /**
  51417. * Gets the class name of the current intput.
  51418. * @returns the class name
  51419. */
  51420. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51421. return "ArcRotateCameraPointersInput";
  51422. };
  51423. /**
  51424. * Get the friendly name associated with the input class.
  51425. * @returns the input friendly name
  51426. */
  51427. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51428. return "pointers";
  51429. };
  51430. __decorate([
  51431. BABYLON.serialize()
  51432. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51433. __decorate([
  51434. BABYLON.serialize()
  51435. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51436. __decorate([
  51437. BABYLON.serialize()
  51438. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51439. __decorate([
  51440. BABYLON.serialize()
  51441. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51442. __decorate([
  51443. BABYLON.serialize()
  51444. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51445. __decorate([
  51446. BABYLON.serialize()
  51447. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51448. __decorate([
  51449. BABYLON.serialize()
  51450. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51451. __decorate([
  51452. BABYLON.serialize()
  51453. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51454. return ArcRotateCameraPointersInput;
  51455. }());
  51456. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51457. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51458. })(BABYLON || (BABYLON = {}));
  51459. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51460. var BABYLON;
  51461. (function (BABYLON) {
  51462. /**
  51463. * Default Inputs manager for the ArcRotateCamera.
  51464. * It groups all the default supported inputs for ease of use.
  51465. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51466. */
  51467. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51468. __extends(ArcRotateCameraInputsManager, _super);
  51469. /**
  51470. * Instantiates a new ArcRotateCameraInputsManager.
  51471. * @param camera Defines the camera the inputs belong to
  51472. */
  51473. function ArcRotateCameraInputsManager(camera) {
  51474. return _super.call(this, camera) || this;
  51475. }
  51476. /**
  51477. * Add mouse wheel input support to the input manager.
  51478. * @returns the current input manager
  51479. */
  51480. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51481. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51482. return this;
  51483. };
  51484. /**
  51485. * Add pointers input support to the input manager.
  51486. * @returns the current input manager
  51487. */
  51488. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51489. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51490. return this;
  51491. };
  51492. /**
  51493. * Add keyboard input support to the input manager.
  51494. * @returns the current input manager
  51495. */
  51496. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51497. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51498. return this;
  51499. };
  51500. /**
  51501. * Add orientation input support to the input manager.
  51502. * @returns the current input manager
  51503. */
  51504. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51505. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51506. return this;
  51507. };
  51508. return ArcRotateCameraInputsManager;
  51509. }(BABYLON.CameraInputsManager));
  51510. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51511. })(BABYLON || (BABYLON = {}));
  51512. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51513. var BABYLON;
  51514. (function (BABYLON) {
  51515. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51516. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51517. });
  51518. /**
  51519. * This represents an orbital type of camera.
  51520. *
  51521. * 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.
  51522. * 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.
  51523. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51524. */
  51525. var ArcRotateCamera = /** @class */ (function (_super) {
  51526. __extends(ArcRotateCamera, _super);
  51527. /**
  51528. * Instantiates a new ArcRotateCamera in a given scene
  51529. * @param name Defines the name of the camera
  51530. * @param alpha Defines the camera rotation along the logitudinal axis
  51531. * @param beta Defines the camera rotation along the latitudinal axis
  51532. * @param radius Defines the camera distance from its target
  51533. * @param target Defines the camera target
  51534. * @param scene Defines the scene the camera belongs to
  51535. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51536. */
  51537. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51538. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51539. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51540. /**
  51541. * Current inertia value on the longitudinal axis.
  51542. * The bigger this number the longer it will take for the camera to stop.
  51543. */
  51544. _this.inertialAlphaOffset = 0;
  51545. /**
  51546. * Current inertia value on the latitudinal axis.
  51547. * The bigger this number the longer it will take for the camera to stop.
  51548. */
  51549. _this.inertialBetaOffset = 0;
  51550. /**
  51551. * Current inertia value on the radius axis.
  51552. * The bigger this number the longer it will take for the camera to stop.
  51553. */
  51554. _this.inertialRadiusOffset = 0;
  51555. /**
  51556. * Minimum allowed angle on the longitudinal axis.
  51557. * This can help limiting how the Camera is able to move in the scene.
  51558. */
  51559. _this.lowerAlphaLimit = null;
  51560. /**
  51561. * Maximum allowed angle on the longitudinal axis.
  51562. * This can help limiting how the Camera is able to move in the scene.
  51563. */
  51564. _this.upperAlphaLimit = null;
  51565. /**
  51566. * Minimum allowed angle on the latitudinal axis.
  51567. * This can help limiting how the Camera is able to move in the scene.
  51568. */
  51569. _this.lowerBetaLimit = 0.01;
  51570. /**
  51571. * Maximum allowed angle on the latitudinal axis.
  51572. * This can help limiting how the Camera is able to move in the scene.
  51573. */
  51574. _this.upperBetaLimit = Math.PI;
  51575. /**
  51576. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51577. * This can help limiting how the Camera is able to move in the scene.
  51578. */
  51579. _this.lowerRadiusLimit = null;
  51580. /**
  51581. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51582. * This can help limiting how the Camera is able to move in the scene.
  51583. */
  51584. _this.upperRadiusLimit = null;
  51585. /**
  51586. * Defines the current inertia value used during panning of the camera along the X axis.
  51587. */
  51588. _this.inertialPanningX = 0;
  51589. /**
  51590. * Defines the current inertia value used during panning of the camera along the Y axis.
  51591. */
  51592. _this.inertialPanningY = 0;
  51593. /**
  51594. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51595. * Basically if your fingers moves away from more than this distance you will be considered
  51596. * in pinch mode.
  51597. */
  51598. _this.pinchToPanMaxDistance = 20;
  51599. /**
  51600. * Defines the maximum distance the camera can pan.
  51601. * This could help keeping the cammera always in your scene.
  51602. */
  51603. _this.panningDistanceLimit = null;
  51604. /**
  51605. * Defines the target of the camera before paning.
  51606. */
  51607. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51608. /**
  51609. * Defines the value of the inertia used during panning.
  51610. * 0 would mean stop inertia and one would mean no decelleration at all.
  51611. */
  51612. _this.panningInertia = 0.9;
  51613. //-- end properties for backward compatibility for inputs
  51614. /**
  51615. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51616. */
  51617. _this.zoomOnFactor = 1;
  51618. /**
  51619. * Defines a screen offset for the camera position.
  51620. */
  51621. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51622. /**
  51623. * Allows the camera to be completely reversed.
  51624. * If false the camera can not arrive upside down.
  51625. */
  51626. _this.allowUpsideDown = true;
  51627. /**
  51628. * Define if double tap/click is used to restore the previously saved state of the camera.
  51629. */
  51630. _this.useInputToRestoreState = true;
  51631. /** @hidden */
  51632. _this._viewMatrix = new BABYLON.Matrix();
  51633. /**
  51634. * Defines the allowed panning axis.
  51635. */
  51636. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51637. /**
  51638. * Observable triggered when the mesh target has been changed on the camera.
  51639. */
  51640. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51641. /**
  51642. * Defines whether the camera should check collision with the objects oh the scene.
  51643. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51644. */
  51645. _this.checkCollisions = false;
  51646. /**
  51647. * Defines the collision radius of the camera.
  51648. * This simulates a sphere around the camera.
  51649. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51650. */
  51651. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51652. _this._previousPosition = BABYLON.Vector3.Zero();
  51653. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51654. _this._newPosition = BABYLON.Vector3.Zero();
  51655. _this._computationVector = BABYLON.Vector3.Zero();
  51656. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51657. if (collidedMesh === void 0) { collidedMesh = null; }
  51658. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51659. newPosition.multiplyInPlace(_this._collider._radius);
  51660. }
  51661. if (!collidedMesh) {
  51662. _this._previousPosition.copyFrom(_this.position);
  51663. }
  51664. else {
  51665. _this.setPosition(newPosition);
  51666. if (_this.onCollide) {
  51667. _this.onCollide(collidedMesh);
  51668. }
  51669. }
  51670. // Recompute because of constraints
  51671. var cosa = Math.cos(_this.alpha);
  51672. var sina = Math.sin(_this.alpha);
  51673. var cosb = Math.cos(_this.beta);
  51674. var sinb = Math.sin(_this.beta);
  51675. if (sinb === 0) {
  51676. sinb = 0.0001;
  51677. }
  51678. var target = _this._getTargetPosition();
  51679. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51680. target.addToRef(_this._computationVector, _this._newPosition);
  51681. _this.position.copyFrom(_this._newPosition);
  51682. var up = _this.upVector;
  51683. if (_this.allowUpsideDown && _this.beta < 0) {
  51684. up = up.clone();
  51685. up = up.negate();
  51686. }
  51687. _this._computeViewMatrix(_this.position, target, up);
  51688. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51689. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51690. _this._collisionTriggered = false;
  51691. };
  51692. _this._target = BABYLON.Vector3.Zero();
  51693. if (target) {
  51694. _this.setTarget(target);
  51695. }
  51696. _this.alpha = alpha;
  51697. _this.beta = beta;
  51698. _this.radius = radius;
  51699. _this.getViewMatrix();
  51700. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51701. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51702. return _this;
  51703. }
  51704. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51705. /**
  51706. * Defines the target point of the camera.
  51707. * The camera looks towards it form the radius distance.
  51708. */
  51709. get: function () {
  51710. return this._target;
  51711. },
  51712. set: function (value) {
  51713. this.setTarget(value);
  51714. },
  51715. enumerable: true,
  51716. configurable: true
  51717. });
  51718. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51719. //-- begin properties for backward compatibility for inputs
  51720. /**
  51721. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51722. */
  51723. get: function () {
  51724. var pointers = this.inputs.attached["pointers"];
  51725. if (pointers) {
  51726. return pointers.angularSensibilityX;
  51727. }
  51728. return 0;
  51729. },
  51730. set: function (value) {
  51731. var pointers = this.inputs.attached["pointers"];
  51732. if (pointers) {
  51733. pointers.angularSensibilityX = value;
  51734. }
  51735. },
  51736. enumerable: true,
  51737. configurable: true
  51738. });
  51739. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51740. /**
  51741. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51742. */
  51743. get: function () {
  51744. var pointers = this.inputs.attached["pointers"];
  51745. if (pointers) {
  51746. return pointers.angularSensibilityY;
  51747. }
  51748. return 0;
  51749. },
  51750. set: function (value) {
  51751. var pointers = this.inputs.attached["pointers"];
  51752. if (pointers) {
  51753. pointers.angularSensibilityY = value;
  51754. }
  51755. },
  51756. enumerable: true,
  51757. configurable: true
  51758. });
  51759. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51760. /**
  51761. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51762. */
  51763. get: function () {
  51764. var pointers = this.inputs.attached["pointers"];
  51765. if (pointers) {
  51766. return pointers.pinchPrecision;
  51767. }
  51768. return 0;
  51769. },
  51770. set: function (value) {
  51771. var pointers = this.inputs.attached["pointers"];
  51772. if (pointers) {
  51773. pointers.pinchPrecision = value;
  51774. }
  51775. },
  51776. enumerable: true,
  51777. configurable: true
  51778. });
  51779. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51780. /**
  51781. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51782. * It will be used instead of pinchDeltaPrecision if different from 0.
  51783. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51784. */
  51785. get: function () {
  51786. var pointers = this.inputs.attached["pointers"];
  51787. if (pointers) {
  51788. return pointers.pinchDeltaPercentage;
  51789. }
  51790. return 0;
  51791. },
  51792. set: function (value) {
  51793. var pointers = this.inputs.attached["pointers"];
  51794. if (pointers) {
  51795. pointers.pinchDeltaPercentage = value;
  51796. }
  51797. },
  51798. enumerable: true,
  51799. configurable: true
  51800. });
  51801. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51802. /**
  51803. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51804. */
  51805. get: function () {
  51806. var pointers = this.inputs.attached["pointers"];
  51807. if (pointers) {
  51808. return pointers.panningSensibility;
  51809. }
  51810. return 0;
  51811. },
  51812. set: function (value) {
  51813. var pointers = this.inputs.attached["pointers"];
  51814. if (pointers) {
  51815. pointers.panningSensibility = value;
  51816. }
  51817. },
  51818. enumerable: true,
  51819. configurable: true
  51820. });
  51821. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51822. /**
  51823. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51824. */
  51825. get: function () {
  51826. var keyboard = this.inputs.attached["keyboard"];
  51827. if (keyboard) {
  51828. return keyboard.keysUp;
  51829. }
  51830. return [];
  51831. },
  51832. set: function (value) {
  51833. var keyboard = this.inputs.attached["keyboard"];
  51834. if (keyboard) {
  51835. keyboard.keysUp = value;
  51836. }
  51837. },
  51838. enumerable: true,
  51839. configurable: true
  51840. });
  51841. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51842. /**
  51843. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51844. */
  51845. get: function () {
  51846. var keyboard = this.inputs.attached["keyboard"];
  51847. if (keyboard) {
  51848. return keyboard.keysDown;
  51849. }
  51850. return [];
  51851. },
  51852. set: function (value) {
  51853. var keyboard = this.inputs.attached["keyboard"];
  51854. if (keyboard) {
  51855. keyboard.keysDown = value;
  51856. }
  51857. },
  51858. enumerable: true,
  51859. configurable: true
  51860. });
  51861. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51862. /**
  51863. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51864. */
  51865. get: function () {
  51866. var keyboard = this.inputs.attached["keyboard"];
  51867. if (keyboard) {
  51868. return keyboard.keysLeft;
  51869. }
  51870. return [];
  51871. },
  51872. set: function (value) {
  51873. var keyboard = this.inputs.attached["keyboard"];
  51874. if (keyboard) {
  51875. keyboard.keysLeft = value;
  51876. }
  51877. },
  51878. enumerable: true,
  51879. configurable: true
  51880. });
  51881. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51882. /**
  51883. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51884. */
  51885. get: function () {
  51886. var keyboard = this.inputs.attached["keyboard"];
  51887. if (keyboard) {
  51888. return keyboard.keysRight;
  51889. }
  51890. return [];
  51891. },
  51892. set: function (value) {
  51893. var keyboard = this.inputs.attached["keyboard"];
  51894. if (keyboard) {
  51895. keyboard.keysRight = value;
  51896. }
  51897. },
  51898. enumerable: true,
  51899. configurable: true
  51900. });
  51901. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51902. /**
  51903. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51904. */
  51905. get: function () {
  51906. var mousewheel = this.inputs.attached["mousewheel"];
  51907. if (mousewheel) {
  51908. return mousewheel.wheelPrecision;
  51909. }
  51910. return 0;
  51911. },
  51912. set: function (value) {
  51913. var mousewheel = this.inputs.attached["mousewheel"];
  51914. if (mousewheel) {
  51915. mousewheel.wheelPrecision = value;
  51916. }
  51917. },
  51918. enumerable: true,
  51919. configurable: true
  51920. });
  51921. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51922. /**
  51923. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51924. * It will be used instead of pinchDeltaPrecision if different from 0.
  51925. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51926. */
  51927. get: function () {
  51928. var mousewheel = this.inputs.attached["mousewheel"];
  51929. if (mousewheel) {
  51930. return mousewheel.wheelDeltaPercentage;
  51931. }
  51932. return 0;
  51933. },
  51934. set: function (value) {
  51935. var mousewheel = this.inputs.attached["mousewheel"];
  51936. if (mousewheel) {
  51937. mousewheel.wheelDeltaPercentage = value;
  51938. }
  51939. },
  51940. enumerable: true,
  51941. configurable: true
  51942. });
  51943. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51944. /**
  51945. * Gets the bouncing behavior of the camera if it has been enabled.
  51946. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51947. */
  51948. get: function () {
  51949. return this._bouncingBehavior;
  51950. },
  51951. enumerable: true,
  51952. configurable: true
  51953. });
  51954. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51955. /**
  51956. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51957. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51958. */
  51959. get: function () {
  51960. return this._bouncingBehavior != null;
  51961. },
  51962. set: function (value) {
  51963. if (value === this.useBouncingBehavior) {
  51964. return;
  51965. }
  51966. if (value) {
  51967. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51968. this.addBehavior(this._bouncingBehavior);
  51969. }
  51970. else if (this._bouncingBehavior) {
  51971. this.removeBehavior(this._bouncingBehavior);
  51972. this._bouncingBehavior = null;
  51973. }
  51974. },
  51975. enumerable: true,
  51976. configurable: true
  51977. });
  51978. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51979. /**
  51980. * Gets the framing behavior of the camera if it has been enabled.
  51981. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51982. */
  51983. get: function () {
  51984. return this._framingBehavior;
  51985. },
  51986. enumerable: true,
  51987. configurable: true
  51988. });
  51989. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51990. /**
  51991. * Defines if the framing behavior of the camera is enabled on the camera.
  51992. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51993. */
  51994. get: function () {
  51995. return this._framingBehavior != null;
  51996. },
  51997. set: function (value) {
  51998. if (value === this.useFramingBehavior) {
  51999. return;
  52000. }
  52001. if (value) {
  52002. this._framingBehavior = new BABYLON.FramingBehavior();
  52003. this.addBehavior(this._framingBehavior);
  52004. }
  52005. else if (this._framingBehavior) {
  52006. this.removeBehavior(this._framingBehavior);
  52007. this._framingBehavior = null;
  52008. }
  52009. },
  52010. enumerable: true,
  52011. configurable: true
  52012. });
  52013. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52014. /**
  52015. * Gets the auto rotation behavior of the camera if it has been enabled.
  52016. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52017. */
  52018. get: function () {
  52019. return this._autoRotationBehavior;
  52020. },
  52021. enumerable: true,
  52022. configurable: true
  52023. });
  52024. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52025. /**
  52026. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52027. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52028. */
  52029. get: function () {
  52030. return this._autoRotationBehavior != null;
  52031. },
  52032. set: function (value) {
  52033. if (value === this.useAutoRotationBehavior) {
  52034. return;
  52035. }
  52036. if (value) {
  52037. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52038. this.addBehavior(this._autoRotationBehavior);
  52039. }
  52040. else if (this._autoRotationBehavior) {
  52041. this.removeBehavior(this._autoRotationBehavior);
  52042. this._autoRotationBehavior = null;
  52043. }
  52044. },
  52045. enumerable: true,
  52046. configurable: true
  52047. });
  52048. // Cache
  52049. /** @hidden */
  52050. ArcRotateCamera.prototype._initCache = function () {
  52051. _super.prototype._initCache.call(this);
  52052. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52053. this._cache.alpha = undefined;
  52054. this._cache.beta = undefined;
  52055. this._cache.radius = undefined;
  52056. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52057. };
  52058. /** @hidden */
  52059. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52060. if (!ignoreParentClass) {
  52061. _super.prototype._updateCache.call(this);
  52062. }
  52063. this._cache._target.copyFrom(this._getTargetPosition());
  52064. this._cache.alpha = this.alpha;
  52065. this._cache.beta = this.beta;
  52066. this._cache.radius = this.radius;
  52067. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52068. };
  52069. ArcRotateCamera.prototype._getTargetPosition = function () {
  52070. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52071. var pos = this._targetHost.absolutePosition;
  52072. if (this._targetBoundingCenter) {
  52073. pos.addToRef(this._targetBoundingCenter, this._target);
  52074. }
  52075. else {
  52076. this._target.copyFrom(pos);
  52077. }
  52078. }
  52079. var lockedTargetPosition = this._getLockedTargetPosition();
  52080. if (lockedTargetPosition) {
  52081. return lockedTargetPosition;
  52082. }
  52083. return this._target;
  52084. };
  52085. /**
  52086. * Stores the current state of the camera (alpha, beta, radius and target)
  52087. * @returns the camera itself
  52088. */
  52089. ArcRotateCamera.prototype.storeState = function () {
  52090. this._storedAlpha = this.alpha;
  52091. this._storedBeta = this.beta;
  52092. this._storedRadius = this.radius;
  52093. this._storedTarget = this._getTargetPosition().clone();
  52094. return _super.prototype.storeState.call(this);
  52095. };
  52096. /**
  52097. * @hidden
  52098. * Restored camera state. You must call storeState() first
  52099. */
  52100. ArcRotateCamera.prototype._restoreStateValues = function () {
  52101. if (!_super.prototype._restoreStateValues.call(this)) {
  52102. return false;
  52103. }
  52104. this.alpha = this._storedAlpha;
  52105. this.beta = this._storedBeta;
  52106. this.radius = this._storedRadius;
  52107. this.setTarget(this._storedTarget.clone());
  52108. this.inertialAlphaOffset = 0;
  52109. this.inertialBetaOffset = 0;
  52110. this.inertialRadiusOffset = 0;
  52111. this.inertialPanningX = 0;
  52112. this.inertialPanningY = 0;
  52113. return true;
  52114. };
  52115. // Synchronized
  52116. /** @hidden */
  52117. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52118. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52119. return false;
  52120. }
  52121. return this._cache._target.equals(this._getTargetPosition())
  52122. && this._cache.alpha === this.alpha
  52123. && this._cache.beta === this.beta
  52124. && this._cache.radius === this.radius
  52125. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52126. };
  52127. /**
  52128. * Attached controls to the current camera.
  52129. * @param element Defines the element the controls should be listened from
  52130. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52131. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52132. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52133. */
  52134. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52135. var _this = this;
  52136. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52137. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52138. this._useCtrlForPanning = useCtrlForPanning;
  52139. this._panningMouseButton = panningMouseButton;
  52140. this.inputs.attachElement(element, noPreventDefault);
  52141. this._reset = function () {
  52142. _this.inertialAlphaOffset = 0;
  52143. _this.inertialBetaOffset = 0;
  52144. _this.inertialRadiusOffset = 0;
  52145. _this.inertialPanningX = 0;
  52146. _this.inertialPanningY = 0;
  52147. };
  52148. };
  52149. /**
  52150. * Detach the current controls from the camera.
  52151. * The camera will stop reacting to inputs.
  52152. * @param element Defines the element to stop listening the inputs from
  52153. */
  52154. ArcRotateCamera.prototype.detachControl = function (element) {
  52155. this.inputs.detachElement(element);
  52156. if (this._reset) {
  52157. this._reset();
  52158. }
  52159. };
  52160. /** @hidden */
  52161. ArcRotateCamera.prototype._checkInputs = function () {
  52162. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52163. if (this._collisionTriggered) {
  52164. return;
  52165. }
  52166. this.inputs.checkInputs();
  52167. // Inertia
  52168. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52169. var inertialAlphaOffset = this.inertialAlphaOffset;
  52170. if (this.beta <= 0) {
  52171. inertialAlphaOffset *= -1;
  52172. }
  52173. if (this.getScene().useRightHandedSystem) {
  52174. inertialAlphaOffset *= -1;
  52175. }
  52176. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52177. inertialAlphaOffset *= -1;
  52178. }
  52179. this.alpha += inertialAlphaOffset;
  52180. this.beta += this.inertialBetaOffset;
  52181. this.radius -= this.inertialRadiusOffset;
  52182. this.inertialAlphaOffset *= this.inertia;
  52183. this.inertialBetaOffset *= this.inertia;
  52184. this.inertialRadiusOffset *= this.inertia;
  52185. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52186. this.inertialAlphaOffset = 0;
  52187. }
  52188. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52189. this.inertialBetaOffset = 0;
  52190. }
  52191. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52192. this.inertialRadiusOffset = 0;
  52193. }
  52194. }
  52195. // Panning inertia
  52196. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52197. if (!this._localDirection) {
  52198. this._localDirection = BABYLON.Vector3.Zero();
  52199. this._transformedDirection = BABYLON.Vector3.Zero();
  52200. }
  52201. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52202. this._localDirection.multiplyInPlace(this.panningAxis);
  52203. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52204. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52205. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52206. if (!this.panningAxis.y) {
  52207. this._transformedDirection.y = 0;
  52208. }
  52209. if (!this._targetHost) {
  52210. if (this.panningDistanceLimit) {
  52211. this._transformedDirection.addInPlace(this._target);
  52212. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52213. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52214. this._target.copyFrom(this._transformedDirection);
  52215. }
  52216. }
  52217. else {
  52218. this._target.addInPlace(this._transformedDirection);
  52219. }
  52220. }
  52221. this.inertialPanningX *= this.panningInertia;
  52222. this.inertialPanningY *= this.panningInertia;
  52223. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52224. this.inertialPanningX = 0;
  52225. }
  52226. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52227. this.inertialPanningY = 0;
  52228. }
  52229. }
  52230. // Limits
  52231. this._checkLimits();
  52232. _super.prototype._checkInputs.call(this);
  52233. };
  52234. ArcRotateCamera.prototype._checkLimits = function () {
  52235. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52236. if (this.allowUpsideDown && this.beta > Math.PI) {
  52237. this.beta = this.beta - (2 * Math.PI);
  52238. }
  52239. }
  52240. else {
  52241. if (this.beta < this.lowerBetaLimit) {
  52242. this.beta = this.lowerBetaLimit;
  52243. }
  52244. }
  52245. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52246. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52247. this.beta = this.beta + (2 * Math.PI);
  52248. }
  52249. }
  52250. else {
  52251. if (this.beta > this.upperBetaLimit) {
  52252. this.beta = this.upperBetaLimit;
  52253. }
  52254. }
  52255. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52256. this.alpha = this.lowerAlphaLimit;
  52257. }
  52258. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52259. this.alpha = this.upperAlphaLimit;
  52260. }
  52261. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52262. this.radius = this.lowerRadiusLimit;
  52263. this.inertialRadiusOffset = 0;
  52264. }
  52265. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52266. this.radius = this.upperRadiusLimit;
  52267. this.inertialRadiusOffset = 0;
  52268. }
  52269. };
  52270. /**
  52271. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52272. */
  52273. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52274. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52275. this.radius = this._computationVector.length();
  52276. if (this.radius === 0) {
  52277. this.radius = 0.0001; // Just to avoid division by zero
  52278. }
  52279. // Alpha
  52280. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52281. if (this._computationVector.z < 0) {
  52282. this.alpha = 2 * Math.PI - this.alpha;
  52283. }
  52284. // Beta
  52285. this.beta = Math.acos(this._computationVector.y / this.radius);
  52286. this._checkLimits();
  52287. };
  52288. /**
  52289. * Use a position to define the current camera related information like aplha, beta and radius
  52290. * @param position Defines the position to set the camera at
  52291. */
  52292. ArcRotateCamera.prototype.setPosition = function (position) {
  52293. if (this.position.equals(position)) {
  52294. return;
  52295. }
  52296. this.position.copyFrom(position);
  52297. this.rebuildAnglesAndRadius();
  52298. };
  52299. /**
  52300. * Defines the target the camera should look at.
  52301. * This will automatically adapt alpha beta and radius to fit within the new target.
  52302. * @param target Defines the new target as a Vector or a mesh
  52303. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52304. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52305. */
  52306. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52307. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52308. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52309. if (target.getBoundingInfo) {
  52310. if (toBoundingCenter) {
  52311. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52312. }
  52313. else {
  52314. this._targetBoundingCenter = null;
  52315. }
  52316. this._targetHost = target;
  52317. this._target = this._getTargetPosition();
  52318. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52319. }
  52320. else {
  52321. var newTarget = target;
  52322. var currentTarget = this._getTargetPosition();
  52323. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52324. return;
  52325. }
  52326. this._targetHost = null;
  52327. this._target = newTarget;
  52328. this._targetBoundingCenter = null;
  52329. this.onMeshTargetChangedObservable.notifyObservers(null);
  52330. }
  52331. this.rebuildAnglesAndRadius();
  52332. };
  52333. /** @hidden */
  52334. ArcRotateCamera.prototype._getViewMatrix = function () {
  52335. // Compute
  52336. var cosa = Math.cos(this.alpha);
  52337. var sina = Math.sin(this.alpha);
  52338. var cosb = Math.cos(this.beta);
  52339. var sinb = Math.sin(this.beta);
  52340. if (sinb === 0) {
  52341. sinb = 0.0001;
  52342. }
  52343. var target = this._getTargetPosition();
  52344. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52345. target.addToRef(this._computationVector, this._newPosition);
  52346. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52347. if (!this._collider) {
  52348. this._collider = new BABYLON.Collider();
  52349. }
  52350. this._collider._radius = this.collisionRadius;
  52351. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52352. this._collisionTriggered = true;
  52353. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52354. }
  52355. else {
  52356. this.position.copyFrom(this._newPosition);
  52357. var up = this.upVector;
  52358. if (this.allowUpsideDown && sinb < 0) {
  52359. up = up.clone();
  52360. up = up.negate();
  52361. }
  52362. this._computeViewMatrix(this.position, target, up);
  52363. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52364. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52365. }
  52366. this._currentTarget = target;
  52367. return this._viewMatrix;
  52368. };
  52369. /**
  52370. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52371. * @param meshes Defines the mesh to zoom on
  52372. * @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)
  52373. */
  52374. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52375. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52376. meshes = meshes || this.getScene().meshes;
  52377. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52378. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52379. this.radius = distance * this.zoomOnFactor;
  52380. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52381. };
  52382. /**
  52383. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52384. * The target will be changed but the radius
  52385. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52386. * @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)
  52387. */
  52388. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52389. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52390. var meshesOrMinMaxVector;
  52391. var distance;
  52392. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52393. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52394. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52395. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52396. }
  52397. else { //minMaxVector and distance
  52398. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52399. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52400. distance = minMaxVectorAndDistance.distance;
  52401. }
  52402. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52403. if (!doNotUpdateMaxZ) {
  52404. this.maxZ = distance * 2;
  52405. }
  52406. };
  52407. /**
  52408. * @override
  52409. * Override Camera.createRigCamera
  52410. */
  52411. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52412. var alphaShift = 0;
  52413. switch (this.cameraRigMode) {
  52414. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52415. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52416. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52417. case BABYLON.Camera.RIG_MODE_VR:
  52418. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52419. break;
  52420. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52421. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52422. break;
  52423. }
  52424. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52425. rigCam._cameraRigParams = {};
  52426. return rigCam;
  52427. };
  52428. /**
  52429. * @hidden
  52430. * @override
  52431. * Override Camera._updateRigCameras
  52432. */
  52433. ArcRotateCamera.prototype._updateRigCameras = function () {
  52434. var camLeft = this._rigCameras[0];
  52435. var camRight = this._rigCameras[1];
  52436. camLeft.beta = camRight.beta = this.beta;
  52437. camLeft.radius = camRight.radius = this.radius;
  52438. switch (this.cameraRigMode) {
  52439. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52440. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52441. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52442. case BABYLON.Camera.RIG_MODE_VR:
  52443. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52444. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52445. break;
  52446. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52447. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52448. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52449. break;
  52450. }
  52451. _super.prototype._updateRigCameras.call(this);
  52452. };
  52453. /**
  52454. * Destroy the camera and release the current resources hold by it.
  52455. */
  52456. ArcRotateCamera.prototype.dispose = function () {
  52457. this.inputs.clear();
  52458. _super.prototype.dispose.call(this);
  52459. };
  52460. /**
  52461. * Gets the current object class name.
  52462. * @return the class name
  52463. */
  52464. ArcRotateCamera.prototype.getClassName = function () {
  52465. return "ArcRotateCamera";
  52466. };
  52467. __decorate([
  52468. BABYLON.serialize()
  52469. ], ArcRotateCamera.prototype, "alpha", void 0);
  52470. __decorate([
  52471. BABYLON.serialize()
  52472. ], ArcRotateCamera.prototype, "beta", void 0);
  52473. __decorate([
  52474. BABYLON.serialize()
  52475. ], ArcRotateCamera.prototype, "radius", void 0);
  52476. __decorate([
  52477. BABYLON.serializeAsVector3("target")
  52478. ], ArcRotateCamera.prototype, "_target", void 0);
  52479. __decorate([
  52480. BABYLON.serialize()
  52481. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52482. __decorate([
  52483. BABYLON.serialize()
  52484. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52485. __decorate([
  52486. BABYLON.serialize()
  52487. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52488. __decorate([
  52489. BABYLON.serialize()
  52490. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52491. __decorate([
  52492. BABYLON.serialize()
  52493. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52494. __decorate([
  52495. BABYLON.serialize()
  52496. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52497. __decorate([
  52498. BABYLON.serialize()
  52499. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52500. __decorate([
  52501. BABYLON.serialize()
  52502. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52503. __decorate([
  52504. BABYLON.serialize()
  52505. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52506. __decorate([
  52507. BABYLON.serialize()
  52508. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52509. __decorate([
  52510. BABYLON.serialize()
  52511. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52512. __decorate([
  52513. BABYLON.serialize()
  52514. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52515. __decorate([
  52516. BABYLON.serialize()
  52517. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52518. __decorate([
  52519. BABYLON.serializeAsVector3()
  52520. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52521. __decorate([
  52522. BABYLON.serialize()
  52523. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52524. __decorate([
  52525. BABYLON.serialize()
  52526. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52527. __decorate([
  52528. BABYLON.serialize()
  52529. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52530. __decorate([
  52531. BABYLON.serialize()
  52532. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52533. __decorate([
  52534. BABYLON.serialize()
  52535. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52536. return ArcRotateCamera;
  52537. }(BABYLON.TargetCamera));
  52538. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52539. })(BABYLON || (BABYLON = {}));
  52540. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52541. var BABYLON;
  52542. (function (BABYLON) {
  52543. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52544. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52545. });
  52546. /**
  52547. * The HemisphericLight simulates the ambient environment light,
  52548. * so the passed direction is the light reflection direction, not the incoming direction.
  52549. */
  52550. var HemisphericLight = /** @class */ (function (_super) {
  52551. __extends(HemisphericLight, _super);
  52552. /**
  52553. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52554. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52555. * The HemisphericLight can't cast shadows.
  52556. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52557. * @param name The friendly name of the light
  52558. * @param direction The direction of the light reflection
  52559. * @param scene The scene the light belongs to
  52560. */
  52561. function HemisphericLight(name, direction, scene) {
  52562. var _this = _super.call(this, name, scene) || this;
  52563. /**
  52564. * The groundColor is the light in the opposite direction to the one specified during creation.
  52565. * 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.
  52566. */
  52567. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52568. _this.direction = direction || BABYLON.Vector3.Up();
  52569. return _this;
  52570. }
  52571. HemisphericLight.prototype._buildUniformLayout = function () {
  52572. this._uniformBuffer.addUniform("vLightData", 4);
  52573. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52574. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52575. this._uniformBuffer.addUniform("vLightGround", 3);
  52576. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52577. this._uniformBuffer.addUniform("depthValues", 2);
  52578. this._uniformBuffer.create();
  52579. };
  52580. /**
  52581. * Returns the string "HemisphericLight".
  52582. * @return The class name
  52583. */
  52584. HemisphericLight.prototype.getClassName = function () {
  52585. return "HemisphericLight";
  52586. };
  52587. /**
  52588. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52589. * Returns the updated direction.
  52590. * @param target The target the direction should point to
  52591. * @return The computed direction
  52592. */
  52593. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52594. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52595. return this.direction;
  52596. };
  52597. /**
  52598. * Returns the shadow generator associated to the light.
  52599. * @returns Always null for hemispheric lights because it does not support shadows.
  52600. */
  52601. HemisphericLight.prototype.getShadowGenerator = function () {
  52602. return null;
  52603. };
  52604. /**
  52605. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52606. * @param effect The effect to update
  52607. * @param lightIndex The index of the light in the effect to update
  52608. * @returns The hemispheric light
  52609. */
  52610. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52611. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52612. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52613. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52614. return this;
  52615. };
  52616. /**
  52617. * Computes the world matrix of the node
  52618. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52619. * @param useWasUpdatedFlag defines a reserved property
  52620. * @returns the world matrix
  52621. */
  52622. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52623. if (!this._worldMatrix) {
  52624. this._worldMatrix = BABYLON.Matrix.Identity();
  52625. }
  52626. return this._worldMatrix;
  52627. };
  52628. /**
  52629. * Returns the integer 3.
  52630. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52631. */
  52632. HemisphericLight.prototype.getTypeID = function () {
  52633. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52634. };
  52635. /**
  52636. * Prepares the list of defines specific to the light type.
  52637. * @param defines the list of defines
  52638. * @param lightIndex defines the index of the light for the effect
  52639. */
  52640. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52641. defines["HEMILIGHT" + lightIndex] = true;
  52642. };
  52643. __decorate([
  52644. BABYLON.serializeAsColor3()
  52645. ], HemisphericLight.prototype, "groundColor", void 0);
  52646. __decorate([
  52647. BABYLON.serializeAsVector3()
  52648. ], HemisphericLight.prototype, "direction", void 0);
  52649. return HemisphericLight;
  52650. }(BABYLON.Light));
  52651. BABYLON.HemisphericLight = HemisphericLight;
  52652. })(BABYLON || (BABYLON = {}));
  52653. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52654. var BABYLON;
  52655. (function (BABYLON) {
  52656. /**
  52657. * Base implementation IShadowLight
  52658. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52659. */
  52660. var ShadowLight = /** @class */ (function (_super) {
  52661. __extends(ShadowLight, _super);
  52662. function ShadowLight() {
  52663. var _this = _super !== null && _super.apply(this, arguments) || this;
  52664. _this._needProjectionMatrixCompute = true;
  52665. return _this;
  52666. }
  52667. ShadowLight.prototype._setPosition = function (value) {
  52668. this._position = value;
  52669. };
  52670. Object.defineProperty(ShadowLight.prototype, "position", {
  52671. /**
  52672. * Sets the position the shadow will be casted from. Also use as the light position for both
  52673. * point and spot lights.
  52674. */
  52675. get: function () {
  52676. return this._position;
  52677. },
  52678. /**
  52679. * Sets the position the shadow will be casted from. Also use as the light position for both
  52680. * point and spot lights.
  52681. */
  52682. set: function (value) {
  52683. this._setPosition(value);
  52684. },
  52685. enumerable: true,
  52686. configurable: true
  52687. });
  52688. ShadowLight.prototype._setDirection = function (value) {
  52689. this._direction = value;
  52690. };
  52691. Object.defineProperty(ShadowLight.prototype, "direction", {
  52692. /**
  52693. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52694. * Also use as the light direction on spot and directional lights.
  52695. */
  52696. get: function () {
  52697. return this._direction;
  52698. },
  52699. /**
  52700. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52701. * Also use as the light direction on spot and directional lights.
  52702. */
  52703. set: function (value) {
  52704. this._setDirection(value);
  52705. },
  52706. enumerable: true,
  52707. configurable: true
  52708. });
  52709. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52710. /**
  52711. * Gets the shadow projection clipping minimum z value.
  52712. */
  52713. get: function () {
  52714. return this._shadowMinZ;
  52715. },
  52716. /**
  52717. * Sets the shadow projection clipping minimum z value.
  52718. */
  52719. set: function (value) {
  52720. this._shadowMinZ = value;
  52721. this.forceProjectionMatrixCompute();
  52722. },
  52723. enumerable: true,
  52724. configurable: true
  52725. });
  52726. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52727. /**
  52728. * Sets the shadow projection clipping maximum z value.
  52729. */
  52730. get: function () {
  52731. return this._shadowMaxZ;
  52732. },
  52733. /**
  52734. * Gets the shadow projection clipping maximum z value.
  52735. */
  52736. set: function (value) {
  52737. this._shadowMaxZ = value;
  52738. this.forceProjectionMatrixCompute();
  52739. },
  52740. enumerable: true,
  52741. configurable: true
  52742. });
  52743. /**
  52744. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52745. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52746. */
  52747. ShadowLight.prototype.computeTransformedInformation = function () {
  52748. if (this.parent && this.parent.getWorldMatrix) {
  52749. if (!this.transformedPosition) {
  52750. this.transformedPosition = BABYLON.Vector3.Zero();
  52751. }
  52752. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52753. // In case the direction is present.
  52754. if (this.direction) {
  52755. if (!this.transformedDirection) {
  52756. this.transformedDirection = BABYLON.Vector3.Zero();
  52757. }
  52758. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52759. }
  52760. return true;
  52761. }
  52762. return false;
  52763. };
  52764. /**
  52765. * Return the depth scale used for the shadow map.
  52766. * @returns the depth scale.
  52767. */
  52768. ShadowLight.prototype.getDepthScale = function () {
  52769. return 50.0;
  52770. };
  52771. /**
  52772. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52773. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52774. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52775. */
  52776. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52777. return this.transformedDirection ? this.transformedDirection : this.direction;
  52778. };
  52779. /**
  52780. * Returns the ShadowLight absolute position in the World.
  52781. * @returns the position vector in world space
  52782. */
  52783. ShadowLight.prototype.getAbsolutePosition = function () {
  52784. return this.transformedPosition ? this.transformedPosition : this.position;
  52785. };
  52786. /**
  52787. * Sets the ShadowLight direction toward the passed target.
  52788. * @param target The point tot target in local space
  52789. * @returns the updated ShadowLight direction
  52790. */
  52791. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52792. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52793. return this.direction;
  52794. };
  52795. /**
  52796. * Returns the light rotation in euler definition.
  52797. * @returns the x y z rotation in local space.
  52798. */
  52799. ShadowLight.prototype.getRotation = function () {
  52800. this.direction.normalize();
  52801. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52802. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52803. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52804. };
  52805. /**
  52806. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52807. * @returns true if a cube texture needs to be use
  52808. */
  52809. ShadowLight.prototype.needCube = function () {
  52810. return false;
  52811. };
  52812. /**
  52813. * Detects if the projection matrix requires to be recomputed this frame.
  52814. * @returns true if it requires to be recomputed otherwise, false.
  52815. */
  52816. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52817. return this._needProjectionMatrixCompute;
  52818. };
  52819. /**
  52820. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52821. */
  52822. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52823. this._needProjectionMatrixCompute = true;
  52824. };
  52825. /** @hidden */
  52826. ShadowLight.prototype._initCache = function () {
  52827. _super.prototype._initCache.call(this);
  52828. this._cache.position = BABYLON.Vector3.Zero();
  52829. };
  52830. /** @hidden */
  52831. ShadowLight.prototype._isSynchronized = function () {
  52832. if (!this._cache.position.equals(this.position)) {
  52833. return false;
  52834. }
  52835. return true;
  52836. };
  52837. /**
  52838. * Computes the world matrix of the node
  52839. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52840. * @returns the world matrix
  52841. */
  52842. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52843. if (!force && this.isSynchronized()) {
  52844. this._currentRenderId = this.getScene().getRenderId();
  52845. return this._worldMatrix;
  52846. }
  52847. this._updateCache();
  52848. this._cache.position.copyFrom(this.position);
  52849. if (!this._worldMatrix) {
  52850. this._worldMatrix = BABYLON.Matrix.Identity();
  52851. }
  52852. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52853. if (this.parent && this.parent.getWorldMatrix) {
  52854. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52855. this._markSyncedWithParent();
  52856. }
  52857. // Cache the determinant
  52858. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52859. return this._worldMatrix;
  52860. };
  52861. /**
  52862. * Gets the minZ used for shadow according to both the scene and the light.
  52863. * @param activeCamera The camera we are returning the min for
  52864. * @returns the depth min z
  52865. */
  52866. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52867. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52868. };
  52869. /**
  52870. * Gets the maxZ used for shadow according to both the scene and the light.
  52871. * @param activeCamera The camera we are returning the max for
  52872. * @returns the depth max z
  52873. */
  52874. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52875. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52876. };
  52877. /**
  52878. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52879. * @param matrix The materix to updated with the projection information
  52880. * @param viewMatrix The transform matrix of the light
  52881. * @param renderList The list of mesh to render in the map
  52882. * @returns The current light
  52883. */
  52884. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52885. if (this.customProjectionMatrixBuilder) {
  52886. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52887. }
  52888. else {
  52889. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52890. }
  52891. return this;
  52892. };
  52893. __decorate([
  52894. BABYLON.serializeAsVector3()
  52895. ], ShadowLight.prototype, "position", null);
  52896. __decorate([
  52897. BABYLON.serializeAsVector3()
  52898. ], ShadowLight.prototype, "direction", null);
  52899. __decorate([
  52900. BABYLON.serialize()
  52901. ], ShadowLight.prototype, "shadowMinZ", null);
  52902. __decorate([
  52903. BABYLON.serialize()
  52904. ], ShadowLight.prototype, "shadowMaxZ", null);
  52905. return ShadowLight;
  52906. }(BABYLON.Light));
  52907. BABYLON.ShadowLight = ShadowLight;
  52908. })(BABYLON || (BABYLON = {}));
  52909. //# sourceMappingURL=babylon.shadowLight.js.map
  52910. var BABYLON;
  52911. (function (BABYLON) {
  52912. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52913. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52914. });
  52915. /**
  52916. * A point light is a light defined by an unique point in world space.
  52917. * The light is emitted in every direction from this point.
  52918. * A good example of a point light is a standard light bulb.
  52919. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52920. */
  52921. var PointLight = /** @class */ (function (_super) {
  52922. __extends(PointLight, _super);
  52923. /**
  52924. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52925. * A PointLight emits the light in every direction.
  52926. * It can cast shadows.
  52927. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52928. * ```javascript
  52929. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52930. * ```
  52931. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52932. * @param name The light friendly name
  52933. * @param position The position of the point light in the scene
  52934. * @param scene The scene the lights belongs to
  52935. */
  52936. function PointLight(name, position, scene) {
  52937. var _this = _super.call(this, name, scene) || this;
  52938. _this._shadowAngle = Math.PI / 2;
  52939. _this.position = position;
  52940. return _this;
  52941. }
  52942. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52943. /**
  52944. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52945. * This specifies what angle the shadow will use to be created.
  52946. *
  52947. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52948. */
  52949. get: function () {
  52950. return this._shadowAngle;
  52951. },
  52952. /**
  52953. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52954. * This specifies what angle the shadow will use to be created.
  52955. *
  52956. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52957. */
  52958. set: function (value) {
  52959. this._shadowAngle = value;
  52960. this.forceProjectionMatrixCompute();
  52961. },
  52962. enumerable: true,
  52963. configurable: true
  52964. });
  52965. Object.defineProperty(PointLight.prototype, "direction", {
  52966. /**
  52967. * Gets the direction if it has been set.
  52968. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52969. */
  52970. get: function () {
  52971. return this._direction;
  52972. },
  52973. /**
  52974. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52975. */
  52976. set: function (value) {
  52977. var previousNeedCube = this.needCube();
  52978. this._direction = value;
  52979. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52980. this._shadowGenerator.recreateShadowMap();
  52981. }
  52982. },
  52983. enumerable: true,
  52984. configurable: true
  52985. });
  52986. /**
  52987. * Returns the string "PointLight"
  52988. * @returns the class name
  52989. */
  52990. PointLight.prototype.getClassName = function () {
  52991. return "PointLight";
  52992. };
  52993. /**
  52994. * Returns the integer 0.
  52995. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52996. */
  52997. PointLight.prototype.getTypeID = function () {
  52998. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52999. };
  53000. /**
  53001. * Specifies wether or not the shadowmap should be a cube texture.
  53002. * @returns true if the shadowmap needs to be a cube texture.
  53003. */
  53004. PointLight.prototype.needCube = function () {
  53005. return !this.direction;
  53006. };
  53007. /**
  53008. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53009. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53010. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53011. */
  53012. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53013. if (this.direction) {
  53014. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53015. }
  53016. else {
  53017. switch (faceIndex) {
  53018. case 0:
  53019. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53020. case 1:
  53021. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53022. case 2:
  53023. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53024. case 3:
  53025. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53026. case 4:
  53027. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53028. case 5:
  53029. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53030. }
  53031. }
  53032. return BABYLON.Vector3.Zero();
  53033. };
  53034. /**
  53035. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53036. * - fov = PI / 2
  53037. * - aspect ratio : 1.0
  53038. * - z-near and far equal to the active camera minZ and maxZ.
  53039. * Returns the PointLight.
  53040. */
  53041. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53042. var activeCamera = this.getScene().activeCamera;
  53043. if (!activeCamera) {
  53044. return;
  53045. }
  53046. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53047. };
  53048. PointLight.prototype._buildUniformLayout = function () {
  53049. this._uniformBuffer.addUniform("vLightData", 4);
  53050. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53051. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53052. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53053. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53054. this._uniformBuffer.addUniform("depthValues", 2);
  53055. this._uniformBuffer.create();
  53056. };
  53057. /**
  53058. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53059. * @param effect The effect to update
  53060. * @param lightIndex The index of the light in the effect to update
  53061. * @returns The point light
  53062. */
  53063. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53064. if (this.computeTransformedInformation()) {
  53065. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53066. }
  53067. else {
  53068. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53069. }
  53070. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53071. return this;
  53072. };
  53073. /**
  53074. * Prepares the list of defines specific to the light type.
  53075. * @param defines the list of defines
  53076. * @param lightIndex defines the index of the light for the effect
  53077. */
  53078. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53079. defines["POINTLIGHT" + lightIndex] = true;
  53080. };
  53081. __decorate([
  53082. BABYLON.serialize()
  53083. ], PointLight.prototype, "shadowAngle", null);
  53084. return PointLight;
  53085. }(BABYLON.ShadowLight));
  53086. BABYLON.PointLight = PointLight;
  53087. })(BABYLON || (BABYLON = {}));
  53088. //# sourceMappingURL=babylon.pointLight.js.map
  53089. var BABYLON;
  53090. (function (BABYLON) {
  53091. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53092. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53093. });
  53094. /**
  53095. * A directional light is defined by a direction (what a surprise!).
  53096. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53097. * 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.
  53098. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53099. */
  53100. var DirectionalLight = /** @class */ (function (_super) {
  53101. __extends(DirectionalLight, _super);
  53102. /**
  53103. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53104. * The directional light is emitted from everywhere in the given direction.
  53105. * It can cast shadows.
  53106. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53107. * @param name The friendly name of the light
  53108. * @param direction The direction of the light
  53109. * @param scene The scene the light belongs to
  53110. */
  53111. function DirectionalLight(name, direction, scene) {
  53112. var _this = _super.call(this, name, scene) || this;
  53113. _this._shadowFrustumSize = 0;
  53114. _this._shadowOrthoScale = 0.1;
  53115. /**
  53116. * Automatically compute the projection matrix to best fit (including all the casters)
  53117. * on each frame.
  53118. */
  53119. _this.autoUpdateExtends = true;
  53120. // Cache
  53121. _this._orthoLeft = Number.MAX_VALUE;
  53122. _this._orthoRight = Number.MIN_VALUE;
  53123. _this._orthoTop = Number.MIN_VALUE;
  53124. _this._orthoBottom = Number.MAX_VALUE;
  53125. _this.position = direction.scale(-1.0);
  53126. _this.direction = direction;
  53127. return _this;
  53128. }
  53129. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53130. /**
  53131. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53132. */
  53133. get: function () {
  53134. return this._shadowFrustumSize;
  53135. },
  53136. /**
  53137. * Specifies a fix frustum size for the shadow generation.
  53138. */
  53139. set: function (value) {
  53140. this._shadowFrustumSize = value;
  53141. this.forceProjectionMatrixCompute();
  53142. },
  53143. enumerable: true,
  53144. configurable: true
  53145. });
  53146. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53147. /**
  53148. * Gets the shadow projection scale against the optimal computed one.
  53149. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53150. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53151. */
  53152. get: function () {
  53153. return this._shadowOrthoScale;
  53154. },
  53155. /**
  53156. * Sets the shadow projection scale against the optimal computed one.
  53157. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53158. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53159. */
  53160. set: function (value) {
  53161. this._shadowOrthoScale = value;
  53162. this.forceProjectionMatrixCompute();
  53163. },
  53164. enumerable: true,
  53165. configurable: true
  53166. });
  53167. /**
  53168. * Returns the string "DirectionalLight".
  53169. * @return The class name
  53170. */
  53171. DirectionalLight.prototype.getClassName = function () {
  53172. return "DirectionalLight";
  53173. };
  53174. /**
  53175. * Returns the integer 1.
  53176. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53177. */
  53178. DirectionalLight.prototype.getTypeID = function () {
  53179. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53180. };
  53181. /**
  53182. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53183. * Returns the DirectionalLight Shadow projection matrix.
  53184. */
  53185. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53186. if (this.shadowFrustumSize > 0) {
  53187. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53188. }
  53189. else {
  53190. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53191. }
  53192. };
  53193. /**
  53194. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53195. * Returns the DirectionalLight Shadow projection matrix.
  53196. */
  53197. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53198. var activeCamera = this.getScene().activeCamera;
  53199. if (!activeCamera) {
  53200. return;
  53201. }
  53202. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53203. };
  53204. /**
  53205. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53206. * Returns the DirectionalLight Shadow projection matrix.
  53207. */
  53208. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53209. var activeCamera = this.getScene().activeCamera;
  53210. if (!activeCamera) {
  53211. return;
  53212. }
  53213. // Check extends
  53214. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53215. var tempVector3 = BABYLON.Vector3.Zero();
  53216. this._orthoLeft = Number.MAX_VALUE;
  53217. this._orthoRight = Number.MIN_VALUE;
  53218. this._orthoTop = Number.MIN_VALUE;
  53219. this._orthoBottom = Number.MAX_VALUE;
  53220. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53221. var mesh = renderList[meshIndex];
  53222. if (!mesh) {
  53223. continue;
  53224. }
  53225. var boundingInfo = mesh.getBoundingInfo();
  53226. var boundingBox = boundingInfo.boundingBox;
  53227. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53228. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53229. if (tempVector3.x < this._orthoLeft) {
  53230. this._orthoLeft = tempVector3.x;
  53231. }
  53232. if (tempVector3.y < this._orthoBottom) {
  53233. this._orthoBottom = tempVector3.y;
  53234. }
  53235. if (tempVector3.x > this._orthoRight) {
  53236. this._orthoRight = tempVector3.x;
  53237. }
  53238. if (tempVector3.y > this._orthoTop) {
  53239. this._orthoTop = tempVector3.y;
  53240. }
  53241. }
  53242. }
  53243. }
  53244. var xOffset = this._orthoRight - this._orthoLeft;
  53245. var yOffset = this._orthoTop - this._orthoBottom;
  53246. 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);
  53247. };
  53248. DirectionalLight.prototype._buildUniformLayout = function () {
  53249. this._uniformBuffer.addUniform("vLightData", 4);
  53250. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53251. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53252. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53253. this._uniformBuffer.addUniform("depthValues", 2);
  53254. this._uniformBuffer.create();
  53255. };
  53256. /**
  53257. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53258. * @param effect The effect to update
  53259. * @param lightIndex The index of the light in the effect to update
  53260. * @returns The directional light
  53261. */
  53262. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53263. if (this.computeTransformedInformation()) {
  53264. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53265. return this;
  53266. }
  53267. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53268. return this;
  53269. };
  53270. /**
  53271. * Gets the minZ used for shadow according to both the scene and the light.
  53272. *
  53273. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53274. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53275. * @param activeCamera The camera we are returning the min for
  53276. * @returns the depth min z
  53277. */
  53278. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53279. return 1;
  53280. };
  53281. /**
  53282. * Gets the maxZ used for shadow according to both the scene and the light.
  53283. *
  53284. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53285. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53286. * @param activeCamera The camera we are returning the max for
  53287. * @returns the depth max z
  53288. */
  53289. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53290. return 1;
  53291. };
  53292. /**
  53293. * Prepares the list of defines specific to the light type.
  53294. * @param defines the list of defines
  53295. * @param lightIndex defines the index of the light for the effect
  53296. */
  53297. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53298. defines["DIRLIGHT" + lightIndex] = true;
  53299. };
  53300. __decorate([
  53301. BABYLON.serialize()
  53302. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53303. __decorate([
  53304. BABYLON.serialize()
  53305. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53306. __decorate([
  53307. BABYLON.serialize()
  53308. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53309. return DirectionalLight;
  53310. }(BABYLON.ShadowLight));
  53311. BABYLON.DirectionalLight = DirectionalLight;
  53312. })(BABYLON || (BABYLON = {}));
  53313. //# sourceMappingURL=babylon.directionalLight.js.map
  53314. var BABYLON;
  53315. (function (BABYLON) {
  53316. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53317. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53318. });
  53319. /**
  53320. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53321. * These values define a cone of light starting from the position, emitting toward the direction.
  53322. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53323. * and the exponent defines the speed of the decay of the light with distance (reach).
  53324. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53325. */
  53326. var SpotLight = /** @class */ (function (_super) {
  53327. __extends(SpotLight, _super);
  53328. /**
  53329. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53330. * It can cast shadows.
  53331. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53332. * @param name The light friendly name
  53333. * @param position The position of the spot light in the scene
  53334. * @param direction The direction of the light in the scene
  53335. * @param angle The cone angle of the light in Radians
  53336. * @param exponent The light decay speed with the distance from the emission spot
  53337. * @param scene The scene the lights belongs to
  53338. */
  53339. function SpotLight(name, position, direction, angle, exponent, scene) {
  53340. var _this = _super.call(this, name, scene) || this;
  53341. _this._innerAngle = 0;
  53342. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53343. _this._projectionTextureLightNear = 1e-6;
  53344. _this._projectionTextureLightFar = 1000.0;
  53345. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53346. _this._projectionTextureViewLightDirty = true;
  53347. _this._projectionTextureProjectionLightDirty = true;
  53348. _this._projectionTextureDirty = true;
  53349. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53350. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53351. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53352. _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);
  53353. _this.position = position;
  53354. _this.direction = direction;
  53355. _this.angle = angle;
  53356. _this.exponent = exponent;
  53357. return _this;
  53358. }
  53359. Object.defineProperty(SpotLight.prototype, "angle", {
  53360. /**
  53361. * Gets the cone angle of the spot light in Radians.
  53362. */
  53363. get: function () {
  53364. return this._angle;
  53365. },
  53366. /**
  53367. * Sets the cone angle of the spot light in Radians.
  53368. */
  53369. set: function (value) {
  53370. this._angle = value;
  53371. this._cosHalfAngle = Math.cos(value * 0.5);
  53372. this._projectionTextureProjectionLightDirty = true;
  53373. this.forceProjectionMatrixCompute();
  53374. this._computeAngleValues();
  53375. },
  53376. enumerable: true,
  53377. configurable: true
  53378. });
  53379. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53380. /**
  53381. * Only used in gltf falloff mode, this defines the angle where
  53382. * the directional falloff will start before cutting at angle which could be seen
  53383. * as outer angle.
  53384. */
  53385. get: function () {
  53386. return this._innerAngle;
  53387. },
  53388. /**
  53389. * Only used in gltf falloff mode, this defines the angle where
  53390. * the directional falloff will start before cutting at angle which could be seen
  53391. * as outer angle.
  53392. */
  53393. set: function (value) {
  53394. this._innerAngle = value;
  53395. this._computeAngleValues();
  53396. },
  53397. enumerable: true,
  53398. configurable: true
  53399. });
  53400. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53401. /**
  53402. * Allows scaling the angle of the light for shadow generation only.
  53403. */
  53404. get: function () {
  53405. return this._shadowAngleScale;
  53406. },
  53407. /**
  53408. * Allows scaling the angle of the light for shadow generation only.
  53409. */
  53410. set: function (value) {
  53411. this._shadowAngleScale = value;
  53412. this.forceProjectionMatrixCompute();
  53413. },
  53414. enumerable: true,
  53415. configurable: true
  53416. });
  53417. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53418. /**
  53419. * Allows reading the projecton texture
  53420. */
  53421. get: function () {
  53422. return this._projectionTextureMatrix;
  53423. },
  53424. enumerable: true,
  53425. configurable: true
  53426. });
  53427. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53428. /**
  53429. * Gets the near clip of the Spotlight for texture projection.
  53430. */
  53431. get: function () {
  53432. return this._projectionTextureLightNear;
  53433. },
  53434. /**
  53435. * Sets the near clip of the Spotlight for texture projection.
  53436. */
  53437. set: function (value) {
  53438. this._projectionTextureLightNear = value;
  53439. this._projectionTextureProjectionLightDirty = true;
  53440. },
  53441. enumerable: true,
  53442. configurable: true
  53443. });
  53444. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53445. /**
  53446. * Gets the far clip of the Spotlight for texture projection.
  53447. */
  53448. get: function () {
  53449. return this._projectionTextureLightFar;
  53450. },
  53451. /**
  53452. * Sets the far clip of the Spotlight for texture projection.
  53453. */
  53454. set: function (value) {
  53455. this._projectionTextureLightFar = value;
  53456. this._projectionTextureProjectionLightDirty = true;
  53457. },
  53458. enumerable: true,
  53459. configurable: true
  53460. });
  53461. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53462. /**
  53463. * Gets the Up vector of the Spotlight for texture projection.
  53464. */
  53465. get: function () {
  53466. return this._projectionTextureUpDirection;
  53467. },
  53468. /**
  53469. * Sets the Up vector of the Spotlight for texture projection.
  53470. */
  53471. set: function (value) {
  53472. this._projectionTextureUpDirection = value;
  53473. this._projectionTextureProjectionLightDirty = true;
  53474. },
  53475. enumerable: true,
  53476. configurable: true
  53477. });
  53478. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53479. /**
  53480. * Gets the projection texture of the light.
  53481. */
  53482. get: function () {
  53483. return this._projectionTexture;
  53484. },
  53485. /**
  53486. * Sets the projection texture of the light.
  53487. */
  53488. set: function (value) {
  53489. this._projectionTexture = value;
  53490. this._projectionTextureDirty = true;
  53491. },
  53492. enumerable: true,
  53493. configurable: true
  53494. });
  53495. /**
  53496. * Returns the string "SpotLight".
  53497. * @returns the class name
  53498. */
  53499. SpotLight.prototype.getClassName = function () {
  53500. return "SpotLight";
  53501. };
  53502. /**
  53503. * Returns the integer 2.
  53504. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53505. */
  53506. SpotLight.prototype.getTypeID = function () {
  53507. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53508. };
  53509. /**
  53510. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53511. */
  53512. SpotLight.prototype._setDirection = function (value) {
  53513. _super.prototype._setDirection.call(this, value);
  53514. this._projectionTextureViewLightDirty = true;
  53515. };
  53516. /**
  53517. * Overrides the position setter to recompute the projection texture view light Matrix.
  53518. */
  53519. SpotLight.prototype._setPosition = function (value) {
  53520. _super.prototype._setPosition.call(this, value);
  53521. this._projectionTextureViewLightDirty = true;
  53522. };
  53523. /**
  53524. * 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.
  53525. * Returns the SpotLight.
  53526. */
  53527. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53528. var activeCamera = this.getScene().activeCamera;
  53529. if (!activeCamera) {
  53530. return;
  53531. }
  53532. this._shadowAngleScale = this._shadowAngleScale || 1;
  53533. var angle = this._shadowAngleScale * this._angle;
  53534. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53535. };
  53536. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53537. this._projectionTextureViewLightDirty = false;
  53538. this._projectionTextureDirty = true;
  53539. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53540. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53541. };
  53542. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53543. this._projectionTextureProjectionLightDirty = false;
  53544. this._projectionTextureDirty = true;
  53545. var light_far = this.projectionTextureLightFar;
  53546. var light_near = this.projectionTextureLightNear;
  53547. var P = light_far / (light_far - light_near);
  53548. var Q = -P * light_near;
  53549. var S = 1.0 / Math.tan(this._angle / 2.0);
  53550. var A = 1.0;
  53551. 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);
  53552. };
  53553. /**
  53554. * Main function for light texture projection matrix computing.
  53555. */
  53556. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53557. this._projectionTextureDirty = false;
  53558. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53559. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53560. };
  53561. SpotLight.prototype._buildUniformLayout = function () {
  53562. this._uniformBuffer.addUniform("vLightData", 4);
  53563. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53564. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53565. this._uniformBuffer.addUniform("vLightDirection", 3);
  53566. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53567. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53568. this._uniformBuffer.addUniform("depthValues", 2);
  53569. this._uniformBuffer.create();
  53570. };
  53571. SpotLight.prototype._computeAngleValues = function () {
  53572. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53573. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53574. };
  53575. /**
  53576. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53577. * @param effect The effect to update
  53578. * @param lightIndex The index of the light in the effect to update
  53579. * @returns The spot light
  53580. */
  53581. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53582. var normalizeDirection;
  53583. if (this.computeTransformedInformation()) {
  53584. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53585. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53586. }
  53587. else {
  53588. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53589. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53590. }
  53591. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53592. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53593. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53594. if (this._projectionTextureViewLightDirty) {
  53595. this._computeProjectionTextureViewLightMatrix();
  53596. }
  53597. if (this._projectionTextureProjectionLightDirty) {
  53598. this._computeProjectionTextureProjectionLightMatrix();
  53599. }
  53600. if (this._projectionTextureDirty) {
  53601. this._computeProjectionTextureMatrix();
  53602. }
  53603. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53604. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53605. }
  53606. return this;
  53607. };
  53608. /**
  53609. * Disposes the light and the associated resources.
  53610. */
  53611. SpotLight.prototype.dispose = function () {
  53612. _super.prototype.dispose.call(this);
  53613. if (this._projectionTexture) {
  53614. this._projectionTexture.dispose();
  53615. }
  53616. };
  53617. /**
  53618. * Prepares the list of defines specific to the light type.
  53619. * @param defines the list of defines
  53620. * @param lightIndex defines the index of the light for the effect
  53621. */
  53622. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53623. defines["SPOTLIGHT" + lightIndex] = true;
  53624. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53625. };
  53626. __decorate([
  53627. BABYLON.serialize()
  53628. ], SpotLight.prototype, "angle", null);
  53629. __decorate([
  53630. BABYLON.serialize()
  53631. ], SpotLight.prototype, "innerAngle", null);
  53632. __decorate([
  53633. BABYLON.serialize()
  53634. ], SpotLight.prototype, "shadowAngleScale", null);
  53635. __decorate([
  53636. BABYLON.serialize()
  53637. ], SpotLight.prototype, "exponent", void 0);
  53638. __decorate([
  53639. BABYLON.serialize()
  53640. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53641. __decorate([
  53642. BABYLON.serialize()
  53643. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53644. __decorate([
  53645. BABYLON.serialize()
  53646. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53647. __decorate([
  53648. BABYLON.serializeAsTexture("projectedLightTexture")
  53649. ], SpotLight.prototype, "_projectionTexture", void 0);
  53650. return SpotLight;
  53651. }(BABYLON.ShadowLight));
  53652. BABYLON.SpotLight = SpotLight;
  53653. })(BABYLON || (BABYLON = {}));
  53654. //# sourceMappingURL=babylon.spotLight.js.map
  53655. var BABYLON;
  53656. (function (BABYLON) {
  53657. /**
  53658. * Class used to override all child animations of a given target
  53659. */
  53660. var AnimationPropertiesOverride = /** @class */ (function () {
  53661. function AnimationPropertiesOverride() {
  53662. /**
  53663. * Gets or sets a value indicating if animation blending must be used
  53664. */
  53665. this.enableBlending = false;
  53666. /**
  53667. * Gets or sets the blending speed to use when enableBlending is true
  53668. */
  53669. this.blendingSpeed = 0.01;
  53670. /**
  53671. * Gets or sets the default loop mode to use
  53672. */
  53673. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53674. }
  53675. return AnimationPropertiesOverride;
  53676. }());
  53677. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53678. })(BABYLON || (BABYLON = {}));
  53679. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53680. var BABYLON;
  53681. (function (BABYLON) {
  53682. /**
  53683. * Represents the range of an animation
  53684. */
  53685. var AnimationRange = /** @class */ (function () {
  53686. /**
  53687. * Initializes the range of an animation
  53688. * @param name The name of the animation range
  53689. * @param from The starting frame of the animation
  53690. * @param to The ending frame of the animation
  53691. */
  53692. function AnimationRange(
  53693. /**The name of the animation range**/
  53694. name,
  53695. /**The starting frame of the animation */
  53696. from,
  53697. /**The ending frame of the animation*/
  53698. to) {
  53699. this.name = name;
  53700. this.from = from;
  53701. this.to = to;
  53702. }
  53703. /**
  53704. * Makes a copy of the animation range
  53705. * @returns A copy of the animation range
  53706. */
  53707. AnimationRange.prototype.clone = function () {
  53708. return new AnimationRange(this.name, this.from, this.to);
  53709. };
  53710. return AnimationRange;
  53711. }());
  53712. BABYLON.AnimationRange = AnimationRange;
  53713. /**
  53714. * Composed of a frame, and an action function
  53715. */
  53716. var AnimationEvent = /** @class */ (function () {
  53717. /**
  53718. * Initializes the animation event
  53719. * @param frame The frame for which the event is triggered
  53720. * @param action The event to perform when triggered
  53721. * @param onlyOnce Specifies if the event should be triggered only once
  53722. */
  53723. function AnimationEvent(
  53724. /** The frame for which the event is triggered **/
  53725. frame,
  53726. /** The event to perform when triggered **/
  53727. action,
  53728. /** Specifies if the event should be triggered only once**/
  53729. onlyOnce) {
  53730. this.frame = frame;
  53731. this.action = action;
  53732. this.onlyOnce = onlyOnce;
  53733. /**
  53734. * Specifies if the animation event is done
  53735. */
  53736. this.isDone = false;
  53737. }
  53738. /** @hidden */
  53739. AnimationEvent.prototype._clone = function () {
  53740. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53741. };
  53742. return AnimationEvent;
  53743. }());
  53744. BABYLON.AnimationEvent = AnimationEvent;
  53745. /**
  53746. * A cursor which tracks a point on a path
  53747. */
  53748. var PathCursor = /** @class */ (function () {
  53749. /**
  53750. * Initializes the path cursor
  53751. * @param path The path to track
  53752. */
  53753. function PathCursor(path) {
  53754. this.path = path;
  53755. /**
  53756. * Stores path cursor callbacks for when an onchange event is triggered
  53757. */
  53758. this._onchange = new Array();
  53759. /**
  53760. * The value of the path cursor
  53761. */
  53762. this.value = 0;
  53763. /**
  53764. * The animation array of the path cursor
  53765. */
  53766. this.animations = new Array();
  53767. }
  53768. /**
  53769. * Gets the cursor point on the path
  53770. * @returns A point on the path cursor at the cursor location
  53771. */
  53772. PathCursor.prototype.getPoint = function () {
  53773. var point = this.path.getPointAtLengthPosition(this.value);
  53774. return new BABYLON.Vector3(point.x, 0, point.y);
  53775. };
  53776. /**
  53777. * Moves the cursor ahead by the step amount
  53778. * @param step The amount to move the cursor forward
  53779. * @returns This path cursor
  53780. */
  53781. PathCursor.prototype.moveAhead = function (step) {
  53782. if (step === void 0) { step = 0.002; }
  53783. this.move(step);
  53784. return this;
  53785. };
  53786. /**
  53787. * Moves the cursor behind by the step amount
  53788. * @param step The amount to move the cursor back
  53789. * @returns This path cursor
  53790. */
  53791. PathCursor.prototype.moveBack = function (step) {
  53792. if (step === void 0) { step = 0.002; }
  53793. this.move(-step);
  53794. return this;
  53795. };
  53796. /**
  53797. * Moves the cursor by the step amount
  53798. * If the step amount is greater than one, an exception is thrown
  53799. * @param step The amount to move the cursor
  53800. * @returns This path cursor
  53801. */
  53802. PathCursor.prototype.move = function (step) {
  53803. if (Math.abs(step) > 1) {
  53804. throw "step size should be less than 1.";
  53805. }
  53806. this.value += step;
  53807. this.ensureLimits();
  53808. this.raiseOnChange();
  53809. return this;
  53810. };
  53811. /**
  53812. * Ensures that the value is limited between zero and one
  53813. * @returns This path cursor
  53814. */
  53815. PathCursor.prototype.ensureLimits = function () {
  53816. while (this.value > 1) {
  53817. this.value -= 1;
  53818. }
  53819. while (this.value < 0) {
  53820. this.value += 1;
  53821. }
  53822. return this;
  53823. };
  53824. /**
  53825. * Runs onchange callbacks on change (used by the animation engine)
  53826. * @returns This path cursor
  53827. */
  53828. PathCursor.prototype.raiseOnChange = function () {
  53829. var _this = this;
  53830. this._onchange.forEach(function (f) { return f(_this); });
  53831. return this;
  53832. };
  53833. /**
  53834. * Executes a function on change
  53835. * @param f A path cursor onchange callback
  53836. * @returns This path cursor
  53837. */
  53838. PathCursor.prototype.onchange = function (f) {
  53839. this._onchange.push(f);
  53840. return this;
  53841. };
  53842. return PathCursor;
  53843. }());
  53844. BABYLON.PathCursor = PathCursor;
  53845. /**
  53846. * Enum for the animation key frame interpolation type
  53847. */
  53848. var AnimationKeyInterpolation;
  53849. (function (AnimationKeyInterpolation) {
  53850. /**
  53851. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53852. */
  53853. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53854. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53855. /**
  53856. * Class used to store any kind of animation
  53857. */
  53858. var Animation = /** @class */ (function () {
  53859. /**
  53860. * Initializes the animation
  53861. * @param name Name of the animation
  53862. * @param targetProperty Property to animate
  53863. * @param framePerSecond The frames per second of the animation
  53864. * @param dataType The data type of the animation
  53865. * @param loopMode The loop mode of the animation
  53866. * @param enableBlendings Specifies if blending should be enabled
  53867. */
  53868. function Animation(
  53869. /**Name of the animation */
  53870. name,
  53871. /**Property to animate */
  53872. targetProperty,
  53873. /**The frames per second of the animation */
  53874. framePerSecond,
  53875. /**The data type of the animation */
  53876. dataType,
  53877. /**The loop mode of the animation */
  53878. loopMode,
  53879. /**Specifies if blending should be enabled */
  53880. enableBlending) {
  53881. this.name = name;
  53882. this.targetProperty = targetProperty;
  53883. this.framePerSecond = framePerSecond;
  53884. this.dataType = dataType;
  53885. this.loopMode = loopMode;
  53886. this.enableBlending = enableBlending;
  53887. /**
  53888. * @hidden Internal use only
  53889. */
  53890. this._runtimeAnimations = new Array();
  53891. /**
  53892. * The set of event that will be linked to this animation
  53893. */
  53894. this._events = new Array();
  53895. /**
  53896. * Stores the blending speed of the animation
  53897. */
  53898. this.blendingSpeed = 0.01;
  53899. /**
  53900. * Stores the animation ranges for the animation
  53901. */
  53902. this._ranges = {};
  53903. this.targetPropertyPath = targetProperty.split(".");
  53904. this.dataType = dataType;
  53905. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53906. }
  53907. /**
  53908. * @hidden Internal use
  53909. */
  53910. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53911. var dataType = undefined;
  53912. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53913. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53914. }
  53915. else if (from instanceof BABYLON.Quaternion) {
  53916. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53917. }
  53918. else if (from instanceof BABYLON.Vector3) {
  53919. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53920. }
  53921. else if (from instanceof BABYLON.Vector2) {
  53922. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53923. }
  53924. else if (from instanceof BABYLON.Color3) {
  53925. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53926. }
  53927. else if (from instanceof BABYLON.Size) {
  53928. dataType = Animation.ANIMATIONTYPE_SIZE;
  53929. }
  53930. if (dataType == undefined) {
  53931. return null;
  53932. }
  53933. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53934. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53935. animation.setKeys(keys);
  53936. if (easingFunction !== undefined) {
  53937. animation.setEasingFunction(easingFunction);
  53938. }
  53939. return animation;
  53940. };
  53941. /**
  53942. * Sets up an animation
  53943. * @param property The property to animate
  53944. * @param animationType The animation type to apply
  53945. * @param framePerSecond The frames per second of the animation
  53946. * @param easingFunction The easing function used in the animation
  53947. * @returns The created animation
  53948. */
  53949. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53950. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53951. animation.setEasingFunction(easingFunction);
  53952. return animation;
  53953. };
  53954. /**
  53955. * Create and start an animation on a node
  53956. * @param name defines the name of the global animation that will be run on all nodes
  53957. * @param node defines the root node where the animation will take place
  53958. * @param targetProperty defines property to animate
  53959. * @param framePerSecond defines the number of frame per second yo use
  53960. * @param totalFrame defines the number of frames in total
  53961. * @param from defines the initial value
  53962. * @param to defines the final value
  53963. * @param loopMode defines which loop mode you want to use (off by default)
  53964. * @param easingFunction defines the easing function to use (linear by default)
  53965. * @param onAnimationEnd defines the callback to call when animation end
  53966. * @returns the animatable created for this animation
  53967. */
  53968. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53969. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53970. if (!animation) {
  53971. return null;
  53972. }
  53973. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53974. };
  53975. /**
  53976. * Create and start an animation on a node and its descendants
  53977. * @param name defines the name of the global animation that will be run on all nodes
  53978. * @param node defines the root node where the animation will take place
  53979. * @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
  53980. * @param targetProperty defines property to animate
  53981. * @param framePerSecond defines the number of frame per second to use
  53982. * @param totalFrame defines the number of frames in total
  53983. * @param from defines the initial value
  53984. * @param to defines the final value
  53985. * @param loopMode defines which loop mode you want to use (off by default)
  53986. * @param easingFunction defines the easing function to use (linear by default)
  53987. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53988. * @returns the list of animatables created for all nodes
  53989. * @example https://www.babylonjs-playground.com/#MH0VLI
  53990. */
  53991. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53992. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53993. if (!animation) {
  53994. return null;
  53995. }
  53996. var scene = node.getScene();
  53997. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53998. };
  53999. /**
  54000. * Creates a new animation, merges it with the existing animations and starts it
  54001. * @param name Name of the animation
  54002. * @param node Node which contains the scene that begins the animations
  54003. * @param targetProperty Specifies which property to animate
  54004. * @param framePerSecond The frames per second of the animation
  54005. * @param totalFrame The total number of frames
  54006. * @param from The frame at the beginning of the animation
  54007. * @param to The frame at the end of the animation
  54008. * @param loopMode Specifies the loop mode of the animation
  54009. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54010. * @param onAnimationEnd Callback to run once the animation is complete
  54011. * @returns Nullable animation
  54012. */
  54013. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54014. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54015. if (!animation) {
  54016. return null;
  54017. }
  54018. node.animations.push(animation);
  54019. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54020. };
  54021. /**
  54022. * Transition property of an host to the target Value
  54023. * @param property The property to transition
  54024. * @param targetValue The target Value of the property
  54025. * @param host The object where the property to animate belongs
  54026. * @param scene Scene used to run the animation
  54027. * @param frameRate Framerate (in frame/s) to use
  54028. * @param transition The transition type we want to use
  54029. * @param duration The duration of the animation, in milliseconds
  54030. * @param onAnimationEnd Callback trigger at the end of the animation
  54031. * @returns Nullable animation
  54032. */
  54033. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54034. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54035. if (duration <= 0) {
  54036. host[property] = targetValue;
  54037. if (onAnimationEnd) {
  54038. onAnimationEnd();
  54039. }
  54040. return null;
  54041. }
  54042. var endFrame = frameRate * (duration / 1000);
  54043. transition.setKeys([{
  54044. frame: 0,
  54045. value: host[property].clone ? host[property].clone() : host[property]
  54046. },
  54047. {
  54048. frame: endFrame,
  54049. value: targetValue
  54050. }]);
  54051. if (!host.animations) {
  54052. host.animations = [];
  54053. }
  54054. host.animations.push(transition);
  54055. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54056. animation.onAnimationEnd = onAnimationEnd;
  54057. return animation;
  54058. };
  54059. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54060. /**
  54061. * Return the array of runtime animations currently using this animation
  54062. */
  54063. get: function () {
  54064. return this._runtimeAnimations;
  54065. },
  54066. enumerable: true,
  54067. configurable: true
  54068. });
  54069. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54070. /**
  54071. * Specifies if any of the runtime animations are currently running
  54072. */
  54073. get: function () {
  54074. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54075. var runtimeAnimation = _a[_i];
  54076. if (!runtimeAnimation.isStopped) {
  54077. return true;
  54078. }
  54079. }
  54080. return false;
  54081. },
  54082. enumerable: true,
  54083. configurable: true
  54084. });
  54085. // Methods
  54086. /**
  54087. * Converts the animation to a string
  54088. * @param fullDetails support for multiple levels of logging within scene loading
  54089. * @returns String form of the animation
  54090. */
  54091. Animation.prototype.toString = function (fullDetails) {
  54092. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54093. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54094. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54095. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54096. if (fullDetails) {
  54097. ret += ", Ranges: {";
  54098. var first = true;
  54099. for (var name in this._ranges) {
  54100. if (first) {
  54101. ret += ", ";
  54102. first = false;
  54103. }
  54104. ret += name;
  54105. }
  54106. ret += "}";
  54107. }
  54108. return ret;
  54109. };
  54110. /**
  54111. * Add an event to this animation
  54112. * @param event Event to add
  54113. */
  54114. Animation.prototype.addEvent = function (event) {
  54115. this._events.push(event);
  54116. };
  54117. /**
  54118. * Remove all events found at the given frame
  54119. * @param frame The frame to remove events from
  54120. */
  54121. Animation.prototype.removeEvents = function (frame) {
  54122. for (var index = 0; index < this._events.length; index++) {
  54123. if (this._events[index].frame === frame) {
  54124. this._events.splice(index, 1);
  54125. index--;
  54126. }
  54127. }
  54128. };
  54129. /**
  54130. * Retrieves all the events from the animation
  54131. * @returns Events from the animation
  54132. */
  54133. Animation.prototype.getEvents = function () {
  54134. return this._events;
  54135. };
  54136. /**
  54137. * Creates an animation range
  54138. * @param name Name of the animation range
  54139. * @param from Starting frame of the animation range
  54140. * @param to Ending frame of the animation
  54141. */
  54142. Animation.prototype.createRange = function (name, from, to) {
  54143. // check name not already in use; could happen for bones after serialized
  54144. if (!this._ranges[name]) {
  54145. this._ranges[name] = new AnimationRange(name, from, to);
  54146. }
  54147. };
  54148. /**
  54149. * Deletes an animation range by name
  54150. * @param name Name of the animation range to delete
  54151. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54152. */
  54153. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54154. if (deleteFrames === void 0) { deleteFrames = true; }
  54155. var range = this._ranges[name];
  54156. if (!range) {
  54157. return;
  54158. }
  54159. if (deleteFrames) {
  54160. var from = range.from;
  54161. var to = range.to;
  54162. // this loop MUST go high to low for multiple splices to work
  54163. for (var key = this._keys.length - 1; key >= 0; key--) {
  54164. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54165. this._keys.splice(key, 1);
  54166. }
  54167. }
  54168. }
  54169. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54170. };
  54171. /**
  54172. * Gets the animation range by name, or null if not defined
  54173. * @param name Name of the animation range
  54174. * @returns Nullable animation range
  54175. */
  54176. Animation.prototype.getRange = function (name) {
  54177. return this._ranges[name];
  54178. };
  54179. /**
  54180. * Gets the key frames from the animation
  54181. * @returns The key frames of the animation
  54182. */
  54183. Animation.prototype.getKeys = function () {
  54184. return this._keys;
  54185. };
  54186. /**
  54187. * Gets the highest frame rate of the animation
  54188. * @returns Highest frame rate of the animation
  54189. */
  54190. Animation.prototype.getHighestFrame = function () {
  54191. var ret = 0;
  54192. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54193. if (ret < this._keys[key].frame) {
  54194. ret = this._keys[key].frame;
  54195. }
  54196. }
  54197. return ret;
  54198. };
  54199. /**
  54200. * Gets the easing function of the animation
  54201. * @returns Easing function of the animation
  54202. */
  54203. Animation.prototype.getEasingFunction = function () {
  54204. return this._easingFunction;
  54205. };
  54206. /**
  54207. * Sets the easing function of the animation
  54208. * @param easingFunction A custom mathematical formula for animation
  54209. */
  54210. Animation.prototype.setEasingFunction = function (easingFunction) {
  54211. this._easingFunction = easingFunction;
  54212. };
  54213. /**
  54214. * Interpolates a scalar linearly
  54215. * @param startValue Start value of the animation curve
  54216. * @param endValue End value of the animation curve
  54217. * @param gradient Scalar amount to interpolate
  54218. * @returns Interpolated scalar value
  54219. */
  54220. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54221. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54222. };
  54223. /**
  54224. * Interpolates a scalar cubically
  54225. * @param startValue Start value of the animation curve
  54226. * @param outTangent End tangent of the animation
  54227. * @param endValue End value of the animation curve
  54228. * @param inTangent Start tangent of the animation curve
  54229. * @param gradient Scalar amount to interpolate
  54230. * @returns Interpolated scalar value
  54231. */
  54232. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54233. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54234. };
  54235. /**
  54236. * Interpolates a quaternion using a spherical linear interpolation
  54237. * @param startValue Start value of the animation curve
  54238. * @param endValue End value of the animation curve
  54239. * @param gradient Scalar amount to interpolate
  54240. * @returns Interpolated quaternion value
  54241. */
  54242. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54243. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54244. };
  54245. /**
  54246. * Interpolates a quaternion cubically
  54247. * @param startValue Start value of the animation curve
  54248. * @param outTangent End tangent of the animation curve
  54249. * @param endValue End value of the animation curve
  54250. * @param inTangent Start tangent of the animation curve
  54251. * @param gradient Scalar amount to interpolate
  54252. * @returns Interpolated quaternion value
  54253. */
  54254. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54255. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54256. };
  54257. /**
  54258. * Interpolates a Vector3 linearl
  54259. * @param startValue Start value of the animation curve
  54260. * @param endValue End value of the animation curve
  54261. * @param gradient Scalar amount to interpolate
  54262. * @returns Interpolated scalar value
  54263. */
  54264. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54265. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54266. };
  54267. /**
  54268. * Interpolates a Vector3 cubically
  54269. * @param startValue Start value of the animation curve
  54270. * @param outTangent End tangent of the animation
  54271. * @param endValue End value of the animation curve
  54272. * @param inTangent Start tangent of the animation curve
  54273. * @param gradient Scalar amount to interpolate
  54274. * @returns InterpolatedVector3 value
  54275. */
  54276. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54277. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54278. };
  54279. /**
  54280. * Interpolates a Vector2 linearly
  54281. * @param startValue Start value of the animation curve
  54282. * @param endValue End value of the animation curve
  54283. * @param gradient Scalar amount to interpolate
  54284. * @returns Interpolated Vector2 value
  54285. */
  54286. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54287. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54288. };
  54289. /**
  54290. * Interpolates a Vector2 cubically
  54291. * @param startValue Start value of the animation curve
  54292. * @param outTangent End tangent of the animation
  54293. * @param endValue End value of the animation curve
  54294. * @param inTangent Start tangent of the animation curve
  54295. * @param gradient Scalar amount to interpolate
  54296. * @returns Interpolated Vector2 value
  54297. */
  54298. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54299. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54300. };
  54301. /**
  54302. * Interpolates a size linearly
  54303. * @param startValue Start value of the animation curve
  54304. * @param endValue End value of the animation curve
  54305. * @param gradient Scalar amount to interpolate
  54306. * @returns Interpolated Size value
  54307. */
  54308. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54309. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54310. };
  54311. /**
  54312. * Interpolates a Color3 linearly
  54313. * @param startValue Start value of the animation curve
  54314. * @param endValue End value of the animation curve
  54315. * @param gradient Scalar amount to interpolate
  54316. * @returns Interpolated Color3 value
  54317. */
  54318. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54319. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54320. };
  54321. /**
  54322. * @hidden Internal use only
  54323. */
  54324. Animation.prototype._getKeyValue = function (value) {
  54325. if (typeof value === "function") {
  54326. return value();
  54327. }
  54328. return value;
  54329. };
  54330. /**
  54331. * @hidden Internal use only
  54332. */
  54333. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54334. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54335. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54336. }
  54337. var keys = this.getKeys();
  54338. // Try to get a hash to find the right key
  54339. 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));
  54340. if (keys[startKeyIndex].frame >= currentFrame) {
  54341. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54342. startKeyIndex--;
  54343. }
  54344. }
  54345. for (var key = startKeyIndex; key < keys.length; key++) {
  54346. var endKey = keys[key + 1];
  54347. if (endKey.frame >= currentFrame) {
  54348. var startKey = keys[key];
  54349. var startValue = this._getKeyValue(startKey.value);
  54350. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54351. return startValue;
  54352. }
  54353. var endValue = this._getKeyValue(endKey.value);
  54354. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54355. var frameDelta = endKey.frame - startKey.frame;
  54356. // gradient : percent of currentFrame between the frame inf and the frame sup
  54357. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54358. // check for easingFunction and correction of gradient
  54359. var easingFunction = this.getEasingFunction();
  54360. if (easingFunction != null) {
  54361. gradient = easingFunction.ease(gradient);
  54362. }
  54363. switch (this.dataType) {
  54364. // Float
  54365. case Animation.ANIMATIONTYPE_FLOAT:
  54366. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54367. switch (loopMode) {
  54368. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54369. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54370. return floatValue;
  54371. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54372. return offsetValue * repeatCount + floatValue;
  54373. }
  54374. break;
  54375. // Quaternion
  54376. case Animation.ANIMATIONTYPE_QUATERNION:
  54377. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54378. switch (loopMode) {
  54379. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54380. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54381. return quatValue;
  54382. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54383. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54384. }
  54385. return quatValue;
  54386. // Vector3
  54387. case Animation.ANIMATIONTYPE_VECTOR3:
  54388. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54389. switch (loopMode) {
  54390. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54391. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54392. return vec3Value;
  54393. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54394. return vec3Value.add(offsetValue.scale(repeatCount));
  54395. }
  54396. // Vector2
  54397. case Animation.ANIMATIONTYPE_VECTOR2:
  54398. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54399. switch (loopMode) {
  54400. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54401. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54402. return vec2Value;
  54403. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54404. return vec2Value.add(offsetValue.scale(repeatCount));
  54405. }
  54406. // Size
  54407. case Animation.ANIMATIONTYPE_SIZE:
  54408. switch (loopMode) {
  54409. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54410. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54411. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54412. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54413. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54414. }
  54415. // Color3
  54416. case Animation.ANIMATIONTYPE_COLOR3:
  54417. switch (loopMode) {
  54418. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54419. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54420. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54421. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54422. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54423. }
  54424. // Matrix
  54425. case Animation.ANIMATIONTYPE_MATRIX:
  54426. switch (loopMode) {
  54427. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54428. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54429. if (Animation.AllowMatricesInterpolation) {
  54430. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54431. }
  54432. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54433. return startValue;
  54434. }
  54435. default:
  54436. break;
  54437. }
  54438. break;
  54439. }
  54440. }
  54441. return this._getKeyValue(keys[keys.length - 1].value);
  54442. };
  54443. /**
  54444. * Defines the function to use to interpolate matrices
  54445. * @param startValue defines the start matrix
  54446. * @param endValue defines the end matrix
  54447. * @param gradient defines the gradient between both matrices
  54448. * @param result defines an optional target matrix where to store the interpolation
  54449. * @returns the interpolated matrix
  54450. */
  54451. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54452. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54453. if (result) {
  54454. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54455. return result;
  54456. }
  54457. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54458. }
  54459. if (result) {
  54460. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54461. return result;
  54462. }
  54463. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54464. };
  54465. /**
  54466. * Makes a copy of the animation
  54467. * @returns Cloned animation
  54468. */
  54469. Animation.prototype.clone = function () {
  54470. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54471. clone.enableBlending = this.enableBlending;
  54472. clone.blendingSpeed = this.blendingSpeed;
  54473. if (this._keys) {
  54474. clone.setKeys(this._keys);
  54475. }
  54476. if (this._ranges) {
  54477. clone._ranges = {};
  54478. for (var name in this._ranges) {
  54479. var range = this._ranges[name];
  54480. if (!range) {
  54481. continue;
  54482. }
  54483. clone._ranges[name] = range.clone();
  54484. }
  54485. }
  54486. return clone;
  54487. };
  54488. /**
  54489. * Sets the key frames of the animation
  54490. * @param values The animation key frames to set
  54491. */
  54492. Animation.prototype.setKeys = function (values) {
  54493. this._keys = values.slice(0);
  54494. };
  54495. /**
  54496. * Serializes the animation to an object
  54497. * @returns Serialized object
  54498. */
  54499. Animation.prototype.serialize = function () {
  54500. var serializationObject = {};
  54501. serializationObject.name = this.name;
  54502. serializationObject.property = this.targetProperty;
  54503. serializationObject.framePerSecond = this.framePerSecond;
  54504. serializationObject.dataType = this.dataType;
  54505. serializationObject.loopBehavior = this.loopMode;
  54506. serializationObject.enableBlending = this.enableBlending;
  54507. serializationObject.blendingSpeed = this.blendingSpeed;
  54508. var dataType = this.dataType;
  54509. serializationObject.keys = [];
  54510. var keys = this.getKeys();
  54511. for (var index = 0; index < keys.length; index++) {
  54512. var animationKey = keys[index];
  54513. var key = {};
  54514. key.frame = animationKey.frame;
  54515. switch (dataType) {
  54516. case Animation.ANIMATIONTYPE_FLOAT:
  54517. key.values = [animationKey.value];
  54518. break;
  54519. case Animation.ANIMATIONTYPE_QUATERNION:
  54520. case Animation.ANIMATIONTYPE_MATRIX:
  54521. case Animation.ANIMATIONTYPE_VECTOR3:
  54522. case Animation.ANIMATIONTYPE_COLOR3:
  54523. key.values = animationKey.value.asArray();
  54524. break;
  54525. }
  54526. serializationObject.keys.push(key);
  54527. }
  54528. serializationObject.ranges = [];
  54529. for (var name in this._ranges) {
  54530. var source = this._ranges[name];
  54531. if (!source) {
  54532. continue;
  54533. }
  54534. var range = {};
  54535. range.name = name;
  54536. range.from = source.from;
  54537. range.to = source.to;
  54538. serializationObject.ranges.push(range);
  54539. }
  54540. return serializationObject;
  54541. };
  54542. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54543. /**
  54544. * Get the float animation type
  54545. */
  54546. get: function () {
  54547. return Animation._ANIMATIONTYPE_FLOAT;
  54548. },
  54549. enumerable: true,
  54550. configurable: true
  54551. });
  54552. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54553. /**
  54554. * Get the Vector3 animation type
  54555. */
  54556. get: function () {
  54557. return Animation._ANIMATIONTYPE_VECTOR3;
  54558. },
  54559. enumerable: true,
  54560. configurable: true
  54561. });
  54562. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54563. /**
  54564. * Get the Vector2 animation type
  54565. */
  54566. get: function () {
  54567. return Animation._ANIMATIONTYPE_VECTOR2;
  54568. },
  54569. enumerable: true,
  54570. configurable: true
  54571. });
  54572. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54573. /**
  54574. * Get the Size animation type
  54575. */
  54576. get: function () {
  54577. return Animation._ANIMATIONTYPE_SIZE;
  54578. },
  54579. enumerable: true,
  54580. configurable: true
  54581. });
  54582. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54583. /**
  54584. * Get the Quaternion animation type
  54585. */
  54586. get: function () {
  54587. return Animation._ANIMATIONTYPE_QUATERNION;
  54588. },
  54589. enumerable: true,
  54590. configurable: true
  54591. });
  54592. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54593. /**
  54594. * Get the Matrix animation type
  54595. */
  54596. get: function () {
  54597. return Animation._ANIMATIONTYPE_MATRIX;
  54598. },
  54599. enumerable: true,
  54600. configurable: true
  54601. });
  54602. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54603. /**
  54604. * Get the Color3 animation type
  54605. */
  54606. get: function () {
  54607. return Animation._ANIMATIONTYPE_COLOR3;
  54608. },
  54609. enumerable: true,
  54610. configurable: true
  54611. });
  54612. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54613. /**
  54614. * Get the Relative Loop Mode
  54615. */
  54616. get: function () {
  54617. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54618. },
  54619. enumerable: true,
  54620. configurable: true
  54621. });
  54622. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54623. /**
  54624. * Get the Cycle Loop Mode
  54625. */
  54626. get: function () {
  54627. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54628. },
  54629. enumerable: true,
  54630. configurable: true
  54631. });
  54632. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54633. /**
  54634. * Get the Constant Loop Mode
  54635. */
  54636. get: function () {
  54637. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54638. },
  54639. enumerable: true,
  54640. configurable: true
  54641. });
  54642. /** @hidden */
  54643. Animation._UniversalLerp = function (left, right, amount) {
  54644. var constructor = left.constructor;
  54645. if (constructor.Lerp) { // Lerp supported
  54646. return constructor.Lerp(left, right, amount);
  54647. }
  54648. else if (constructor.Slerp) { // Slerp supported
  54649. return constructor.Slerp(left, right, amount);
  54650. }
  54651. else if (left.toFixed) { // Number
  54652. return left * (1.0 - amount) + amount * right;
  54653. }
  54654. else { // Blending not supported
  54655. return right;
  54656. }
  54657. };
  54658. /**
  54659. * Parses an animation object and creates an animation
  54660. * @param parsedAnimation Parsed animation object
  54661. * @returns Animation object
  54662. */
  54663. Animation.Parse = function (parsedAnimation) {
  54664. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54665. var dataType = parsedAnimation.dataType;
  54666. var keys = [];
  54667. var data;
  54668. var index;
  54669. if (parsedAnimation.enableBlending) {
  54670. animation.enableBlending = parsedAnimation.enableBlending;
  54671. }
  54672. if (parsedAnimation.blendingSpeed) {
  54673. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54674. }
  54675. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54676. var key = parsedAnimation.keys[index];
  54677. var inTangent;
  54678. var outTangent;
  54679. switch (dataType) {
  54680. case Animation.ANIMATIONTYPE_FLOAT:
  54681. data = key.values[0];
  54682. if (key.values.length >= 1) {
  54683. inTangent = key.values[1];
  54684. }
  54685. if (key.values.length >= 2) {
  54686. outTangent = key.values[2];
  54687. }
  54688. break;
  54689. case Animation.ANIMATIONTYPE_QUATERNION:
  54690. data = BABYLON.Quaternion.FromArray(key.values);
  54691. if (key.values.length >= 8) {
  54692. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54693. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54694. inTangent = _inTangent;
  54695. }
  54696. }
  54697. if (key.values.length >= 12) {
  54698. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54699. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54700. outTangent = _outTangent;
  54701. }
  54702. }
  54703. break;
  54704. case Animation.ANIMATIONTYPE_MATRIX:
  54705. data = BABYLON.Matrix.FromArray(key.values);
  54706. break;
  54707. case Animation.ANIMATIONTYPE_COLOR3:
  54708. data = BABYLON.Color3.FromArray(key.values);
  54709. break;
  54710. case Animation.ANIMATIONTYPE_VECTOR3:
  54711. default:
  54712. data = BABYLON.Vector3.FromArray(key.values);
  54713. break;
  54714. }
  54715. var keyData = {};
  54716. keyData.frame = key.frame;
  54717. keyData.value = data;
  54718. if (inTangent != undefined) {
  54719. keyData.inTangent = inTangent;
  54720. }
  54721. if (outTangent != undefined) {
  54722. keyData.outTangent = outTangent;
  54723. }
  54724. keys.push(keyData);
  54725. }
  54726. animation.setKeys(keys);
  54727. if (parsedAnimation.ranges) {
  54728. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54729. data = parsedAnimation.ranges[index];
  54730. animation.createRange(data.name, data.from, data.to);
  54731. }
  54732. }
  54733. return animation;
  54734. };
  54735. /**
  54736. * Appends the serialized animations from the source animations
  54737. * @param source Source containing the animations
  54738. * @param destination Target to store the animations
  54739. */
  54740. Animation.AppendSerializedAnimations = function (source, destination) {
  54741. if (source.animations) {
  54742. destination.animations = [];
  54743. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54744. var animation = source.animations[animationIndex];
  54745. destination.animations.push(animation.serialize());
  54746. }
  54747. }
  54748. };
  54749. /**
  54750. * Use matrix interpolation instead of using direct key value when animating matrices
  54751. */
  54752. Animation.AllowMatricesInterpolation = false;
  54753. /**
  54754. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54755. */
  54756. Animation.AllowMatrixDecomposeForInterpolation = true;
  54757. // Statics
  54758. /**
  54759. * Float animation type
  54760. */
  54761. Animation._ANIMATIONTYPE_FLOAT = 0;
  54762. /**
  54763. * Vector3 animation type
  54764. */
  54765. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54766. /**
  54767. * Quaternion animation type
  54768. */
  54769. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54770. /**
  54771. * Matrix animation type
  54772. */
  54773. Animation._ANIMATIONTYPE_MATRIX = 3;
  54774. /**
  54775. * Color3 animation type
  54776. */
  54777. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54778. /**
  54779. * Vector2 animation type
  54780. */
  54781. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54782. /**
  54783. * Size animation type
  54784. */
  54785. Animation._ANIMATIONTYPE_SIZE = 6;
  54786. /**
  54787. * Relative Loop Mode
  54788. */
  54789. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54790. /**
  54791. * Cycle Loop Mode
  54792. */
  54793. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54794. /**
  54795. * Constant Loop Mode
  54796. */
  54797. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54798. return Animation;
  54799. }());
  54800. BABYLON.Animation = Animation;
  54801. })(BABYLON || (BABYLON = {}));
  54802. //# sourceMappingURL=babylon.animation.js.map
  54803. var BABYLON;
  54804. (function (BABYLON) {
  54805. /**
  54806. * This class defines the direct association between an animation and a target
  54807. */
  54808. var TargetedAnimation = /** @class */ (function () {
  54809. function TargetedAnimation() {
  54810. }
  54811. return TargetedAnimation;
  54812. }());
  54813. BABYLON.TargetedAnimation = TargetedAnimation;
  54814. /**
  54815. * Use this class to create coordinated animations on multiple targets
  54816. */
  54817. var AnimationGroup = /** @class */ (function () {
  54818. /**
  54819. * Instantiates a new Animation Group.
  54820. * This helps managing several animations at once.
  54821. * @see http://doc.babylonjs.com/how_to/group
  54822. * @param name Defines the name of the group
  54823. * @param scene Defines the scene the group belongs to
  54824. */
  54825. function AnimationGroup(
  54826. /** The name of the animation group */
  54827. name, scene) {
  54828. if (scene === void 0) { scene = null; }
  54829. this.name = name;
  54830. this._targetedAnimations = new Array();
  54831. this._animatables = new Array();
  54832. this._from = Number.MAX_VALUE;
  54833. this._to = -Number.MAX_VALUE;
  54834. this._speedRatio = 1;
  54835. /**
  54836. * This observable will notify when one animation have ended.
  54837. */
  54838. this.onAnimationEndObservable = new BABYLON.Observable();
  54839. /**
  54840. * This observable will notify when all animations have ended.
  54841. */
  54842. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54843. /**
  54844. * This observable will notify when all animations have paused.
  54845. */
  54846. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54847. /**
  54848. * This observable will notify when all animations are playing.
  54849. */
  54850. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  54851. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54852. this.uniqueId = this._scene.getUniqueId();
  54853. this._scene.animationGroups.push(this);
  54854. }
  54855. Object.defineProperty(AnimationGroup.prototype, "from", {
  54856. /**
  54857. * Gets the first frame
  54858. */
  54859. get: function () {
  54860. return this._from;
  54861. },
  54862. enumerable: true,
  54863. configurable: true
  54864. });
  54865. Object.defineProperty(AnimationGroup.prototype, "to", {
  54866. /**
  54867. * Gets the last frame
  54868. */
  54869. get: function () {
  54870. return this._to;
  54871. },
  54872. enumerable: true,
  54873. configurable: true
  54874. });
  54875. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54876. /**
  54877. * Define if the animations are started
  54878. */
  54879. get: function () {
  54880. return this._isStarted;
  54881. },
  54882. enumerable: true,
  54883. configurable: true
  54884. });
  54885. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  54886. /**
  54887. * Gets a value indicating that the current group is playing
  54888. */
  54889. get: function () {
  54890. return this._isStarted && !this._isPaused;
  54891. },
  54892. enumerable: true,
  54893. configurable: true
  54894. });
  54895. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54896. /**
  54897. * Gets or sets the speed ratio to use for all animations
  54898. */
  54899. get: function () {
  54900. return this._speedRatio;
  54901. },
  54902. /**
  54903. * Gets or sets the speed ratio to use for all animations
  54904. */
  54905. set: function (value) {
  54906. if (this._speedRatio === value) {
  54907. return;
  54908. }
  54909. this._speedRatio = value;
  54910. for (var index = 0; index < this._animatables.length; index++) {
  54911. var animatable = this._animatables[index];
  54912. animatable.speedRatio = this._speedRatio;
  54913. }
  54914. },
  54915. enumerable: true,
  54916. configurable: true
  54917. });
  54918. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54919. /**
  54920. * Gets the targeted animations for this animation group
  54921. */
  54922. get: function () {
  54923. return this._targetedAnimations;
  54924. },
  54925. enumerable: true,
  54926. configurable: true
  54927. });
  54928. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54929. /**
  54930. * returning the list of animatables controlled by this animation group.
  54931. */
  54932. get: function () {
  54933. return this._animatables;
  54934. },
  54935. enumerable: true,
  54936. configurable: true
  54937. });
  54938. /**
  54939. * Add an animation (with its target) in the group
  54940. * @param animation defines the animation we want to add
  54941. * @param target defines the target of the animation
  54942. * @returns the TargetedAnimation object
  54943. */
  54944. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54945. var targetedAnimation = {
  54946. animation: animation,
  54947. target: target
  54948. };
  54949. var keys = animation.getKeys();
  54950. if (this._from > keys[0].frame) {
  54951. this._from = keys[0].frame;
  54952. }
  54953. if (this._to < keys[keys.length - 1].frame) {
  54954. this._to = keys[keys.length - 1].frame;
  54955. }
  54956. this._targetedAnimations.push(targetedAnimation);
  54957. return targetedAnimation;
  54958. };
  54959. /**
  54960. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54961. * It can add constant keys at begin or end
  54962. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54963. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54964. * @returns the animation group
  54965. */
  54966. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54967. if (beginFrame === void 0) { beginFrame = null; }
  54968. if (endFrame === void 0) { endFrame = null; }
  54969. if (beginFrame == null) {
  54970. beginFrame = this._from;
  54971. }
  54972. if (endFrame == null) {
  54973. endFrame = this._to;
  54974. }
  54975. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54976. var targetedAnimation = this._targetedAnimations[index];
  54977. var keys = targetedAnimation.animation.getKeys();
  54978. var startKey = keys[0];
  54979. var endKey = keys[keys.length - 1];
  54980. if (startKey.frame > beginFrame) {
  54981. var newKey = {
  54982. frame: beginFrame,
  54983. value: startKey.value,
  54984. inTangent: startKey.inTangent,
  54985. outTangent: startKey.outTangent,
  54986. interpolation: startKey.interpolation
  54987. };
  54988. keys.splice(0, 0, newKey);
  54989. }
  54990. if (endKey.frame < endFrame) {
  54991. var newKey = {
  54992. frame: endFrame,
  54993. value: endKey.value,
  54994. inTangent: endKey.outTangent,
  54995. outTangent: endKey.outTangent,
  54996. interpolation: endKey.interpolation
  54997. };
  54998. keys.push(newKey);
  54999. }
  55000. }
  55001. this._from = beginFrame;
  55002. this._to = endFrame;
  55003. return this;
  55004. };
  55005. /**
  55006. * Start all animations on given targets
  55007. * @param loop defines if animations must loop
  55008. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55009. * @param from defines the from key (optional)
  55010. * @param to defines the to key (optional)
  55011. * @returns the current animation group
  55012. */
  55013. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55014. var _this = this;
  55015. if (loop === void 0) { loop = false; }
  55016. if (speedRatio === void 0) { speedRatio = 1; }
  55017. if (this._isStarted || this._targetedAnimations.length === 0) {
  55018. return this;
  55019. }
  55020. var _loop_1 = function (targetedAnimation) {
  55021. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55022. animatable.onAnimationEnd = function () {
  55023. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55024. _this._checkAnimationGroupEnded(animatable);
  55025. };
  55026. this_1._animatables.push(animatable);
  55027. };
  55028. var this_1 = this;
  55029. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55030. var targetedAnimation = _a[_i];
  55031. _loop_1(targetedAnimation);
  55032. }
  55033. this._speedRatio = speedRatio;
  55034. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55035. this._speedRatio = -speedRatio;
  55036. }
  55037. this._isStarted = true;
  55038. this._isPaused = false;
  55039. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55040. return this;
  55041. };
  55042. /**
  55043. * Pause all animations
  55044. * @returns the animation group
  55045. */
  55046. AnimationGroup.prototype.pause = function () {
  55047. if (!this._isStarted) {
  55048. return this;
  55049. }
  55050. this._isPaused = true;
  55051. for (var index = 0; index < this._animatables.length; index++) {
  55052. var animatable = this._animatables[index];
  55053. animatable.pause();
  55054. }
  55055. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55056. return this;
  55057. };
  55058. /**
  55059. * Play all animations to initial state
  55060. * This function will start() the animations if they were not started or will restart() them if they were paused
  55061. * @param loop defines if animations must loop
  55062. * @returns the animation group
  55063. */
  55064. AnimationGroup.prototype.play = function (loop) {
  55065. // only if all animatables are ready and exist
  55066. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55067. if (loop !== undefined) {
  55068. for (var index = 0; index < this._animatables.length; index++) {
  55069. var animatable = this._animatables[index];
  55070. animatable.loopAnimation = loop;
  55071. }
  55072. }
  55073. this.restart();
  55074. }
  55075. else {
  55076. this.stop();
  55077. this.start(loop, this._speedRatio);
  55078. }
  55079. this._isPaused = false;
  55080. return this;
  55081. };
  55082. /**
  55083. * Reset all animations to initial state
  55084. * @returns the animation group
  55085. */
  55086. AnimationGroup.prototype.reset = function () {
  55087. if (!this._isStarted) {
  55088. return this;
  55089. }
  55090. for (var index = 0; index < this._animatables.length; index++) {
  55091. var animatable = this._animatables[index];
  55092. animatable.reset();
  55093. }
  55094. return this;
  55095. };
  55096. /**
  55097. * Restart animations from key 0
  55098. * @returns the animation group
  55099. */
  55100. AnimationGroup.prototype.restart = function () {
  55101. if (!this._isStarted) {
  55102. return this;
  55103. }
  55104. for (var index = 0; index < this._animatables.length; index++) {
  55105. var animatable = this._animatables[index];
  55106. animatable.restart();
  55107. }
  55108. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55109. return this;
  55110. };
  55111. /**
  55112. * Stop all animations
  55113. * @returns the animation group
  55114. */
  55115. AnimationGroup.prototype.stop = function () {
  55116. if (!this._isStarted) {
  55117. return this;
  55118. }
  55119. var list = this._animatables.slice();
  55120. for (var index = 0; index < list.length; index++) {
  55121. list[index].stop();
  55122. }
  55123. this._isStarted = false;
  55124. return this;
  55125. };
  55126. /**
  55127. * Set animation weight for all animatables
  55128. * @param weight defines the weight to use
  55129. * @return the animationGroup
  55130. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55131. */
  55132. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55133. for (var index = 0; index < this._animatables.length; index++) {
  55134. var animatable = this._animatables[index];
  55135. animatable.weight = weight;
  55136. }
  55137. return this;
  55138. };
  55139. /**
  55140. * Synchronize and normalize all animatables with a source animatable
  55141. * @param root defines the root animatable to synchronize with
  55142. * @return the animationGroup
  55143. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55144. */
  55145. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55146. for (var index = 0; index < this._animatables.length; index++) {
  55147. var animatable = this._animatables[index];
  55148. animatable.syncWith(root);
  55149. }
  55150. return this;
  55151. };
  55152. /**
  55153. * Goes to a specific frame in this animation group
  55154. * @param frame the frame number to go to
  55155. * @return the animationGroup
  55156. */
  55157. AnimationGroup.prototype.goToFrame = function (frame) {
  55158. if (!this._isStarted) {
  55159. return this;
  55160. }
  55161. for (var index = 0; index < this._animatables.length; index++) {
  55162. var animatable = this._animatables[index];
  55163. animatable.goToFrame(frame);
  55164. }
  55165. return this;
  55166. };
  55167. /**
  55168. * Dispose all associated resources
  55169. */
  55170. AnimationGroup.prototype.dispose = function () {
  55171. this._targetedAnimations = [];
  55172. this._animatables = [];
  55173. var index = this._scene.animationGroups.indexOf(this);
  55174. if (index > -1) {
  55175. this._scene.animationGroups.splice(index, 1);
  55176. }
  55177. };
  55178. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55179. // animatable should be taken out of the array
  55180. var idx = this._animatables.indexOf(animatable);
  55181. if (idx > -1) {
  55182. this._animatables.splice(idx, 1);
  55183. }
  55184. // all animatables were removed? animation group ended!
  55185. if (this._animatables.length === 0) {
  55186. this._isStarted = false;
  55187. this.onAnimationGroupEndObservable.notifyObservers(this);
  55188. }
  55189. };
  55190. // Statics
  55191. /**
  55192. * Returns a new AnimationGroup object parsed from the source provided.
  55193. * @param parsedAnimationGroup defines the source
  55194. * @param scene defines the scene that will receive the animationGroup
  55195. * @returns a new AnimationGroup
  55196. */
  55197. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55198. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55199. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55200. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55201. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55202. var id = targetedAnimation.targetId;
  55203. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55204. var morphTarget = scene.getMorphTargetById(id);
  55205. if (morphTarget) {
  55206. animationGroup.addTargetedAnimation(animation, morphTarget);
  55207. }
  55208. }
  55209. else {
  55210. var targetNode = scene.getNodeByID(id);
  55211. if (targetNode != null) {
  55212. animationGroup.addTargetedAnimation(animation, targetNode);
  55213. }
  55214. }
  55215. }
  55216. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55217. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55218. }
  55219. return animationGroup;
  55220. };
  55221. /**
  55222. * Returns the string "AnimationGroup"
  55223. * @returns "AnimationGroup"
  55224. */
  55225. AnimationGroup.prototype.getClassName = function () {
  55226. return "AnimationGroup";
  55227. };
  55228. /**
  55229. * Creates a detailled string about the object
  55230. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55231. * @returns a string representing the object
  55232. */
  55233. AnimationGroup.prototype.toString = function (fullDetails) {
  55234. var ret = "Name: " + this.name;
  55235. ret += ", type: " + this.getClassName();
  55236. if (fullDetails) {
  55237. ret += ", from: " + this._from;
  55238. ret += ", to: " + this._to;
  55239. ret += ", isStarted: " + this._isStarted;
  55240. ret += ", speedRatio: " + this._speedRatio;
  55241. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55242. ret += ", animatables length: " + this._animatables;
  55243. }
  55244. return ret;
  55245. };
  55246. return AnimationGroup;
  55247. }());
  55248. BABYLON.AnimationGroup = AnimationGroup;
  55249. })(BABYLON || (BABYLON = {}));
  55250. //# sourceMappingURL=babylon.animationGroup.js.map
  55251. var BABYLON;
  55252. (function (BABYLON) {
  55253. // Static values to help the garbage collector
  55254. // Quaternion
  55255. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55256. // Vector3
  55257. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55258. // Vector2
  55259. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55260. // Size
  55261. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55262. // Color3
  55263. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55264. /**
  55265. * Defines a runtime animation
  55266. */
  55267. var RuntimeAnimation = /** @class */ (function () {
  55268. /**
  55269. * Create a new RuntimeAnimation object
  55270. * @param target defines the target of the animation
  55271. * @param animation defines the source animation object
  55272. * @param scene defines the hosting scene
  55273. * @param host defines the initiating Animatable
  55274. */
  55275. function RuntimeAnimation(target, animation, scene, host) {
  55276. var _this = this;
  55277. this._events = new Array();
  55278. /**
  55279. * The current frame of the runtime animation
  55280. */
  55281. this._currentFrame = 0;
  55282. /**
  55283. * The original value of the runtime animation
  55284. */
  55285. this._originalValue = new Array();
  55286. /**
  55287. * The offsets cache of the runtime animation
  55288. */
  55289. this._offsetsCache = {};
  55290. /**
  55291. * The high limits cache of the runtime animation
  55292. */
  55293. this._highLimitsCache = {};
  55294. /**
  55295. * Specifies if the runtime animation has been stopped
  55296. */
  55297. this._stopped = false;
  55298. /**
  55299. * The blending factor of the runtime animation
  55300. */
  55301. this._blendingFactor = 0;
  55302. /**
  55303. * The target path of the runtime animation
  55304. */
  55305. this._targetPath = "";
  55306. /**
  55307. * The weight of the runtime animation
  55308. */
  55309. this._weight = 1.0;
  55310. /**
  55311. * The ratio offset of the runtime animation
  55312. */
  55313. this._ratioOffset = 0;
  55314. /**
  55315. * The previous delay of the runtime animation
  55316. */
  55317. this._previousDelay = 0;
  55318. /**
  55319. * The previous ratio of the runtime animation
  55320. */
  55321. this._previousRatio = 0;
  55322. this._animation = animation;
  55323. this._target = target;
  55324. this._scene = scene;
  55325. this._host = host;
  55326. animation._runtimeAnimations.push(this);
  55327. // Cloning events locally
  55328. var events = animation.getEvents();
  55329. if (events && events.length > 0) {
  55330. events.forEach(function (e) {
  55331. _this._events.push(e._clone());
  55332. });
  55333. }
  55334. }
  55335. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55336. /**
  55337. * Gets the current frame of the runtime animation
  55338. */
  55339. get: function () {
  55340. return this._currentFrame;
  55341. },
  55342. enumerable: true,
  55343. configurable: true
  55344. });
  55345. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55346. /**
  55347. * Gets the weight of the runtime animation
  55348. */
  55349. get: function () {
  55350. return this._weight;
  55351. },
  55352. enumerable: true,
  55353. configurable: true
  55354. });
  55355. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55356. /**
  55357. * Gets the current value of the runtime animation
  55358. */
  55359. get: function () {
  55360. return this._currentValue;
  55361. },
  55362. enumerable: true,
  55363. configurable: true
  55364. });
  55365. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55366. /**
  55367. * Gets the target path of the runtime animation
  55368. */
  55369. get: function () {
  55370. return this._targetPath;
  55371. },
  55372. enumerable: true,
  55373. configurable: true
  55374. });
  55375. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55376. /**
  55377. * Gets the actual target of the runtime animation
  55378. */
  55379. get: function () {
  55380. return this._activeTarget;
  55381. },
  55382. enumerable: true,
  55383. configurable: true
  55384. });
  55385. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55386. /**
  55387. * Gets the animation from the runtime animation
  55388. */
  55389. get: function () {
  55390. return this._animation;
  55391. },
  55392. enumerable: true,
  55393. configurable: true
  55394. });
  55395. /**
  55396. * Resets the runtime animation to the beginning
  55397. * @param restoreOriginal defines whether to restore the target property to the original value
  55398. */
  55399. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55400. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55401. if (restoreOriginal) {
  55402. if (this._target instanceof Array) {
  55403. var index = 0;
  55404. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55405. var target = _a[_i];
  55406. if (this._originalValue[index] !== undefined) {
  55407. this._setValue(target, this._originalValue[index], -1);
  55408. }
  55409. index++;
  55410. }
  55411. }
  55412. else {
  55413. if (this._originalValue[0] !== undefined) {
  55414. this._setValue(this._target, this._originalValue[0], -1);
  55415. }
  55416. }
  55417. }
  55418. this._offsetsCache = {};
  55419. this._highLimitsCache = {};
  55420. this._currentFrame = 0;
  55421. this._blendingFactor = 0;
  55422. this._originalValue = new Array();
  55423. // Events
  55424. for (var index = 0; index < this._events.length; index++) {
  55425. this._events[index].isDone = false;
  55426. }
  55427. };
  55428. /**
  55429. * Specifies if the runtime animation is stopped
  55430. * @returns Boolean specifying if the runtime animation is stopped
  55431. */
  55432. RuntimeAnimation.prototype.isStopped = function () {
  55433. return this._stopped;
  55434. };
  55435. /**
  55436. * Disposes of the runtime animation
  55437. */
  55438. RuntimeAnimation.prototype.dispose = function () {
  55439. var index = this._animation.runtimeAnimations.indexOf(this);
  55440. if (index > -1) {
  55441. this._animation.runtimeAnimations.splice(index, 1);
  55442. }
  55443. };
  55444. /**
  55445. * Interpolates the animation from the current frame
  55446. * @param currentFrame The frame to interpolate the animation to
  55447. * @param repeatCount The number of times that the animation should loop
  55448. * @param loopMode The type of looping mode to use
  55449. * @param offsetValue Animation offset value
  55450. * @param highLimitValue The high limit value
  55451. * @returns The interpolated value
  55452. */
  55453. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55454. this._currentFrame = currentFrame;
  55455. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55456. this._workValue = BABYLON.Matrix.Zero();
  55457. }
  55458. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55459. };
  55460. /**
  55461. * Apply the interpolated value to the target
  55462. * @param currentValue defines the value computed by the animation
  55463. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55464. */
  55465. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55466. if (weight === void 0) { weight = 1.0; }
  55467. if (this._target instanceof Array) {
  55468. var index = 0;
  55469. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55470. var target = _a[_i];
  55471. this._setValue(target, currentValue, weight, index);
  55472. index++;
  55473. }
  55474. }
  55475. else {
  55476. this._setValue(this._target, currentValue, weight);
  55477. }
  55478. };
  55479. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55480. if (targetIndex === void 0) { targetIndex = 0; }
  55481. // Set value
  55482. var path;
  55483. var destination;
  55484. var targetPropertyPath = this._animation.targetPropertyPath;
  55485. if (targetPropertyPath.length > 1) {
  55486. var property = target[targetPropertyPath[0]];
  55487. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55488. property = property[targetPropertyPath[index]];
  55489. }
  55490. path = targetPropertyPath[targetPropertyPath.length - 1];
  55491. destination = property;
  55492. }
  55493. else {
  55494. path = targetPropertyPath[0];
  55495. destination = target;
  55496. }
  55497. this._targetPath = path;
  55498. this._activeTarget = destination;
  55499. this._weight = weight;
  55500. if (this._originalValue[targetIndex] === undefined) {
  55501. var originalValue = void 0;
  55502. if (destination.getRestPose && path === "_matrix") { // For bones
  55503. originalValue = destination.getRestPose();
  55504. }
  55505. else {
  55506. originalValue = destination[path];
  55507. }
  55508. if (originalValue && originalValue.clone) {
  55509. this._originalValue[targetIndex] = originalValue.clone();
  55510. }
  55511. else {
  55512. this._originalValue[targetIndex] = originalValue;
  55513. }
  55514. }
  55515. // Blending
  55516. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55517. if (enableBlending && this._blendingFactor <= 1.0) {
  55518. if (!this._originalBlendValue) {
  55519. var originalValue = destination[path];
  55520. if (originalValue.clone) {
  55521. this._originalBlendValue = originalValue.clone();
  55522. }
  55523. else {
  55524. this._originalBlendValue = originalValue;
  55525. }
  55526. }
  55527. if (this._originalBlendValue.m) { // Matrix
  55528. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55529. if (this._currentValue) {
  55530. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55531. }
  55532. else {
  55533. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55534. }
  55535. }
  55536. else {
  55537. if (this._currentValue) {
  55538. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55539. }
  55540. else {
  55541. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55542. }
  55543. }
  55544. }
  55545. else {
  55546. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55547. }
  55548. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55549. this._blendingFactor += blendingSpeed;
  55550. }
  55551. else {
  55552. this._currentValue = currentValue;
  55553. }
  55554. if (weight !== -1.0) {
  55555. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55556. }
  55557. else {
  55558. destination[path] = this._currentValue;
  55559. }
  55560. if (target.markAsDirty) {
  55561. target.markAsDirty(this._animation.targetProperty);
  55562. }
  55563. };
  55564. /**
  55565. * Gets the loop pmode of the runtime animation
  55566. * @returns Loop Mode
  55567. */
  55568. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55569. if (this._target && this._target.animationPropertiesOverride) {
  55570. return this._target.animationPropertiesOverride.loopMode;
  55571. }
  55572. return this._animation.loopMode;
  55573. };
  55574. /**
  55575. * Move the current animation to a given frame
  55576. * @param frame defines the frame to move to
  55577. */
  55578. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55579. var keys = this._animation.getKeys();
  55580. if (frame < keys[0].frame) {
  55581. frame = keys[0].frame;
  55582. }
  55583. else if (frame > keys[keys.length - 1].frame) {
  55584. frame = keys[keys.length - 1].frame;
  55585. }
  55586. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55587. this.setValue(currentValue, -1);
  55588. };
  55589. /**
  55590. * @hidden Internal use only
  55591. */
  55592. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55593. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55594. this._ratioOffset = this._previousRatio - newRatio;
  55595. };
  55596. /**
  55597. * Execute the current animation
  55598. * @param delay defines the delay to add to the current frame
  55599. * @param from defines the lower bound of the animation range
  55600. * @param to defines the upper bound of the animation range
  55601. * @param loop defines if the current animation must loop
  55602. * @param speedRatio defines the current speed ratio
  55603. * @param weight defines the weight of the animation (default is -1 so no weight)
  55604. * @returns a boolean indicating if the animation is running
  55605. */
  55606. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55607. if (weight === void 0) { weight = -1.0; }
  55608. var targetPropertyPath = this._animation.targetPropertyPath;
  55609. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55610. this._stopped = true;
  55611. return false;
  55612. }
  55613. var returnValue = true;
  55614. var keys = this._animation.getKeys();
  55615. // Adding a start key at frame 0 if missing
  55616. if (keys[0].frame !== 0) {
  55617. var newKey = { frame: 0, value: keys[0].value };
  55618. keys.splice(0, 0, newKey);
  55619. }
  55620. // Adding a duplicate key when there is only one key at frame zero
  55621. else if (keys.length === 1) {
  55622. var newKey = { frame: 0.001, value: keys[0].value };
  55623. keys.push(newKey);
  55624. }
  55625. // Check limits
  55626. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55627. from = keys[0].frame;
  55628. }
  55629. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55630. to = keys[keys.length - 1].frame;
  55631. }
  55632. //to and from cannot be the same key
  55633. if (from === to) {
  55634. if (from > keys[0].frame) {
  55635. from--;
  55636. }
  55637. else if (to < keys[keys.length - 1].frame) {
  55638. to++;
  55639. }
  55640. }
  55641. // Compute ratio
  55642. var range = to - from;
  55643. var offsetValue;
  55644. // ratio represents the frame delta between from and to
  55645. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55646. var highLimitValue = 0;
  55647. this._previousDelay = delay;
  55648. this._previousRatio = ratio;
  55649. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55650. returnValue = false;
  55651. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55652. }
  55653. else {
  55654. // Get max value if required
  55655. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55656. var keyOffset = to.toString() + from.toString();
  55657. if (!this._offsetsCache[keyOffset]) {
  55658. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55659. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55660. switch (this._animation.dataType) {
  55661. // Float
  55662. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55663. this._offsetsCache[keyOffset] = toValue - fromValue;
  55664. break;
  55665. // Quaternion
  55666. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55667. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55668. break;
  55669. // Vector3
  55670. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55671. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55672. // Vector2
  55673. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55674. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55675. // Size
  55676. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55677. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55678. // Color3
  55679. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55680. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55681. default:
  55682. break;
  55683. }
  55684. this._highLimitsCache[keyOffset] = toValue;
  55685. }
  55686. highLimitValue = this._highLimitsCache[keyOffset];
  55687. offsetValue = this._offsetsCache[keyOffset];
  55688. }
  55689. }
  55690. if (offsetValue === undefined) {
  55691. switch (this._animation.dataType) {
  55692. // Float
  55693. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55694. offsetValue = 0;
  55695. break;
  55696. // Quaternion
  55697. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55698. offsetValue = _staticOffsetValueQuaternion;
  55699. break;
  55700. // Vector3
  55701. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55702. offsetValue = _staticOffsetValueVector3;
  55703. break;
  55704. // Vector2
  55705. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55706. offsetValue = _staticOffsetValueVector2;
  55707. break;
  55708. // Size
  55709. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55710. offsetValue = _staticOffsetValueSize;
  55711. break;
  55712. // Color3
  55713. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55714. offsetValue = _staticOffsetValueColor3;
  55715. }
  55716. }
  55717. // Compute value
  55718. var repeatCount = (ratio / range) >> 0;
  55719. var currentFrame = returnValue ? from + ratio % range : to;
  55720. // Need to normalize?
  55721. if (this._host && this._host.syncRoot) {
  55722. var syncRoot = this._host.syncRoot;
  55723. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55724. currentFrame = from + (to - from) * hostNormalizedFrame;
  55725. }
  55726. // Reset events if looping
  55727. var events = this._events;
  55728. if (range > 0 && this.currentFrame > currentFrame ||
  55729. range < 0 && this.currentFrame < currentFrame) {
  55730. // Need to reset animation events
  55731. for (var index = 0; index < events.length; index++) {
  55732. if (!events[index].onlyOnce) {
  55733. // reset event, the animation is looping
  55734. events[index].isDone = false;
  55735. }
  55736. }
  55737. }
  55738. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55739. // Set value
  55740. this.setValue(currentValue, weight);
  55741. // Check events
  55742. for (var index = 0; index < events.length; index++) {
  55743. // Make sure current frame has passed event frame and that event frame is within the current range
  55744. // Also, handle both forward and reverse animations
  55745. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55746. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55747. var event = events[index];
  55748. if (!event.isDone) {
  55749. // If event should be done only once, remove it.
  55750. if (event.onlyOnce) {
  55751. events.splice(index, 1);
  55752. index--;
  55753. }
  55754. event.isDone = true;
  55755. event.action(currentFrame);
  55756. } // Don't do anything if the event has already be done.
  55757. }
  55758. }
  55759. if (!returnValue) {
  55760. this._stopped = true;
  55761. }
  55762. return returnValue;
  55763. };
  55764. return RuntimeAnimation;
  55765. }());
  55766. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55767. })(BABYLON || (BABYLON = {}));
  55768. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55769. var BABYLON;
  55770. (function (BABYLON) {
  55771. /**
  55772. * Class used to store an actual running animation
  55773. */
  55774. var Animatable = /** @class */ (function () {
  55775. /**
  55776. * Creates a new Animatable
  55777. * @param scene defines the hosting scene
  55778. * @param target defines the target object
  55779. * @param fromFrame defines the starting frame number (default is 0)
  55780. * @param toFrame defines the ending frame number (default is 100)
  55781. * @param loopAnimation defines if the animation must loop (default is false)
  55782. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55783. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55784. * @param animations defines a group of animation to add to the new Animatable
  55785. */
  55786. function Animatable(scene,
  55787. /** defines the target object */
  55788. target,
  55789. /** defines the starting frame number (default is 0) */
  55790. fromFrame,
  55791. /** defines the ending frame number (default is 100) */
  55792. toFrame,
  55793. /** defines if the animation must loop (default is false) */
  55794. loopAnimation, speedRatio,
  55795. /** defines a callback to call when animation ends if it is not looping */
  55796. onAnimationEnd, animations) {
  55797. if (fromFrame === void 0) { fromFrame = 0; }
  55798. if (toFrame === void 0) { toFrame = 100; }
  55799. if (loopAnimation === void 0) { loopAnimation = false; }
  55800. if (speedRatio === void 0) { speedRatio = 1.0; }
  55801. this.target = target;
  55802. this.fromFrame = fromFrame;
  55803. this.toFrame = toFrame;
  55804. this.loopAnimation = loopAnimation;
  55805. this.onAnimationEnd = onAnimationEnd;
  55806. this._localDelayOffset = null;
  55807. this._pausedDelay = null;
  55808. this._runtimeAnimations = new Array();
  55809. this._paused = false;
  55810. this._speedRatio = 1;
  55811. this._weight = -1.0;
  55812. /**
  55813. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55814. * This will only apply for non looping animation (default is true)
  55815. */
  55816. this.disposeOnEnd = true;
  55817. /**
  55818. * Gets a boolean indicating if the animation has started
  55819. */
  55820. this.animationStarted = false;
  55821. /**
  55822. * Observer raised when the animation ends
  55823. */
  55824. this.onAnimationEndObservable = new BABYLON.Observable();
  55825. this._scene = scene;
  55826. if (animations) {
  55827. this.appendAnimations(target, animations);
  55828. }
  55829. this._speedRatio = speedRatio;
  55830. scene._activeAnimatables.push(this);
  55831. }
  55832. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55833. /**
  55834. * Gets the root Animatable used to synchronize and normalize animations
  55835. */
  55836. get: function () {
  55837. return this._syncRoot;
  55838. },
  55839. enumerable: true,
  55840. configurable: true
  55841. });
  55842. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55843. /**
  55844. * Gets the current frame of the first RuntimeAnimation
  55845. * Used to synchronize Animatables
  55846. */
  55847. get: function () {
  55848. if (this._runtimeAnimations.length === 0) {
  55849. return 0;
  55850. }
  55851. return this._runtimeAnimations[0].currentFrame;
  55852. },
  55853. enumerable: true,
  55854. configurable: true
  55855. });
  55856. Object.defineProperty(Animatable.prototype, "weight", {
  55857. /**
  55858. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55859. */
  55860. get: function () {
  55861. return this._weight;
  55862. },
  55863. set: function (value) {
  55864. if (value === -1) { // -1 is ok and means no weight
  55865. this._weight = -1;
  55866. return;
  55867. }
  55868. // Else weight must be in [0, 1] range
  55869. this._weight = Math.min(Math.max(value, 0), 1.0);
  55870. },
  55871. enumerable: true,
  55872. configurable: true
  55873. });
  55874. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55875. /**
  55876. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55877. */
  55878. get: function () {
  55879. return this._speedRatio;
  55880. },
  55881. set: function (value) {
  55882. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55883. var animation = this._runtimeAnimations[index];
  55884. animation._prepareForSpeedRatioChange(value);
  55885. }
  55886. this._speedRatio = value;
  55887. },
  55888. enumerable: true,
  55889. configurable: true
  55890. });
  55891. // Methods
  55892. /**
  55893. * Synchronize and normalize current Animatable with a source Animatable
  55894. * This is useful when using animation weights and when animations are not of the same length
  55895. * @param root defines the root Animatable to synchronize with
  55896. * @returns the current Animatable
  55897. */
  55898. Animatable.prototype.syncWith = function (root) {
  55899. this._syncRoot = root;
  55900. if (root) {
  55901. // Make sure this animatable will animate after the root
  55902. var index = this._scene._activeAnimatables.indexOf(this);
  55903. if (index > -1) {
  55904. this._scene._activeAnimatables.splice(index, 1);
  55905. this._scene._activeAnimatables.push(this);
  55906. }
  55907. }
  55908. return this;
  55909. };
  55910. /**
  55911. * Gets the list of runtime animations
  55912. * @returns an array of RuntimeAnimation
  55913. */
  55914. Animatable.prototype.getAnimations = function () {
  55915. return this._runtimeAnimations;
  55916. };
  55917. /**
  55918. * Adds more animations to the current animatable
  55919. * @param target defines the target of the animations
  55920. * @param animations defines the new animations to add
  55921. */
  55922. Animatable.prototype.appendAnimations = function (target, animations) {
  55923. for (var index = 0; index < animations.length; index++) {
  55924. var animation = animations[index];
  55925. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55926. }
  55927. };
  55928. /**
  55929. * Gets the source animation for a specific property
  55930. * @param property defines the propertyu to look for
  55931. * @returns null or the source animation for the given property
  55932. */
  55933. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55934. var runtimeAnimations = this._runtimeAnimations;
  55935. for (var index = 0; index < runtimeAnimations.length; index++) {
  55936. if (runtimeAnimations[index].animation.targetProperty === property) {
  55937. return runtimeAnimations[index].animation;
  55938. }
  55939. }
  55940. return null;
  55941. };
  55942. /**
  55943. * Gets the runtime animation for a specific property
  55944. * @param property defines the propertyu to look for
  55945. * @returns null or the runtime animation for the given property
  55946. */
  55947. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55948. var runtimeAnimations = this._runtimeAnimations;
  55949. for (var index = 0; index < runtimeAnimations.length; index++) {
  55950. if (runtimeAnimations[index].animation.targetProperty === property) {
  55951. return runtimeAnimations[index];
  55952. }
  55953. }
  55954. return null;
  55955. };
  55956. /**
  55957. * Resets the animatable to its original state
  55958. */
  55959. Animatable.prototype.reset = function () {
  55960. var runtimeAnimations = this._runtimeAnimations;
  55961. for (var index = 0; index < runtimeAnimations.length; index++) {
  55962. runtimeAnimations[index].reset(true);
  55963. }
  55964. this._localDelayOffset = null;
  55965. this._pausedDelay = null;
  55966. };
  55967. /**
  55968. * Allows the animatable to blend with current running animations
  55969. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55970. * @param blendingSpeed defines the blending speed to use
  55971. */
  55972. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55973. var runtimeAnimations = this._runtimeAnimations;
  55974. for (var index = 0; index < runtimeAnimations.length; index++) {
  55975. runtimeAnimations[index].animation.enableBlending = true;
  55976. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55977. }
  55978. };
  55979. /**
  55980. * Disable animation blending
  55981. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55982. */
  55983. Animatable.prototype.disableBlending = function () {
  55984. var runtimeAnimations = this._runtimeAnimations;
  55985. for (var index = 0; index < runtimeAnimations.length; index++) {
  55986. runtimeAnimations[index].animation.enableBlending = false;
  55987. }
  55988. };
  55989. /**
  55990. * Jump directly to a given frame
  55991. * @param frame defines the frame to jump to
  55992. */
  55993. Animatable.prototype.goToFrame = function (frame) {
  55994. var runtimeAnimations = this._runtimeAnimations;
  55995. if (runtimeAnimations[0]) {
  55996. var fps = runtimeAnimations[0].animation.framePerSecond;
  55997. var currentFrame = runtimeAnimations[0].currentFrame;
  55998. var adjustTime = frame - currentFrame;
  55999. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56000. if (this._localDelayOffset === null) {
  56001. this._localDelayOffset = 0;
  56002. }
  56003. this._localDelayOffset -= delay;
  56004. }
  56005. for (var index = 0; index < runtimeAnimations.length; index++) {
  56006. runtimeAnimations[index].goToFrame(frame);
  56007. }
  56008. };
  56009. /**
  56010. * Pause the animation
  56011. */
  56012. Animatable.prototype.pause = function () {
  56013. if (this._paused) {
  56014. return;
  56015. }
  56016. this._paused = true;
  56017. };
  56018. /**
  56019. * Restart the animation
  56020. */
  56021. Animatable.prototype.restart = function () {
  56022. this._paused = false;
  56023. };
  56024. Animatable.prototype._raiseOnAnimationEnd = function () {
  56025. if (this.onAnimationEnd) {
  56026. this.onAnimationEnd();
  56027. }
  56028. this.onAnimationEndObservable.notifyObservers(this);
  56029. };
  56030. /**
  56031. * Stop and delete the current animation
  56032. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56033. * @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)
  56034. */
  56035. Animatable.prototype.stop = function (animationName, targetMask) {
  56036. if (animationName || targetMask) {
  56037. var idx = this._scene._activeAnimatables.indexOf(this);
  56038. if (idx > -1) {
  56039. var runtimeAnimations = this._runtimeAnimations;
  56040. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56041. var runtimeAnimation = runtimeAnimations[index];
  56042. if (animationName && runtimeAnimation.animation.name != animationName) {
  56043. continue;
  56044. }
  56045. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56046. continue;
  56047. }
  56048. runtimeAnimation.dispose();
  56049. runtimeAnimations.splice(index, 1);
  56050. }
  56051. if (runtimeAnimations.length == 0) {
  56052. this._scene._activeAnimatables.splice(idx, 1);
  56053. this._raiseOnAnimationEnd();
  56054. }
  56055. }
  56056. }
  56057. else {
  56058. var index = this._scene._activeAnimatables.indexOf(this);
  56059. if (index > -1) {
  56060. this._scene._activeAnimatables.splice(index, 1);
  56061. var runtimeAnimations = this._runtimeAnimations;
  56062. for (var index = 0; index < runtimeAnimations.length; index++) {
  56063. runtimeAnimations[index].dispose();
  56064. }
  56065. this._raiseOnAnimationEnd();
  56066. }
  56067. }
  56068. };
  56069. /**
  56070. * Wait asynchronously for the animation to end
  56071. * @returns a promise which will be fullfilled when the animation ends
  56072. */
  56073. Animatable.prototype.waitAsync = function () {
  56074. var _this = this;
  56075. return new Promise(function (resolve, reject) {
  56076. _this.onAnimationEndObservable.add(function () {
  56077. resolve(_this);
  56078. }, undefined, undefined, _this, true);
  56079. });
  56080. };
  56081. /** @hidden */
  56082. Animatable.prototype._animate = function (delay) {
  56083. if (this._paused) {
  56084. this.animationStarted = false;
  56085. if (this._pausedDelay === null) {
  56086. this._pausedDelay = delay;
  56087. }
  56088. return true;
  56089. }
  56090. if (this._localDelayOffset === null) {
  56091. this._localDelayOffset = delay;
  56092. this._pausedDelay = null;
  56093. }
  56094. else if (this._pausedDelay !== null) {
  56095. this._localDelayOffset += delay - this._pausedDelay;
  56096. this._pausedDelay = null;
  56097. }
  56098. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56099. return true;
  56100. }
  56101. // Animating
  56102. var running = false;
  56103. var runtimeAnimations = this._runtimeAnimations;
  56104. var index;
  56105. for (index = 0; index < runtimeAnimations.length; index++) {
  56106. var animation = runtimeAnimations[index];
  56107. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56108. running = running || isRunning;
  56109. }
  56110. this.animationStarted = running;
  56111. if (!running) {
  56112. if (this.disposeOnEnd) {
  56113. // Remove from active animatables
  56114. index = this._scene._activeAnimatables.indexOf(this);
  56115. this._scene._activeAnimatables.splice(index, 1);
  56116. // Dispose all runtime animations
  56117. for (index = 0; index < runtimeAnimations.length; index++) {
  56118. runtimeAnimations[index].dispose();
  56119. }
  56120. }
  56121. this._raiseOnAnimationEnd();
  56122. if (this.disposeOnEnd) {
  56123. this.onAnimationEnd = null;
  56124. this.onAnimationEndObservable.clear();
  56125. }
  56126. }
  56127. return running;
  56128. };
  56129. return Animatable;
  56130. }());
  56131. BABYLON.Animatable = Animatable;
  56132. })(BABYLON || (BABYLON = {}));
  56133. //# sourceMappingURL=babylon.animatable.js.map
  56134. var BABYLON;
  56135. (function (BABYLON) {
  56136. /**
  56137. * Base class used for every default easing function.
  56138. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56139. */
  56140. var EasingFunction = /** @class */ (function () {
  56141. function EasingFunction() {
  56142. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56143. }
  56144. /**
  56145. * Sets the easing mode of the current function.
  56146. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56147. */
  56148. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56149. var n = Math.min(Math.max(easingMode, 0), 2);
  56150. this._easingMode = n;
  56151. };
  56152. /**
  56153. * Gets the current easing mode.
  56154. * @returns the easing mode
  56155. */
  56156. EasingFunction.prototype.getEasingMode = function () {
  56157. return this._easingMode;
  56158. };
  56159. /**
  56160. * @hidden
  56161. */
  56162. EasingFunction.prototype.easeInCore = function (gradient) {
  56163. throw new Error('You must implement this method');
  56164. };
  56165. /**
  56166. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56167. * of the easing function.
  56168. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56169. * @returns the corresponding value on the curve defined by the easing function
  56170. */
  56171. EasingFunction.prototype.ease = function (gradient) {
  56172. switch (this._easingMode) {
  56173. case EasingFunction.EASINGMODE_EASEIN:
  56174. return this.easeInCore(gradient);
  56175. case EasingFunction.EASINGMODE_EASEOUT:
  56176. return (1 - this.easeInCore(1 - gradient));
  56177. }
  56178. if (gradient >= 0.5) {
  56179. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56180. }
  56181. return (this.easeInCore(gradient * 2) * 0.5);
  56182. };
  56183. /**
  56184. * Interpolation follows the mathematical formula associated with the easing function.
  56185. */
  56186. EasingFunction.EASINGMODE_EASEIN = 0;
  56187. /**
  56188. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56189. */
  56190. EasingFunction.EASINGMODE_EASEOUT = 1;
  56191. /**
  56192. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56193. */
  56194. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56195. return EasingFunction;
  56196. }());
  56197. BABYLON.EasingFunction = EasingFunction;
  56198. /**
  56199. * Easing function with a circle shape (see link below).
  56200. * @see https://easings.net/#easeInCirc
  56201. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56202. */
  56203. var CircleEase = /** @class */ (function (_super) {
  56204. __extends(CircleEase, _super);
  56205. function CircleEase() {
  56206. return _super !== null && _super.apply(this, arguments) || this;
  56207. }
  56208. /** @hidden */
  56209. CircleEase.prototype.easeInCore = function (gradient) {
  56210. gradient = Math.max(0, Math.min(1, gradient));
  56211. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56212. };
  56213. return CircleEase;
  56214. }(EasingFunction));
  56215. BABYLON.CircleEase = CircleEase;
  56216. /**
  56217. * Easing function with a ease back shape (see link below).
  56218. * @see https://easings.net/#easeInBack
  56219. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56220. */
  56221. var BackEase = /** @class */ (function (_super) {
  56222. __extends(BackEase, _super);
  56223. /**
  56224. * Instantiates a back ease easing
  56225. * @see https://easings.net/#easeInBack
  56226. * @param amplitude Defines the amplitude of the function
  56227. */
  56228. function BackEase(
  56229. /** Defines the amplitude of the function */
  56230. amplitude) {
  56231. if (amplitude === void 0) { amplitude = 1; }
  56232. var _this = _super.call(this) || this;
  56233. _this.amplitude = amplitude;
  56234. return _this;
  56235. }
  56236. /** @hidden */
  56237. BackEase.prototype.easeInCore = function (gradient) {
  56238. var num = Math.max(0, this.amplitude);
  56239. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56240. };
  56241. return BackEase;
  56242. }(EasingFunction));
  56243. BABYLON.BackEase = BackEase;
  56244. /**
  56245. * Easing function with a bouncing shape (see link below).
  56246. * @see https://easings.net/#easeInBounce
  56247. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56248. */
  56249. var BounceEase = /** @class */ (function (_super) {
  56250. __extends(BounceEase, _super);
  56251. /**
  56252. * Instantiates a bounce easing
  56253. * @see https://easings.net/#easeInBounce
  56254. * @param bounces Defines the number of bounces
  56255. * @param bounciness Defines the amplitude of the bounce
  56256. */
  56257. function BounceEase(
  56258. /** Defines the number of bounces */
  56259. bounces,
  56260. /** Defines the amplitude of the bounce */
  56261. bounciness) {
  56262. if (bounces === void 0) { bounces = 3; }
  56263. if (bounciness === void 0) { bounciness = 2; }
  56264. var _this = _super.call(this) || this;
  56265. _this.bounces = bounces;
  56266. _this.bounciness = bounciness;
  56267. return _this;
  56268. }
  56269. /** @hidden */
  56270. BounceEase.prototype.easeInCore = function (gradient) {
  56271. var y = Math.max(0.0, this.bounces);
  56272. var bounciness = this.bounciness;
  56273. if (bounciness <= 1.0) {
  56274. bounciness = 1.001;
  56275. }
  56276. var num9 = Math.pow(bounciness, y);
  56277. var num5 = 1.0 - bounciness;
  56278. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56279. var num15 = gradient * num4;
  56280. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56281. var num3 = Math.floor(num65);
  56282. var num13 = num3 + 1.0;
  56283. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56284. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56285. var num7 = (num8 + num12) * 0.5;
  56286. var num6 = gradient - num7;
  56287. var num2 = num7 - num8;
  56288. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56289. };
  56290. return BounceEase;
  56291. }(EasingFunction));
  56292. BABYLON.BounceEase = BounceEase;
  56293. /**
  56294. * Easing function with a power of 3 shape (see link below).
  56295. * @see https://easings.net/#easeInCubic
  56296. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56297. */
  56298. var CubicEase = /** @class */ (function (_super) {
  56299. __extends(CubicEase, _super);
  56300. function CubicEase() {
  56301. return _super !== null && _super.apply(this, arguments) || this;
  56302. }
  56303. /** @hidden */
  56304. CubicEase.prototype.easeInCore = function (gradient) {
  56305. return (gradient * gradient * gradient);
  56306. };
  56307. return CubicEase;
  56308. }(EasingFunction));
  56309. BABYLON.CubicEase = CubicEase;
  56310. /**
  56311. * Easing function with an elastic shape (see link below).
  56312. * @see https://easings.net/#easeInElastic
  56313. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56314. */
  56315. var ElasticEase = /** @class */ (function (_super) {
  56316. __extends(ElasticEase, _super);
  56317. /**
  56318. * Instantiates an elastic easing function
  56319. * @see https://easings.net/#easeInElastic
  56320. * @param oscillations Defines the number of oscillations
  56321. * @param springiness Defines the amplitude of the oscillations
  56322. */
  56323. function ElasticEase(
  56324. /** Defines the number of oscillations*/
  56325. oscillations,
  56326. /** Defines the amplitude of the oscillations*/
  56327. springiness) {
  56328. if (oscillations === void 0) { oscillations = 3; }
  56329. if (springiness === void 0) { springiness = 3; }
  56330. var _this = _super.call(this) || this;
  56331. _this.oscillations = oscillations;
  56332. _this.springiness = springiness;
  56333. return _this;
  56334. }
  56335. /** @hidden */
  56336. ElasticEase.prototype.easeInCore = function (gradient) {
  56337. var num2;
  56338. var num3 = Math.max(0.0, this.oscillations);
  56339. var num = Math.max(0.0, this.springiness);
  56340. if (num == 0) {
  56341. num2 = gradient;
  56342. }
  56343. else {
  56344. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56345. }
  56346. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56347. };
  56348. return ElasticEase;
  56349. }(EasingFunction));
  56350. BABYLON.ElasticEase = ElasticEase;
  56351. /**
  56352. * Easing function with an exponential shape (see link below).
  56353. * @see https://easings.net/#easeInExpo
  56354. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56355. */
  56356. var ExponentialEase = /** @class */ (function (_super) {
  56357. __extends(ExponentialEase, _super);
  56358. /**
  56359. * Instantiates an exponential easing function
  56360. * @see https://easings.net/#easeInExpo
  56361. * @param exponent Defines the exponent of the function
  56362. */
  56363. function ExponentialEase(
  56364. /** Defines the exponent of the function */
  56365. exponent) {
  56366. if (exponent === void 0) { exponent = 2; }
  56367. var _this = _super.call(this) || this;
  56368. _this.exponent = exponent;
  56369. return _this;
  56370. }
  56371. /** @hidden */
  56372. ExponentialEase.prototype.easeInCore = function (gradient) {
  56373. if (this.exponent <= 0) {
  56374. return gradient;
  56375. }
  56376. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56377. };
  56378. return ExponentialEase;
  56379. }(EasingFunction));
  56380. BABYLON.ExponentialEase = ExponentialEase;
  56381. /**
  56382. * Easing function with a power shape (see link below).
  56383. * @see https://easings.net/#easeInQuad
  56384. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56385. */
  56386. var PowerEase = /** @class */ (function (_super) {
  56387. __extends(PowerEase, _super);
  56388. /**
  56389. * Instantiates an power base easing function
  56390. * @see https://easings.net/#easeInQuad
  56391. * @param power Defines the power of the function
  56392. */
  56393. function PowerEase(
  56394. /** Defines the power of the function */
  56395. power) {
  56396. if (power === void 0) { power = 2; }
  56397. var _this = _super.call(this) || this;
  56398. _this.power = power;
  56399. return _this;
  56400. }
  56401. /** @hidden */
  56402. PowerEase.prototype.easeInCore = function (gradient) {
  56403. var y = Math.max(0.0, this.power);
  56404. return Math.pow(gradient, y);
  56405. };
  56406. return PowerEase;
  56407. }(EasingFunction));
  56408. BABYLON.PowerEase = PowerEase;
  56409. /**
  56410. * Easing function with a power of 2 shape (see link below).
  56411. * @see https://easings.net/#easeInQuad
  56412. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56413. */
  56414. var QuadraticEase = /** @class */ (function (_super) {
  56415. __extends(QuadraticEase, _super);
  56416. function QuadraticEase() {
  56417. return _super !== null && _super.apply(this, arguments) || this;
  56418. }
  56419. /** @hidden */
  56420. QuadraticEase.prototype.easeInCore = function (gradient) {
  56421. return (gradient * gradient);
  56422. };
  56423. return QuadraticEase;
  56424. }(EasingFunction));
  56425. BABYLON.QuadraticEase = QuadraticEase;
  56426. /**
  56427. * Easing function with a power of 4 shape (see link below).
  56428. * @see https://easings.net/#easeInQuart
  56429. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56430. */
  56431. var QuarticEase = /** @class */ (function (_super) {
  56432. __extends(QuarticEase, _super);
  56433. function QuarticEase() {
  56434. return _super !== null && _super.apply(this, arguments) || this;
  56435. }
  56436. /** @hidden */
  56437. QuarticEase.prototype.easeInCore = function (gradient) {
  56438. return (gradient * gradient * gradient * gradient);
  56439. };
  56440. return QuarticEase;
  56441. }(EasingFunction));
  56442. BABYLON.QuarticEase = QuarticEase;
  56443. /**
  56444. * Easing function with a power of 5 shape (see link below).
  56445. * @see https://easings.net/#easeInQuint
  56446. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56447. */
  56448. var QuinticEase = /** @class */ (function (_super) {
  56449. __extends(QuinticEase, _super);
  56450. function QuinticEase() {
  56451. return _super !== null && _super.apply(this, arguments) || this;
  56452. }
  56453. /** @hidden */
  56454. QuinticEase.prototype.easeInCore = function (gradient) {
  56455. return (gradient * gradient * gradient * gradient * gradient);
  56456. };
  56457. return QuinticEase;
  56458. }(EasingFunction));
  56459. BABYLON.QuinticEase = QuinticEase;
  56460. /**
  56461. * Easing function with a sin shape (see link below).
  56462. * @see https://easings.net/#easeInSine
  56463. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56464. */
  56465. var SineEase = /** @class */ (function (_super) {
  56466. __extends(SineEase, _super);
  56467. function SineEase() {
  56468. return _super !== null && _super.apply(this, arguments) || this;
  56469. }
  56470. /** @hidden */
  56471. SineEase.prototype.easeInCore = function (gradient) {
  56472. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56473. };
  56474. return SineEase;
  56475. }(EasingFunction));
  56476. BABYLON.SineEase = SineEase;
  56477. /**
  56478. * Easing function with a bezier shape (see link below).
  56479. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56480. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56481. */
  56482. var BezierCurveEase = /** @class */ (function (_super) {
  56483. __extends(BezierCurveEase, _super);
  56484. /**
  56485. * Instantiates a bezier function
  56486. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56487. * @param x1 Defines the x component of the start tangent in the bezier curve
  56488. * @param y1 Defines the y component of the start tangent in the bezier curve
  56489. * @param x2 Defines the x component of the end tangent in the bezier curve
  56490. * @param y2 Defines the y component of the end tangent in the bezier curve
  56491. */
  56492. function BezierCurveEase(
  56493. /** Defines the x component of the start tangent in the bezier curve */
  56494. x1,
  56495. /** Defines the y component of the start tangent in the bezier curve */
  56496. y1,
  56497. /** Defines the x component of the end tangent in the bezier curve */
  56498. x2,
  56499. /** Defines the y component of the end tangent in the bezier curve */
  56500. y2) {
  56501. if (x1 === void 0) { x1 = 0; }
  56502. if (y1 === void 0) { y1 = 0; }
  56503. if (x2 === void 0) { x2 = 1; }
  56504. if (y2 === void 0) { y2 = 1; }
  56505. var _this = _super.call(this) || this;
  56506. _this.x1 = x1;
  56507. _this.y1 = y1;
  56508. _this.x2 = x2;
  56509. _this.y2 = y2;
  56510. return _this;
  56511. }
  56512. /** @hidden */
  56513. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56514. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56515. };
  56516. return BezierCurveEase;
  56517. }(EasingFunction));
  56518. BABYLON.BezierCurveEase = BezierCurveEase;
  56519. })(BABYLON || (BABYLON = {}));
  56520. //# sourceMappingURL=babylon.easing.js.map
  56521. var BABYLON;
  56522. (function (BABYLON) {
  56523. /**
  56524. * A Condition applied to an Action
  56525. */
  56526. var Condition = /** @class */ (function () {
  56527. /**
  56528. * Creates a new Condition
  56529. * @param actionManager the manager of the action the condition is applied to
  56530. */
  56531. function Condition(actionManager) {
  56532. this._actionManager = actionManager;
  56533. }
  56534. /**
  56535. * Check if the current condition is valid
  56536. * @returns a boolean
  56537. */
  56538. Condition.prototype.isValid = function () {
  56539. return true;
  56540. };
  56541. /**
  56542. * Internal only
  56543. * @hidden
  56544. */
  56545. Condition.prototype._getProperty = function (propertyPath) {
  56546. return this._actionManager._getProperty(propertyPath);
  56547. };
  56548. /**
  56549. * Internal only
  56550. * @hidden
  56551. */
  56552. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56553. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56554. };
  56555. /**
  56556. * Serialize placeholder for child classes
  56557. * @returns the serialized object
  56558. */
  56559. Condition.prototype.serialize = function () {
  56560. };
  56561. /**
  56562. * Internal only
  56563. * @hidden
  56564. */
  56565. Condition.prototype._serialize = function (serializedCondition) {
  56566. return {
  56567. type: 2,
  56568. children: [],
  56569. name: serializedCondition.name,
  56570. properties: serializedCondition.properties
  56571. };
  56572. };
  56573. return Condition;
  56574. }());
  56575. BABYLON.Condition = Condition;
  56576. /**
  56577. * Defines specific conditional operators as extensions of Condition
  56578. */
  56579. var ValueCondition = /** @class */ (function (_super) {
  56580. __extends(ValueCondition, _super);
  56581. /**
  56582. * Creates a new ValueCondition
  56583. * @param actionManager manager for the action the condition applies to
  56584. * @param target for the action
  56585. * @param propertyPath path to specify the property of the target the conditional operator uses
  56586. * @param value the value compared by the conditional operator against the current value of the property
  56587. * @param operator the conditional operator, default ValueCondition.IsEqual
  56588. */
  56589. function ValueCondition(actionManager, target,
  56590. /** path to specify the property of the target the conditional operator uses */
  56591. propertyPath,
  56592. /** the value compared by the conditional operator against the current value of the property */
  56593. value,
  56594. /** the conditional operator, default ValueCondition.IsEqual */
  56595. operator) {
  56596. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56597. var _this = _super.call(this, actionManager) || this;
  56598. _this.propertyPath = propertyPath;
  56599. _this.value = value;
  56600. _this.operator = operator;
  56601. _this._target = target;
  56602. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56603. _this._property = _this._getProperty(_this.propertyPath);
  56604. return _this;
  56605. }
  56606. Object.defineProperty(ValueCondition, "IsEqual", {
  56607. /**
  56608. * returns the number for IsEqual
  56609. */
  56610. get: function () {
  56611. return ValueCondition._IsEqual;
  56612. },
  56613. enumerable: true,
  56614. configurable: true
  56615. });
  56616. Object.defineProperty(ValueCondition, "IsDifferent", {
  56617. /**
  56618. * Returns the number for IsDifferent
  56619. */
  56620. get: function () {
  56621. return ValueCondition._IsDifferent;
  56622. },
  56623. enumerable: true,
  56624. configurable: true
  56625. });
  56626. Object.defineProperty(ValueCondition, "IsGreater", {
  56627. /**
  56628. * Returns the number for IsGreater
  56629. */
  56630. get: function () {
  56631. return ValueCondition._IsGreater;
  56632. },
  56633. enumerable: true,
  56634. configurable: true
  56635. });
  56636. Object.defineProperty(ValueCondition, "IsLesser", {
  56637. /**
  56638. * Returns the number for IsLesser
  56639. */
  56640. get: function () {
  56641. return ValueCondition._IsLesser;
  56642. },
  56643. enumerable: true,
  56644. configurable: true
  56645. });
  56646. /**
  56647. * Compares the given value with the property value for the specified conditional operator
  56648. * @returns the result of the comparison
  56649. */
  56650. ValueCondition.prototype.isValid = function () {
  56651. switch (this.operator) {
  56652. case ValueCondition.IsGreater:
  56653. return this._effectiveTarget[this._property] > this.value;
  56654. case ValueCondition.IsLesser:
  56655. return this._effectiveTarget[this._property] < this.value;
  56656. case ValueCondition.IsEqual:
  56657. case ValueCondition.IsDifferent:
  56658. var check;
  56659. if (this.value.equals) {
  56660. check = this.value.equals(this._effectiveTarget[this._property]);
  56661. }
  56662. else {
  56663. check = this.value === this._effectiveTarget[this._property];
  56664. }
  56665. return this.operator === ValueCondition.IsEqual ? check : !check;
  56666. }
  56667. return false;
  56668. };
  56669. /**
  56670. * Serialize the ValueCondition into a JSON compatible object
  56671. * @returns serialization object
  56672. */
  56673. ValueCondition.prototype.serialize = function () {
  56674. return this._serialize({
  56675. name: "ValueCondition",
  56676. properties: [
  56677. BABYLON.Action._GetTargetProperty(this._target),
  56678. { name: "propertyPath", value: this.propertyPath },
  56679. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56680. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56681. ]
  56682. });
  56683. };
  56684. /**
  56685. * Gets the name of the conditional operator for the ValueCondition
  56686. * @param operator the conditional operator
  56687. * @returns the name
  56688. */
  56689. ValueCondition.GetOperatorName = function (operator) {
  56690. switch (operator) {
  56691. case ValueCondition._IsEqual: return "IsEqual";
  56692. case ValueCondition._IsDifferent: return "IsDifferent";
  56693. case ValueCondition._IsGreater: return "IsGreater";
  56694. case ValueCondition._IsLesser: return "IsLesser";
  56695. default: return "";
  56696. }
  56697. };
  56698. /**
  56699. * Internal only
  56700. * @hidden
  56701. */
  56702. ValueCondition._IsEqual = 0;
  56703. /**
  56704. * Internal only
  56705. * @hidden
  56706. */
  56707. ValueCondition._IsDifferent = 1;
  56708. /**
  56709. * Internal only
  56710. * @hidden
  56711. */
  56712. ValueCondition._IsGreater = 2;
  56713. /**
  56714. * Internal only
  56715. * @hidden
  56716. */
  56717. ValueCondition._IsLesser = 3;
  56718. return ValueCondition;
  56719. }(Condition));
  56720. BABYLON.ValueCondition = ValueCondition;
  56721. /**
  56722. * Defines a predicate condition as an extension of Condition
  56723. */
  56724. var PredicateCondition = /** @class */ (function (_super) {
  56725. __extends(PredicateCondition, _super);
  56726. /**
  56727. * Creates a new PredicateCondition
  56728. * @param actionManager manager for the action the condition applies to
  56729. * @param predicate defines the predicate function used to validate the condition
  56730. */
  56731. function PredicateCondition(actionManager,
  56732. /** defines the predicate function used to validate the condition */
  56733. predicate) {
  56734. var _this = _super.call(this, actionManager) || this;
  56735. _this.predicate = predicate;
  56736. return _this;
  56737. }
  56738. /**
  56739. * @returns the validity of the predicate condition
  56740. */
  56741. PredicateCondition.prototype.isValid = function () {
  56742. return this.predicate();
  56743. };
  56744. return PredicateCondition;
  56745. }(Condition));
  56746. BABYLON.PredicateCondition = PredicateCondition;
  56747. /**
  56748. * Defines a state condition as an extension of Condition
  56749. */
  56750. var StateCondition = /** @class */ (function (_super) {
  56751. __extends(StateCondition, _super);
  56752. /**
  56753. * Creates a new StateCondition
  56754. * @param actionManager manager for the action the condition applies to
  56755. * @param target of the condition
  56756. * @param value to compare with target state
  56757. */
  56758. function StateCondition(actionManager, target,
  56759. /** Value to compare with target state */
  56760. value) {
  56761. var _this = _super.call(this, actionManager) || this;
  56762. _this.value = value;
  56763. _this._target = target;
  56764. return _this;
  56765. }
  56766. /**
  56767. * Gets a boolean indicating if the current condition is met
  56768. * @returns the validity of the state
  56769. */
  56770. StateCondition.prototype.isValid = function () {
  56771. return this._target.state === this.value;
  56772. };
  56773. /**
  56774. * Serialize the StateCondition into a JSON compatible object
  56775. * @returns serialization object
  56776. */
  56777. StateCondition.prototype.serialize = function () {
  56778. return this._serialize({
  56779. name: "StateCondition",
  56780. properties: [
  56781. BABYLON.Action._GetTargetProperty(this._target),
  56782. { name: "value", value: this.value }
  56783. ]
  56784. });
  56785. };
  56786. return StateCondition;
  56787. }(Condition));
  56788. BABYLON.StateCondition = StateCondition;
  56789. })(BABYLON || (BABYLON = {}));
  56790. //# sourceMappingURL=babylon.condition.js.map
  56791. var BABYLON;
  56792. (function (BABYLON) {
  56793. /**
  56794. * The action to be carried out following a trigger
  56795. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56796. */
  56797. var Action = /** @class */ (function () {
  56798. /**
  56799. * Creates a new Action
  56800. * @param triggerOptions the trigger, with or without parameters, for the action
  56801. * @param condition an optional determinant of action
  56802. */
  56803. function Action(
  56804. /** the trigger, with or without parameters, for the action */
  56805. triggerOptions, condition) {
  56806. this.triggerOptions = triggerOptions;
  56807. /**
  56808. * An event triggered prior to action being executed.
  56809. */
  56810. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56811. if (triggerOptions.parameter) {
  56812. this.trigger = triggerOptions.trigger;
  56813. this._triggerParameter = triggerOptions.parameter;
  56814. }
  56815. else if (triggerOptions.trigger) {
  56816. this.trigger = triggerOptions.trigger;
  56817. }
  56818. else {
  56819. this.trigger = triggerOptions;
  56820. }
  56821. this._nextActiveAction = this;
  56822. this._condition = condition;
  56823. }
  56824. /**
  56825. * Internal only
  56826. * @hidden
  56827. */
  56828. Action.prototype._prepare = function () {
  56829. };
  56830. /**
  56831. * Gets the trigger parameters
  56832. * @returns the trigger parameters
  56833. */
  56834. Action.prototype.getTriggerParameter = function () {
  56835. return this._triggerParameter;
  56836. };
  56837. /**
  56838. * Internal only - executes current action event
  56839. * @hidden
  56840. */
  56841. Action.prototype._executeCurrent = function (evt) {
  56842. if (this._nextActiveAction._condition) {
  56843. var condition = this._nextActiveAction._condition;
  56844. var currentRenderId = this._actionManager.getScene().getRenderId();
  56845. // We cache the current evaluation for the current frame
  56846. if (condition._evaluationId === currentRenderId) {
  56847. if (!condition._currentResult) {
  56848. return;
  56849. }
  56850. }
  56851. else {
  56852. condition._evaluationId = currentRenderId;
  56853. if (!condition.isValid()) {
  56854. condition._currentResult = false;
  56855. return;
  56856. }
  56857. condition._currentResult = true;
  56858. }
  56859. }
  56860. this.onBeforeExecuteObservable.notifyObservers(this);
  56861. this._nextActiveAction.execute(evt);
  56862. this.skipToNextActiveAction();
  56863. };
  56864. /**
  56865. * Execute placeholder for child classes
  56866. * @param evt optional action event
  56867. */
  56868. Action.prototype.execute = function (evt) {
  56869. };
  56870. /**
  56871. * Skips to next active action
  56872. */
  56873. Action.prototype.skipToNextActiveAction = function () {
  56874. if (this._nextActiveAction._child) {
  56875. if (!this._nextActiveAction._child._actionManager) {
  56876. this._nextActiveAction._child._actionManager = this._actionManager;
  56877. }
  56878. this._nextActiveAction = this._nextActiveAction._child;
  56879. }
  56880. else {
  56881. this._nextActiveAction = this;
  56882. }
  56883. };
  56884. /**
  56885. * Adds action to chain of actions, may be a DoNothingAction
  56886. * @param action defines the next action to execute
  56887. * @returns The action passed in
  56888. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56889. */
  56890. Action.prototype.then = function (action) {
  56891. this._child = action;
  56892. action._actionManager = this._actionManager;
  56893. action._prepare();
  56894. return action;
  56895. };
  56896. /**
  56897. * Internal only
  56898. * @hidden
  56899. */
  56900. Action.prototype._getProperty = function (propertyPath) {
  56901. return this._actionManager._getProperty(propertyPath);
  56902. };
  56903. /**
  56904. * Internal only
  56905. * @hidden
  56906. */
  56907. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56908. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56909. };
  56910. /**
  56911. * Serialize placeholder for child classes
  56912. * @param parent of child
  56913. * @returns the serialized object
  56914. */
  56915. Action.prototype.serialize = function (parent) {
  56916. };
  56917. /**
  56918. * Internal only called by serialize
  56919. * @hidden
  56920. */
  56921. Action.prototype._serialize = function (serializedAction, parent) {
  56922. var serializationObject = {
  56923. type: 1,
  56924. children: [],
  56925. name: serializedAction.name,
  56926. properties: serializedAction.properties || []
  56927. };
  56928. // Serialize child
  56929. if (this._child) {
  56930. this._child.serialize(serializationObject);
  56931. }
  56932. // Check if "this" has a condition
  56933. if (this._condition) {
  56934. var serializedCondition = this._condition.serialize();
  56935. serializedCondition.children.push(serializationObject);
  56936. if (parent) {
  56937. parent.children.push(serializedCondition);
  56938. }
  56939. return serializedCondition;
  56940. }
  56941. if (parent) {
  56942. parent.children.push(serializationObject);
  56943. }
  56944. return serializationObject;
  56945. };
  56946. /**
  56947. * Internal only
  56948. * @hidden
  56949. */
  56950. Action._SerializeValueAsString = function (value) {
  56951. if (typeof value === "number") {
  56952. return value.toString();
  56953. }
  56954. if (typeof value === "boolean") {
  56955. return value ? "true" : "false";
  56956. }
  56957. if (value instanceof BABYLON.Vector2) {
  56958. return value.x + ", " + value.y;
  56959. }
  56960. if (value instanceof BABYLON.Vector3) {
  56961. return value.x + ", " + value.y + ", " + value.z;
  56962. }
  56963. if (value instanceof BABYLON.Color3) {
  56964. return value.r + ", " + value.g + ", " + value.b;
  56965. }
  56966. if (value instanceof BABYLON.Color4) {
  56967. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56968. }
  56969. return value; // string
  56970. };
  56971. /**
  56972. * Internal only
  56973. * @hidden
  56974. */
  56975. Action._GetTargetProperty = function (target) {
  56976. return {
  56977. name: "target",
  56978. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56979. : target instanceof BABYLON.Light ? "LightProperties"
  56980. : target instanceof BABYLON.Camera ? "CameraProperties"
  56981. : "SceneProperties",
  56982. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56983. };
  56984. };
  56985. return Action;
  56986. }());
  56987. BABYLON.Action = Action;
  56988. })(BABYLON || (BABYLON = {}));
  56989. //# sourceMappingURL=babylon.action.js.map
  56990. var BABYLON;
  56991. (function (BABYLON) {
  56992. /**
  56993. * ActionEvent is the event being sent when an action is triggered.
  56994. */
  56995. var ActionEvent = /** @class */ (function () {
  56996. /**
  56997. * Creates a new ActionEvent
  56998. * @param source The mesh or sprite that triggered the action
  56999. * @param pointerX The X mouse cursor position at the time of the event
  57000. * @param pointerY The Y mouse cursor position at the time of the event
  57001. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57002. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57003. * @param additionalData additional data for the event
  57004. */
  57005. function ActionEvent(
  57006. /** The mesh or sprite that triggered the action */
  57007. source,
  57008. /** The X mouse cursor position at the time of the event */
  57009. pointerX,
  57010. /** The Y mouse cursor position at the time of the event */
  57011. pointerY,
  57012. /** The mesh that is currently pointed at (can be null) */
  57013. meshUnderPointer,
  57014. /** the original (browser) event that triggered the ActionEvent */
  57015. sourceEvent,
  57016. /** additional data for the event */
  57017. additionalData) {
  57018. this.source = source;
  57019. this.pointerX = pointerX;
  57020. this.pointerY = pointerY;
  57021. this.meshUnderPointer = meshUnderPointer;
  57022. this.sourceEvent = sourceEvent;
  57023. this.additionalData = additionalData;
  57024. }
  57025. /**
  57026. * Helper function to auto-create an ActionEvent from a source mesh.
  57027. * @param source The source mesh that triggered the event
  57028. * @param evt The original (browser) event
  57029. * @param additionalData additional data for the event
  57030. * @returns the new ActionEvent
  57031. */
  57032. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57033. var scene = source.getScene();
  57034. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57035. };
  57036. /**
  57037. * Helper function to auto-create an ActionEvent from a source sprite
  57038. * @param source The source sprite that triggered the event
  57039. * @param scene Scene associated with the sprite
  57040. * @param evt The original (browser) event
  57041. * @param additionalData additional data for the event
  57042. * @returns the new ActionEvent
  57043. */
  57044. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57045. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57046. };
  57047. /**
  57048. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57049. * @param scene the scene where the event occurred
  57050. * @param evt The original (browser) event
  57051. * @returns the new ActionEvent
  57052. */
  57053. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57054. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57055. };
  57056. /**
  57057. * Helper function to auto-create an ActionEvent from a primitive
  57058. * @param prim defines the target primitive
  57059. * @param pointerPos defines the pointer position
  57060. * @param evt The original (browser) event
  57061. * @param additionalData additional data for the event
  57062. * @returns the new ActionEvent
  57063. */
  57064. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57065. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57066. };
  57067. return ActionEvent;
  57068. }());
  57069. BABYLON.ActionEvent = ActionEvent;
  57070. /**
  57071. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57072. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57073. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57074. */
  57075. var ActionManager = /** @class */ (function () {
  57076. /**
  57077. * Creates a new action manager
  57078. * @param scene defines the hosting scene
  57079. */
  57080. function ActionManager(scene) {
  57081. // Members
  57082. /** Gets the list of actions */
  57083. this.actions = new Array();
  57084. /** Gets the cursor to use when hovering items */
  57085. this.hoverCursor = '';
  57086. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57087. scene.actionManagers.push(this);
  57088. }
  57089. // Methods
  57090. /**
  57091. * Releases all associated resources
  57092. */
  57093. ActionManager.prototype.dispose = function () {
  57094. var index = this._scene.actionManagers.indexOf(this);
  57095. for (var i = 0; i < this.actions.length; i++) {
  57096. var action = this.actions[i];
  57097. ActionManager.Triggers[action.trigger]--;
  57098. if (ActionManager.Triggers[action.trigger] === 0) {
  57099. delete ActionManager.Triggers[action.trigger];
  57100. }
  57101. }
  57102. if (index > -1) {
  57103. this._scene.actionManagers.splice(index, 1);
  57104. }
  57105. };
  57106. /**
  57107. * Gets hosting scene
  57108. * @returns the hosting scene
  57109. */
  57110. ActionManager.prototype.getScene = function () {
  57111. return this._scene;
  57112. };
  57113. /**
  57114. * Does this action manager handles actions of any of the given triggers
  57115. * @param triggers defines the triggers to be tested
  57116. * @return a boolean indicating whether one (or more) of the triggers is handled
  57117. */
  57118. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57119. for (var index = 0; index < this.actions.length; index++) {
  57120. var action = this.actions[index];
  57121. if (triggers.indexOf(action.trigger) > -1) {
  57122. return true;
  57123. }
  57124. }
  57125. return false;
  57126. };
  57127. /**
  57128. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57129. * speed.
  57130. * @param triggerA defines the trigger to be tested
  57131. * @param triggerB defines the trigger to be tested
  57132. * @return a boolean indicating whether one (or more) of the triggers is handled
  57133. */
  57134. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57135. for (var index = 0; index < this.actions.length; index++) {
  57136. var action = this.actions[index];
  57137. if (triggerA == action.trigger || triggerB == action.trigger) {
  57138. return true;
  57139. }
  57140. }
  57141. return false;
  57142. };
  57143. /**
  57144. * Does this action manager handles actions of a given trigger
  57145. * @param trigger defines the trigger to be tested
  57146. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57147. * @return whether the trigger is handled
  57148. */
  57149. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57150. for (var index = 0; index < this.actions.length; index++) {
  57151. var action = this.actions[index];
  57152. if (action.trigger === trigger) {
  57153. if (parameterPredicate) {
  57154. if (parameterPredicate(action.getTriggerParameter())) {
  57155. return true;
  57156. }
  57157. }
  57158. else {
  57159. return true;
  57160. }
  57161. }
  57162. }
  57163. return false;
  57164. };
  57165. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57166. /**
  57167. * Does this action manager has pointer triggers
  57168. */
  57169. get: function () {
  57170. for (var index = 0; index < this.actions.length; index++) {
  57171. var action = this.actions[index];
  57172. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57173. return true;
  57174. }
  57175. }
  57176. return false;
  57177. },
  57178. enumerable: true,
  57179. configurable: true
  57180. });
  57181. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57182. /**
  57183. * Does this action manager has pick triggers
  57184. */
  57185. get: function () {
  57186. for (var index = 0; index < this.actions.length; index++) {
  57187. var action = this.actions[index];
  57188. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57189. return true;
  57190. }
  57191. }
  57192. return false;
  57193. },
  57194. enumerable: true,
  57195. configurable: true
  57196. });
  57197. Object.defineProperty(ActionManager, "HasTriggers", {
  57198. /**
  57199. * Does exist one action manager with at least one trigger
  57200. **/
  57201. get: function () {
  57202. for (var t in ActionManager.Triggers) {
  57203. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57204. return true;
  57205. }
  57206. }
  57207. return false;
  57208. },
  57209. enumerable: true,
  57210. configurable: true
  57211. });
  57212. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57213. /**
  57214. * Does exist one action manager with at least one pick trigger
  57215. **/
  57216. get: function () {
  57217. for (var t in ActionManager.Triggers) {
  57218. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57219. var t_int = parseInt(t);
  57220. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57221. return true;
  57222. }
  57223. }
  57224. }
  57225. return false;
  57226. },
  57227. enumerable: true,
  57228. configurable: true
  57229. });
  57230. /**
  57231. * Does exist one action manager that handles actions of a given trigger
  57232. * @param trigger defines the trigger to be tested
  57233. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57234. **/
  57235. ActionManager.HasSpecificTrigger = function (trigger) {
  57236. for (var t in ActionManager.Triggers) {
  57237. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57238. var t_int = parseInt(t);
  57239. if (t_int === trigger) {
  57240. return true;
  57241. }
  57242. }
  57243. }
  57244. return false;
  57245. };
  57246. /**
  57247. * Registers an action to this action manager
  57248. * @param action defines the action to be registered
  57249. * @return the action amended (prepared) after registration
  57250. */
  57251. ActionManager.prototype.registerAction = function (action) {
  57252. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57253. if (this.getScene().actionManager !== this) {
  57254. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57255. return null;
  57256. }
  57257. }
  57258. this.actions.push(action);
  57259. if (ActionManager.Triggers[action.trigger]) {
  57260. ActionManager.Triggers[action.trigger]++;
  57261. }
  57262. else {
  57263. ActionManager.Triggers[action.trigger] = 1;
  57264. }
  57265. action._actionManager = this;
  57266. action._prepare();
  57267. return action;
  57268. };
  57269. /**
  57270. * Unregisters an action to this action manager
  57271. * @param action defines the action to be unregistered
  57272. * @return a boolean indicating whether the action has been unregistered
  57273. */
  57274. ActionManager.prototype.unregisterAction = function (action) {
  57275. var index = this.actions.indexOf(action);
  57276. if (index !== -1) {
  57277. this.actions.splice(index, 1);
  57278. ActionManager.Triggers[action.trigger] -= 1;
  57279. if (ActionManager.Triggers[action.trigger] === 0) {
  57280. delete ActionManager.Triggers[action.trigger];
  57281. }
  57282. delete action._actionManager;
  57283. return true;
  57284. }
  57285. return false;
  57286. };
  57287. /**
  57288. * Process a specific trigger
  57289. * @param trigger defines the trigger to process
  57290. * @param evt defines the event details to be processed
  57291. */
  57292. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57293. for (var index = 0; index < this.actions.length; index++) {
  57294. var action = this.actions[index];
  57295. if (action.trigger === trigger) {
  57296. if (evt) {
  57297. if (trigger === ActionManager.OnKeyUpTrigger
  57298. || trigger === ActionManager.OnKeyDownTrigger) {
  57299. var parameter = action.getTriggerParameter();
  57300. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57301. if (!parameter.toLowerCase) {
  57302. continue;
  57303. }
  57304. var lowerCase = parameter.toLowerCase();
  57305. if (lowerCase !== evt.sourceEvent.key) {
  57306. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57307. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57308. if (actualkey !== lowerCase) {
  57309. continue;
  57310. }
  57311. }
  57312. }
  57313. }
  57314. }
  57315. action._executeCurrent(evt);
  57316. }
  57317. }
  57318. };
  57319. /** @hidden */
  57320. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57321. var properties = propertyPath.split(".");
  57322. for (var index = 0; index < properties.length - 1; index++) {
  57323. target = target[properties[index]];
  57324. }
  57325. return target;
  57326. };
  57327. /** @hidden */
  57328. ActionManager.prototype._getProperty = function (propertyPath) {
  57329. var properties = propertyPath.split(".");
  57330. return properties[properties.length - 1];
  57331. };
  57332. /**
  57333. * Serialize this manager to a JSON object
  57334. * @param name defines the property name to store this manager
  57335. * @returns a JSON representation of this manager
  57336. */
  57337. ActionManager.prototype.serialize = function (name) {
  57338. var root = {
  57339. children: new Array(),
  57340. name: name,
  57341. type: 3,
  57342. properties: new Array() // Empty for root but required
  57343. };
  57344. for (var i = 0; i < this.actions.length; i++) {
  57345. var triggerObject = {
  57346. type: 0,
  57347. children: new Array(),
  57348. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57349. properties: new Array()
  57350. };
  57351. var triggerOptions = this.actions[i].triggerOptions;
  57352. if (triggerOptions && typeof triggerOptions !== "number") {
  57353. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57354. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57355. }
  57356. else {
  57357. var parameter = {};
  57358. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57359. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57360. parameter._meshId = triggerOptions.parameter.mesh.id;
  57361. }
  57362. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57363. }
  57364. }
  57365. // Serialize child action, recursively
  57366. this.actions[i].serialize(triggerObject);
  57367. // Add serialized trigger
  57368. root.children.push(triggerObject);
  57369. }
  57370. return root;
  57371. };
  57372. /**
  57373. * Creates a new ActionManager from a JSON data
  57374. * @param parsedActions defines the JSON data to read from
  57375. * @param object defines the hosting mesh
  57376. * @param scene defines the hosting scene
  57377. */
  57378. ActionManager.Parse = function (parsedActions, object, scene) {
  57379. var actionManager = new ActionManager(scene);
  57380. if (object === null) {
  57381. scene.actionManager = actionManager;
  57382. }
  57383. else {
  57384. object.actionManager = actionManager;
  57385. }
  57386. // instanciate a new object
  57387. var instanciate = function (name, params) {
  57388. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57389. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57390. newInstance.constructor.apply(newInstance, params);
  57391. return newInstance;
  57392. };
  57393. var parseParameter = function (name, value, target, propertyPath) {
  57394. if (propertyPath === null) {
  57395. // String, boolean or float
  57396. var floatValue = parseFloat(value);
  57397. if (value === "true" || value === "false") {
  57398. return value === "true";
  57399. }
  57400. else {
  57401. return isNaN(floatValue) ? value : floatValue;
  57402. }
  57403. }
  57404. var effectiveTarget = propertyPath.split(".");
  57405. var values = value.split(",");
  57406. // Get effective Target
  57407. for (var i = 0; i < effectiveTarget.length; i++) {
  57408. target = target[effectiveTarget[i]];
  57409. }
  57410. // Return appropriate value with its type
  57411. if (typeof (target) === "boolean") {
  57412. return values[0] === "true";
  57413. }
  57414. if (typeof (target) === "string") {
  57415. return values[0];
  57416. }
  57417. // Parameters with multiple values such as Vector3 etc.
  57418. var split = new Array();
  57419. for (var i = 0; i < values.length; i++) {
  57420. split.push(parseFloat(values[i]));
  57421. }
  57422. if (target instanceof BABYLON.Vector3) {
  57423. return BABYLON.Vector3.FromArray(split);
  57424. }
  57425. if (target instanceof BABYLON.Vector4) {
  57426. return BABYLON.Vector4.FromArray(split);
  57427. }
  57428. if (target instanceof BABYLON.Color3) {
  57429. return BABYLON.Color3.FromArray(split);
  57430. }
  57431. if (target instanceof BABYLON.Color4) {
  57432. return BABYLON.Color4.FromArray(split);
  57433. }
  57434. return parseFloat(values[0]);
  57435. };
  57436. // traverse graph per trigger
  57437. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57438. if (combineArray === void 0) { combineArray = null; }
  57439. if (parsedAction.detached) {
  57440. return;
  57441. }
  57442. var parameters = new Array();
  57443. var target = null;
  57444. var propertyPath = null;
  57445. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57446. // Parameters
  57447. if (parsedAction.type === 2) {
  57448. parameters.push(actionManager);
  57449. }
  57450. else {
  57451. parameters.push(trigger);
  57452. }
  57453. if (combine) {
  57454. var actions = new Array();
  57455. for (var j = 0; j < parsedAction.combine.length; j++) {
  57456. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57457. }
  57458. parameters.push(actions);
  57459. }
  57460. else {
  57461. for (var i = 0; i < parsedAction.properties.length; i++) {
  57462. var value = parsedAction.properties[i].value;
  57463. var name = parsedAction.properties[i].name;
  57464. var targetType = parsedAction.properties[i].targetType;
  57465. if (name === "target") {
  57466. if (targetType !== null && targetType === "SceneProperties") {
  57467. value = target = scene;
  57468. }
  57469. else {
  57470. value = target = scene.getNodeByName(value);
  57471. }
  57472. }
  57473. else if (name === "parent") {
  57474. value = scene.getNodeByName(value);
  57475. }
  57476. else if (name === "sound") {
  57477. // Can not externalize to component, so only checks for the presence off the API.
  57478. if (scene.getSoundByName) {
  57479. value = scene.getSoundByName(value);
  57480. }
  57481. }
  57482. else if (name !== "propertyPath") {
  57483. if (parsedAction.type === 2 && name === "operator") {
  57484. value = BABYLON.ValueCondition[value];
  57485. }
  57486. else {
  57487. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57488. }
  57489. }
  57490. else {
  57491. propertyPath = value;
  57492. }
  57493. parameters.push(value);
  57494. }
  57495. }
  57496. if (combineArray === null) {
  57497. parameters.push(condition);
  57498. }
  57499. else {
  57500. parameters.push(null);
  57501. }
  57502. // If interpolate value action
  57503. if (parsedAction.name === "InterpolateValueAction") {
  57504. var param = parameters[parameters.length - 2];
  57505. parameters[parameters.length - 1] = param;
  57506. parameters[parameters.length - 2] = condition;
  57507. }
  57508. // Action or condition(s) and not CombineAction
  57509. var newAction = instanciate(parsedAction.name, parameters);
  57510. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57511. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57512. if (action) {
  57513. action.then(nothing);
  57514. }
  57515. else {
  57516. actionManager.registerAction(nothing);
  57517. }
  57518. action = nothing;
  57519. }
  57520. if (combineArray === null) {
  57521. if (newAction instanceof BABYLON.Condition) {
  57522. condition = newAction;
  57523. newAction = action;
  57524. }
  57525. else {
  57526. condition = null;
  57527. if (action) {
  57528. action.then(newAction);
  57529. }
  57530. else {
  57531. actionManager.registerAction(newAction);
  57532. }
  57533. }
  57534. }
  57535. else {
  57536. combineArray.push(newAction);
  57537. }
  57538. for (var i = 0; i < parsedAction.children.length; i++) {
  57539. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57540. }
  57541. };
  57542. // triggers
  57543. for (var i = 0; i < parsedActions.children.length; i++) {
  57544. var triggerParams;
  57545. var trigger = parsedActions.children[i];
  57546. if (trigger.properties.length > 0) {
  57547. var param = trigger.properties[0].value;
  57548. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57549. if (value._meshId) {
  57550. value.mesh = scene.getMeshByID(value._meshId);
  57551. }
  57552. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57553. }
  57554. else {
  57555. triggerParams = ActionManager[trigger.name];
  57556. }
  57557. for (var j = 0; j < trigger.children.length; j++) {
  57558. if (!trigger.detached) {
  57559. traverse(trigger.children[j], triggerParams, null, null);
  57560. }
  57561. }
  57562. }
  57563. };
  57564. /**
  57565. * Get a trigger name by index
  57566. * @param trigger defines the trigger index
  57567. * @returns a trigger name
  57568. */
  57569. ActionManager.GetTriggerName = function (trigger) {
  57570. switch (trigger) {
  57571. case 0: return "NothingTrigger";
  57572. case 1: return "OnPickTrigger";
  57573. case 2: return "OnLeftPickTrigger";
  57574. case 3: return "OnRightPickTrigger";
  57575. case 4: return "OnCenterPickTrigger";
  57576. case 5: return "OnPickDownTrigger";
  57577. case 6: return "OnPickUpTrigger";
  57578. case 7: return "OnLongPressTrigger";
  57579. case 8: return "OnPointerOverTrigger";
  57580. case 9: return "OnPointerOutTrigger";
  57581. case 10: return "OnEveryFrameTrigger";
  57582. case 11: return "OnIntersectionEnterTrigger";
  57583. case 12: return "OnIntersectionExitTrigger";
  57584. case 13: return "OnKeyDownTrigger";
  57585. case 14: return "OnKeyUpTrigger";
  57586. case 15: return "OnPickOutTrigger";
  57587. default: return "";
  57588. }
  57589. };
  57590. /**
  57591. * Nothing
  57592. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57593. */
  57594. ActionManager.NothingTrigger = 0;
  57595. /**
  57596. * On pick
  57597. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57598. */
  57599. ActionManager.OnPickTrigger = 1;
  57600. /**
  57601. * On left pick
  57602. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57603. */
  57604. ActionManager.OnLeftPickTrigger = 2;
  57605. /**
  57606. * On right pick
  57607. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57608. */
  57609. ActionManager.OnRightPickTrigger = 3;
  57610. /**
  57611. * On center pick
  57612. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57613. */
  57614. ActionManager.OnCenterPickTrigger = 4;
  57615. /**
  57616. * On pick down
  57617. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57618. */
  57619. ActionManager.OnPickDownTrigger = 5;
  57620. /**
  57621. * On double pick
  57622. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57623. */
  57624. ActionManager.OnDoublePickTrigger = 6;
  57625. /**
  57626. * On pick up
  57627. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57628. */
  57629. ActionManager.OnPickUpTrigger = 7;
  57630. /**
  57631. * On pick out.
  57632. * This trigger will only be raised if you also declared a OnPickDown
  57633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57634. */
  57635. ActionManager.OnPickOutTrigger = 16;
  57636. /**
  57637. * On long press
  57638. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57639. */
  57640. ActionManager.OnLongPressTrigger = 8;
  57641. /**
  57642. * On pointer over
  57643. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57644. */
  57645. ActionManager.OnPointerOverTrigger = 9;
  57646. /**
  57647. * On pointer out
  57648. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57649. */
  57650. ActionManager.OnPointerOutTrigger = 10;
  57651. /**
  57652. * On every frame
  57653. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57654. */
  57655. ActionManager.OnEveryFrameTrigger = 11;
  57656. /**
  57657. * On intersection enter
  57658. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57659. */
  57660. ActionManager.OnIntersectionEnterTrigger = 12;
  57661. /**
  57662. * On intersection exit
  57663. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57664. */
  57665. ActionManager.OnIntersectionExitTrigger = 13;
  57666. /**
  57667. * On key down
  57668. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57669. */
  57670. ActionManager.OnKeyDownTrigger = 14;
  57671. /**
  57672. * On key up
  57673. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57674. */
  57675. ActionManager.OnKeyUpTrigger = 15;
  57676. /** Gets the list of active triggers */
  57677. ActionManager.Triggers = {};
  57678. return ActionManager;
  57679. }());
  57680. BABYLON.ActionManager = ActionManager;
  57681. })(BABYLON || (BABYLON = {}));
  57682. //# sourceMappingURL=babylon.actionManager.js.map
  57683. var BABYLON;
  57684. (function (BABYLON) {
  57685. /**
  57686. * This defines an action responsible to change the value of a property
  57687. * by interpolating between its current value and the newly set one once triggered.
  57688. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57689. */
  57690. var InterpolateValueAction = /** @class */ (function (_super) {
  57691. __extends(InterpolateValueAction, _super);
  57692. /**
  57693. * Instantiate the action
  57694. * @param triggerOptions defines the trigger options
  57695. * @param target defines the object containing the value to interpolate
  57696. * @param propertyPath defines the path to the property in the target object
  57697. * @param value defines the target value at the end of the interpolation
  57698. * @param duration deines the time it will take for the property to interpolate to the value.
  57699. * @param condition defines the trigger related conditions
  57700. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57701. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57702. */
  57703. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57704. if (duration === void 0) { duration = 1000; }
  57705. var _this = _super.call(this, triggerOptions, condition) || this;
  57706. /**
  57707. * Defines the time it will take for the property to interpolate to the value.
  57708. */
  57709. _this.duration = 1000;
  57710. /**
  57711. * Observable triggered once the interpolation animation has been done.
  57712. */
  57713. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57714. _this.propertyPath = propertyPath;
  57715. _this.value = value;
  57716. _this.duration = duration;
  57717. _this.stopOtherAnimations = stopOtherAnimations;
  57718. _this.onInterpolationDone = onInterpolationDone;
  57719. _this._target = _this._effectiveTarget = target;
  57720. return _this;
  57721. }
  57722. /** @hidden */
  57723. InterpolateValueAction.prototype._prepare = function () {
  57724. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57725. this._property = this._getProperty(this.propertyPath);
  57726. };
  57727. /**
  57728. * Execute the action starts the value interpolation.
  57729. */
  57730. InterpolateValueAction.prototype.execute = function () {
  57731. var _this = this;
  57732. var scene = this._actionManager.getScene();
  57733. var keys = [
  57734. {
  57735. frame: 0,
  57736. value: this._effectiveTarget[this._property]
  57737. }, {
  57738. frame: 100,
  57739. value: this.value
  57740. }
  57741. ];
  57742. var dataType;
  57743. if (typeof this.value === "number") {
  57744. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57745. }
  57746. else if (this.value instanceof BABYLON.Color3) {
  57747. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57748. }
  57749. else if (this.value instanceof BABYLON.Vector3) {
  57750. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57751. }
  57752. else if (this.value instanceof BABYLON.Matrix) {
  57753. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57754. }
  57755. else if (this.value instanceof BABYLON.Quaternion) {
  57756. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57757. }
  57758. else {
  57759. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57760. return;
  57761. }
  57762. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57763. animation.setKeys(keys);
  57764. if (this.stopOtherAnimations) {
  57765. scene.stopAnimation(this._effectiveTarget);
  57766. }
  57767. var wrapper = function () {
  57768. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57769. if (_this.onInterpolationDone) {
  57770. _this.onInterpolationDone();
  57771. }
  57772. };
  57773. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57774. };
  57775. /**
  57776. * Serializes the actions and its related information.
  57777. * @param parent defines the object to serialize in
  57778. * @returns the serialized object
  57779. */
  57780. InterpolateValueAction.prototype.serialize = function (parent) {
  57781. return _super.prototype._serialize.call(this, {
  57782. name: "InterpolateValueAction",
  57783. properties: [
  57784. BABYLON.Action._GetTargetProperty(this._target),
  57785. { name: "propertyPath", value: this.propertyPath },
  57786. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57787. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57788. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57789. ]
  57790. }, parent);
  57791. };
  57792. return InterpolateValueAction;
  57793. }(BABYLON.Action));
  57794. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57795. })(BABYLON || (BABYLON = {}));
  57796. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57797. var BABYLON;
  57798. (function (BABYLON) {
  57799. /**
  57800. * This defines an action responsible to toggle a boolean once triggered.
  57801. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57802. */
  57803. var SwitchBooleanAction = /** @class */ (function (_super) {
  57804. __extends(SwitchBooleanAction, _super);
  57805. /**
  57806. * Instantiate the action
  57807. * @param triggerOptions defines the trigger options
  57808. * @param target defines the object containing the boolean
  57809. * @param propertyPath defines the path to the boolean property in the target object
  57810. * @param condition defines the trigger related conditions
  57811. */
  57812. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57813. var _this = _super.call(this, triggerOptions, condition) || this;
  57814. _this.propertyPath = propertyPath;
  57815. _this._target = _this._effectiveTarget = target;
  57816. return _this;
  57817. }
  57818. /** @hidden */
  57819. SwitchBooleanAction.prototype._prepare = function () {
  57820. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57821. this._property = this._getProperty(this.propertyPath);
  57822. };
  57823. /**
  57824. * Execute the action toggle the boolean value.
  57825. */
  57826. SwitchBooleanAction.prototype.execute = function () {
  57827. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57828. };
  57829. /**
  57830. * Serializes the actions and its related information.
  57831. * @param parent defines the object to serialize in
  57832. * @returns the serialized object
  57833. */
  57834. SwitchBooleanAction.prototype.serialize = function (parent) {
  57835. return _super.prototype._serialize.call(this, {
  57836. name: "SwitchBooleanAction",
  57837. properties: [
  57838. BABYLON.Action._GetTargetProperty(this._target),
  57839. { name: "propertyPath", value: this.propertyPath }
  57840. ]
  57841. }, parent);
  57842. };
  57843. return SwitchBooleanAction;
  57844. }(BABYLON.Action));
  57845. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57846. /**
  57847. * This defines an action responsible to set a the state field of the target
  57848. * to a desired value once triggered.
  57849. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57850. */
  57851. var SetStateAction = /** @class */ (function (_super) {
  57852. __extends(SetStateAction, _super);
  57853. /**
  57854. * Instantiate the action
  57855. * @param triggerOptions defines the trigger options
  57856. * @param target defines the object containing the state property
  57857. * @param value defines the value to store in the state field
  57858. * @param condition defines the trigger related conditions
  57859. */
  57860. function SetStateAction(triggerOptions, target, value, condition) {
  57861. var _this = _super.call(this, triggerOptions, condition) || this;
  57862. _this.value = value;
  57863. _this._target = target;
  57864. return _this;
  57865. }
  57866. /**
  57867. * Execute the action and store the value on the target state property.
  57868. */
  57869. SetStateAction.prototype.execute = function () {
  57870. this._target.state = this.value;
  57871. };
  57872. /**
  57873. * Serializes the actions and its related information.
  57874. * @param parent defines the object to serialize in
  57875. * @returns the serialized object
  57876. */
  57877. SetStateAction.prototype.serialize = function (parent) {
  57878. return _super.prototype._serialize.call(this, {
  57879. name: "SetStateAction",
  57880. properties: [
  57881. BABYLON.Action._GetTargetProperty(this._target),
  57882. { name: "value", value: this.value }
  57883. ]
  57884. }, parent);
  57885. };
  57886. return SetStateAction;
  57887. }(BABYLON.Action));
  57888. BABYLON.SetStateAction = SetStateAction;
  57889. /**
  57890. * This defines an action responsible to set a property of the target
  57891. * to a desired value once triggered.
  57892. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57893. */
  57894. var SetValueAction = /** @class */ (function (_super) {
  57895. __extends(SetValueAction, _super);
  57896. /**
  57897. * Instantiate the action
  57898. * @param triggerOptions defines the trigger options
  57899. * @param target defines the object containing the property
  57900. * @param propertyPath defines the path of the property to set in the target
  57901. * @param value defines the value to set in the property
  57902. * @param condition defines the trigger related conditions
  57903. */
  57904. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57905. var _this = _super.call(this, triggerOptions, condition) || this;
  57906. _this.propertyPath = propertyPath;
  57907. _this.value = value;
  57908. _this._target = _this._effectiveTarget = target;
  57909. return _this;
  57910. }
  57911. /** @hidden */
  57912. SetValueAction.prototype._prepare = function () {
  57913. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57914. this._property = this._getProperty(this.propertyPath);
  57915. };
  57916. /**
  57917. * Execute the action and set the targetted property to the desired value.
  57918. */
  57919. SetValueAction.prototype.execute = function () {
  57920. this._effectiveTarget[this._property] = this.value;
  57921. if (this._target.markAsDirty) {
  57922. this._target.markAsDirty(this._property);
  57923. }
  57924. };
  57925. /**
  57926. * Serializes the actions and its related information.
  57927. * @param parent defines the object to serialize in
  57928. * @returns the serialized object
  57929. */
  57930. SetValueAction.prototype.serialize = function (parent) {
  57931. return _super.prototype._serialize.call(this, {
  57932. name: "SetValueAction",
  57933. properties: [
  57934. BABYLON.Action._GetTargetProperty(this._target),
  57935. { name: "propertyPath", value: this.propertyPath },
  57936. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57937. ]
  57938. }, parent);
  57939. };
  57940. return SetValueAction;
  57941. }(BABYLON.Action));
  57942. BABYLON.SetValueAction = SetValueAction;
  57943. /**
  57944. * This defines an action responsible to increment the target value
  57945. * to a desired value once triggered.
  57946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57947. */
  57948. var IncrementValueAction = /** @class */ (function (_super) {
  57949. __extends(IncrementValueAction, _super);
  57950. /**
  57951. * Instantiate the action
  57952. * @param triggerOptions defines the trigger options
  57953. * @param target defines the object containing the property
  57954. * @param propertyPath defines the path of the property to increment in the target
  57955. * @param value defines the value value we should increment the property by
  57956. * @param condition defines the trigger related conditions
  57957. */
  57958. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57959. var _this = _super.call(this, triggerOptions, condition) || this;
  57960. _this.propertyPath = propertyPath;
  57961. _this.value = value;
  57962. _this._target = _this._effectiveTarget = target;
  57963. return _this;
  57964. }
  57965. /** @hidden */
  57966. IncrementValueAction.prototype._prepare = function () {
  57967. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57968. this._property = this._getProperty(this.propertyPath);
  57969. if (typeof this._effectiveTarget[this._property] !== "number") {
  57970. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57971. }
  57972. };
  57973. /**
  57974. * Execute the action and increment the target of the value amount.
  57975. */
  57976. IncrementValueAction.prototype.execute = function () {
  57977. this._effectiveTarget[this._property] += this.value;
  57978. if (this._target.markAsDirty) {
  57979. this._target.markAsDirty(this._property);
  57980. }
  57981. };
  57982. /**
  57983. * Serializes the actions and its related information.
  57984. * @param parent defines the object to serialize in
  57985. * @returns the serialized object
  57986. */
  57987. IncrementValueAction.prototype.serialize = function (parent) {
  57988. return _super.prototype._serialize.call(this, {
  57989. name: "IncrementValueAction",
  57990. properties: [
  57991. BABYLON.Action._GetTargetProperty(this._target),
  57992. { name: "propertyPath", value: this.propertyPath },
  57993. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57994. ]
  57995. }, parent);
  57996. };
  57997. return IncrementValueAction;
  57998. }(BABYLON.Action));
  57999. BABYLON.IncrementValueAction = IncrementValueAction;
  58000. /**
  58001. * This defines an action responsible to start an animation once triggered.
  58002. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58003. */
  58004. var PlayAnimationAction = /** @class */ (function (_super) {
  58005. __extends(PlayAnimationAction, _super);
  58006. /**
  58007. * Instantiate the action
  58008. * @param triggerOptions defines the trigger options
  58009. * @param target defines the target animation or animation name
  58010. * @param from defines from where the animation should start (animation frame)
  58011. * @param end defines where the animation should stop (animation frame)
  58012. * @param loop defines if the animation should loop or stop after the first play
  58013. * @param condition defines the trigger related conditions
  58014. */
  58015. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58016. var _this = _super.call(this, triggerOptions, condition) || this;
  58017. _this.from = from;
  58018. _this.to = to;
  58019. _this.loop = loop;
  58020. _this._target = target;
  58021. return _this;
  58022. }
  58023. /** @hidden */
  58024. PlayAnimationAction.prototype._prepare = function () {
  58025. };
  58026. /**
  58027. * Execute the action and play the animation.
  58028. */
  58029. PlayAnimationAction.prototype.execute = function () {
  58030. var scene = this._actionManager.getScene();
  58031. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58032. };
  58033. /**
  58034. * Serializes the actions and its related information.
  58035. * @param parent defines the object to serialize in
  58036. * @returns the serialized object
  58037. */
  58038. PlayAnimationAction.prototype.serialize = function (parent) {
  58039. return _super.prototype._serialize.call(this, {
  58040. name: "PlayAnimationAction",
  58041. properties: [
  58042. BABYLON.Action._GetTargetProperty(this._target),
  58043. { name: "from", value: String(this.from) },
  58044. { name: "to", value: String(this.to) },
  58045. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58046. ]
  58047. }, parent);
  58048. };
  58049. return PlayAnimationAction;
  58050. }(BABYLON.Action));
  58051. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58052. /**
  58053. * This defines an action responsible to stop an animation once triggered.
  58054. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58055. */
  58056. var StopAnimationAction = /** @class */ (function (_super) {
  58057. __extends(StopAnimationAction, _super);
  58058. /**
  58059. * Instantiate the action
  58060. * @param triggerOptions defines the trigger options
  58061. * @param target defines the target animation or animation name
  58062. * @param condition defines the trigger related conditions
  58063. */
  58064. function StopAnimationAction(triggerOptions, target, condition) {
  58065. var _this = _super.call(this, triggerOptions, condition) || this;
  58066. _this._target = target;
  58067. return _this;
  58068. }
  58069. /** @hidden */
  58070. StopAnimationAction.prototype._prepare = function () {
  58071. };
  58072. /**
  58073. * Execute the action and stop the animation.
  58074. */
  58075. StopAnimationAction.prototype.execute = function () {
  58076. var scene = this._actionManager.getScene();
  58077. scene.stopAnimation(this._target);
  58078. };
  58079. /**
  58080. * Serializes the actions and its related information.
  58081. * @param parent defines the object to serialize in
  58082. * @returns the serialized object
  58083. */
  58084. StopAnimationAction.prototype.serialize = function (parent) {
  58085. return _super.prototype._serialize.call(this, {
  58086. name: "StopAnimationAction",
  58087. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58088. }, parent);
  58089. };
  58090. return StopAnimationAction;
  58091. }(BABYLON.Action));
  58092. BABYLON.StopAnimationAction = StopAnimationAction;
  58093. /**
  58094. * This defines an action responsible that does nothing once triggered.
  58095. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58096. */
  58097. var DoNothingAction = /** @class */ (function (_super) {
  58098. __extends(DoNothingAction, _super);
  58099. /**
  58100. * Instantiate the action
  58101. * @param triggerOptions defines the trigger options
  58102. * @param condition defines the trigger related conditions
  58103. */
  58104. function DoNothingAction(triggerOptions, condition) {
  58105. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58106. return _super.call(this, triggerOptions, condition) || this;
  58107. }
  58108. /**
  58109. * Execute the action and do nothing.
  58110. */
  58111. DoNothingAction.prototype.execute = function () {
  58112. };
  58113. /**
  58114. * Serializes the actions and its related information.
  58115. * @param parent defines the object to serialize in
  58116. * @returns the serialized object
  58117. */
  58118. DoNothingAction.prototype.serialize = function (parent) {
  58119. return _super.prototype._serialize.call(this, {
  58120. name: "DoNothingAction",
  58121. properties: []
  58122. }, parent);
  58123. };
  58124. return DoNothingAction;
  58125. }(BABYLON.Action));
  58126. BABYLON.DoNothingAction = DoNothingAction;
  58127. /**
  58128. * This defines an action responsible to trigger several actions once triggered.
  58129. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58130. */
  58131. var CombineAction = /** @class */ (function (_super) {
  58132. __extends(CombineAction, _super);
  58133. /**
  58134. * Instantiate the action
  58135. * @param triggerOptions defines the trigger options
  58136. * @param children defines the list of aggregated animations to run
  58137. * @param condition defines the trigger related conditions
  58138. */
  58139. function CombineAction(triggerOptions, children, condition) {
  58140. var _this = _super.call(this, triggerOptions, condition) || this;
  58141. _this.children = children;
  58142. return _this;
  58143. }
  58144. /** @hidden */
  58145. CombineAction.prototype._prepare = function () {
  58146. for (var index = 0; index < this.children.length; index++) {
  58147. this.children[index]._actionManager = this._actionManager;
  58148. this.children[index]._prepare();
  58149. }
  58150. };
  58151. /**
  58152. * Execute the action and executes all the aggregated actions.
  58153. */
  58154. CombineAction.prototype.execute = function (evt) {
  58155. for (var index = 0; index < this.children.length; index++) {
  58156. this.children[index].execute(evt);
  58157. }
  58158. };
  58159. /**
  58160. * Serializes the actions and its related information.
  58161. * @param parent defines the object to serialize in
  58162. * @returns the serialized object
  58163. */
  58164. CombineAction.prototype.serialize = function (parent) {
  58165. var serializationObject = _super.prototype._serialize.call(this, {
  58166. name: "CombineAction",
  58167. properties: [],
  58168. combine: []
  58169. }, parent);
  58170. for (var i = 0; i < this.children.length; i++) {
  58171. serializationObject.combine.push(this.children[i].serialize(null));
  58172. }
  58173. return serializationObject;
  58174. };
  58175. return CombineAction;
  58176. }(BABYLON.Action));
  58177. BABYLON.CombineAction = CombineAction;
  58178. /**
  58179. * This defines an action responsible to run code (external event) once triggered.
  58180. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58181. */
  58182. var ExecuteCodeAction = /** @class */ (function (_super) {
  58183. __extends(ExecuteCodeAction, _super);
  58184. /**
  58185. * Instantiate the action
  58186. * @param triggerOptions defines the trigger options
  58187. * @param func defines the callback function to run
  58188. * @param condition defines the trigger related conditions
  58189. */
  58190. function ExecuteCodeAction(triggerOptions, func, condition) {
  58191. var _this = _super.call(this, triggerOptions, condition) || this;
  58192. _this.func = func;
  58193. return _this;
  58194. }
  58195. /**
  58196. * Execute the action and run the attached code.
  58197. */
  58198. ExecuteCodeAction.prototype.execute = function (evt) {
  58199. this.func(evt);
  58200. };
  58201. return ExecuteCodeAction;
  58202. }(BABYLON.Action));
  58203. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58204. /**
  58205. * This defines an action responsible to set the parent property of the target once triggered.
  58206. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58207. */
  58208. var SetParentAction = /** @class */ (function (_super) {
  58209. __extends(SetParentAction, _super);
  58210. /**
  58211. * Instantiate the action
  58212. * @param triggerOptions defines the trigger options
  58213. * @param target defines the target containing the parent property
  58214. * @param parent defines from where the animation should start (animation frame)
  58215. * @param condition defines the trigger related conditions
  58216. */
  58217. function SetParentAction(triggerOptions, target, parent, condition) {
  58218. var _this = _super.call(this, triggerOptions, condition) || this;
  58219. _this._target = target;
  58220. _this._parent = parent;
  58221. return _this;
  58222. }
  58223. /** @hidden */
  58224. SetParentAction.prototype._prepare = function () {
  58225. };
  58226. /**
  58227. * Execute the action and set the parent property.
  58228. */
  58229. SetParentAction.prototype.execute = function () {
  58230. if (this._target.parent === this._parent) {
  58231. return;
  58232. }
  58233. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58234. invertParentWorldMatrix.invert();
  58235. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58236. this._target.parent = this._parent;
  58237. };
  58238. /**
  58239. * Serializes the actions and its related information.
  58240. * @param parent defines the object to serialize in
  58241. * @returns the serialized object
  58242. */
  58243. SetParentAction.prototype.serialize = function (parent) {
  58244. return _super.prototype._serialize.call(this, {
  58245. name: "SetParentAction",
  58246. properties: [
  58247. BABYLON.Action._GetTargetProperty(this._target),
  58248. BABYLON.Action._GetTargetProperty(this._parent),
  58249. ]
  58250. }, parent);
  58251. };
  58252. return SetParentAction;
  58253. }(BABYLON.Action));
  58254. BABYLON.SetParentAction = SetParentAction;
  58255. })(BABYLON || (BABYLON = {}));
  58256. //# sourceMappingURL=babylon.directActions.js.map
  58257. var BABYLON;
  58258. (function (BABYLON) {
  58259. /**
  58260. * Class used to manage multiple sprites on the same spritesheet
  58261. * @see http://doc.babylonjs.com/babylon101/sprites
  58262. */
  58263. var SpriteManager = /** @class */ (function () {
  58264. /**
  58265. * Creates a new sprite manager
  58266. * @param name defines the manager's name
  58267. * @param imgUrl defines the sprite sheet url
  58268. * @param capacity defines the maximum allowed number of sprites
  58269. * @param cellSize defines the size of a sprite cell
  58270. * @param scene defines the hosting scene
  58271. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58272. * @param samplingMode defines the smapling mode to use with spritesheet
  58273. */
  58274. function SpriteManager(
  58275. /** defines the manager's name */
  58276. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58277. if (epsilon === void 0) { epsilon = 0.01; }
  58278. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58279. this.name = name;
  58280. /** Gets the list of sprites */
  58281. this.sprites = new Array();
  58282. /** Gets or sets the rendering group id (0 by default) */
  58283. this.renderingGroupId = 0;
  58284. /** Gets or sets camera layer mask */
  58285. this.layerMask = 0x0FFFFFFF;
  58286. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58287. this.fogEnabled = true;
  58288. /** Gets or sets a boolean indicating if the sprites are pickable */
  58289. this.isPickable = false;
  58290. /**
  58291. * An event triggered when the manager is disposed.
  58292. */
  58293. this.onDisposeObservable = new BABYLON.Observable();
  58294. this._vertexBuffers = {};
  58295. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58296. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58297. }
  58298. this._capacity = capacity;
  58299. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58300. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58301. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58302. if (cellSize.width && cellSize.height) {
  58303. this.cellWidth = cellSize.width;
  58304. this.cellHeight = cellSize.height;
  58305. }
  58306. else if (cellSize !== undefined) {
  58307. this.cellWidth = cellSize;
  58308. this.cellHeight = cellSize;
  58309. }
  58310. else {
  58311. return;
  58312. }
  58313. this._epsilon = epsilon;
  58314. this._scene = scene;
  58315. this._scene.spriteManagers.push(this);
  58316. var indices = [];
  58317. var index = 0;
  58318. for (var count = 0; count < capacity; count++) {
  58319. indices.push(index);
  58320. indices.push(index + 1);
  58321. indices.push(index + 2);
  58322. indices.push(index);
  58323. indices.push(index + 2);
  58324. indices.push(index + 3);
  58325. index += 4;
  58326. }
  58327. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58328. // VBO
  58329. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58330. this._vertexData = new Float32Array(capacity * 16 * 4);
  58331. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58332. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58333. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58334. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58335. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58336. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58337. this._vertexBuffers["options"] = options;
  58338. this._vertexBuffers["cellInfo"] = cellInfo;
  58339. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58340. // Effects
  58341. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58342. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58343. }
  58344. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58345. /**
  58346. * Callback called when the manager is disposed
  58347. */
  58348. set: function (callback) {
  58349. if (this._onDisposeObserver) {
  58350. this.onDisposeObservable.remove(this._onDisposeObserver);
  58351. }
  58352. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58353. },
  58354. enumerable: true,
  58355. configurable: true
  58356. });
  58357. Object.defineProperty(SpriteManager.prototype, "texture", {
  58358. /**
  58359. * Gets or sets the spritesheet texture
  58360. */
  58361. get: function () {
  58362. return this._spriteTexture;
  58363. },
  58364. set: function (value) {
  58365. this._spriteTexture = value;
  58366. },
  58367. enumerable: true,
  58368. configurable: true
  58369. });
  58370. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58371. var arrayOffset = index * 16;
  58372. if (offsetX === 0) {
  58373. offsetX = this._epsilon;
  58374. }
  58375. else if (offsetX === 1) {
  58376. offsetX = 1 - this._epsilon;
  58377. }
  58378. if (offsetY === 0) {
  58379. offsetY = this._epsilon;
  58380. }
  58381. else if (offsetY === 1) {
  58382. offsetY = 1 - this._epsilon;
  58383. }
  58384. this._vertexData[arrayOffset] = sprite.position.x;
  58385. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58386. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58387. this._vertexData[arrayOffset + 3] = sprite.angle;
  58388. this._vertexData[arrayOffset + 4] = sprite.width;
  58389. this._vertexData[arrayOffset + 5] = sprite.height;
  58390. this._vertexData[arrayOffset + 6] = offsetX;
  58391. this._vertexData[arrayOffset + 7] = offsetY;
  58392. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58393. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58394. var offset = (sprite.cellIndex / rowSize) >> 0;
  58395. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58396. this._vertexData[arrayOffset + 11] = offset;
  58397. // Color
  58398. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58399. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58400. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58401. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58402. };
  58403. /**
  58404. * Intersects the sprites with a ray
  58405. * @param ray defines the ray to intersect with
  58406. * @param camera defines the current active camera
  58407. * @param predicate defines a predicate used to select candidate sprites
  58408. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58409. * @returns null if no hit or a PickingInfo
  58410. */
  58411. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58412. var count = Math.min(this._capacity, this.sprites.length);
  58413. var min = BABYLON.Vector3.Zero();
  58414. var max = BABYLON.Vector3.Zero();
  58415. var distance = Number.MAX_VALUE;
  58416. var currentSprite = null;
  58417. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58418. var cameraView = camera.getViewMatrix();
  58419. for (var index = 0; index < count; index++) {
  58420. var sprite = this.sprites[index];
  58421. if (!sprite) {
  58422. continue;
  58423. }
  58424. if (predicate) {
  58425. if (!predicate(sprite)) {
  58426. continue;
  58427. }
  58428. }
  58429. else if (!sprite.isPickable) {
  58430. continue;
  58431. }
  58432. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58433. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58434. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58435. if (ray.intersectsBoxMinMax(min, max)) {
  58436. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58437. if (distance > currentDistance) {
  58438. distance = currentDistance;
  58439. currentSprite = sprite;
  58440. if (fastCheck) {
  58441. break;
  58442. }
  58443. }
  58444. }
  58445. }
  58446. if (currentSprite) {
  58447. var result = new BABYLON.PickingInfo();
  58448. result.hit = true;
  58449. result.pickedSprite = currentSprite;
  58450. result.distance = distance;
  58451. return result;
  58452. }
  58453. return null;
  58454. };
  58455. /**
  58456. * Render all child sprites
  58457. */
  58458. SpriteManager.prototype.render = function () {
  58459. // Check
  58460. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58461. return;
  58462. }
  58463. var engine = this._scene.getEngine();
  58464. var baseSize = this._spriteTexture.getBaseSize();
  58465. // Sprites
  58466. var deltaTime = engine.getDeltaTime();
  58467. var max = Math.min(this._capacity, this.sprites.length);
  58468. var rowSize = baseSize.width / this.cellWidth;
  58469. var offset = 0;
  58470. for (var index = 0; index < max; index++) {
  58471. var sprite = this.sprites[index];
  58472. if (!sprite || !sprite.isVisible) {
  58473. continue;
  58474. }
  58475. sprite._animate(deltaTime);
  58476. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58477. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58478. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58479. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58480. }
  58481. this._buffer.update(this._vertexData);
  58482. // Render
  58483. var effect = this._effectBase;
  58484. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58485. effect = this._effectFog;
  58486. }
  58487. engine.enableEffect(effect);
  58488. var viewMatrix = this._scene.getViewMatrix();
  58489. effect.setTexture("diffuseSampler", this._spriteTexture);
  58490. effect.setMatrix("view", viewMatrix);
  58491. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58492. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58493. // Fog
  58494. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58495. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58496. effect.setColor3("vFogColor", this._scene.fogColor);
  58497. }
  58498. // VBOs
  58499. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58500. // Draw order
  58501. engine.setDepthFunctionToLessOrEqual();
  58502. effect.setBool("alphaTest", true);
  58503. engine.setColorWrite(false);
  58504. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58505. engine.setColorWrite(true);
  58506. effect.setBool("alphaTest", false);
  58507. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58508. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58509. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58510. };
  58511. /**
  58512. * Release associated resources
  58513. */
  58514. SpriteManager.prototype.dispose = function () {
  58515. if (this._buffer) {
  58516. this._buffer.dispose();
  58517. this._buffer = null;
  58518. }
  58519. if (this._indexBuffer) {
  58520. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58521. this._indexBuffer = null;
  58522. }
  58523. if (this._spriteTexture) {
  58524. this._spriteTexture.dispose();
  58525. this._spriteTexture = null;
  58526. }
  58527. // Remove from scene
  58528. var index = this._scene.spriteManagers.indexOf(this);
  58529. this._scene.spriteManagers.splice(index, 1);
  58530. // Callback
  58531. this.onDisposeObservable.notifyObservers(this);
  58532. this.onDisposeObservable.clear();
  58533. };
  58534. return SpriteManager;
  58535. }());
  58536. BABYLON.SpriteManager = SpriteManager;
  58537. })(BABYLON || (BABYLON = {}));
  58538. //# sourceMappingURL=babylon.spriteManager.js.map
  58539. var BABYLON;
  58540. (function (BABYLON) {
  58541. /**
  58542. * Class used to represent a sprite
  58543. * @see http://doc.babylonjs.com/babylon101/sprites
  58544. */
  58545. var Sprite = /** @class */ (function () {
  58546. /**
  58547. * Creates a new Sprite
  58548. * @param name defines the name
  58549. * @param manager defines the manager
  58550. */
  58551. function Sprite(
  58552. /** defines the name */
  58553. name, manager) {
  58554. this.name = name;
  58555. /** Gets or sets the main color */
  58556. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58557. /** Gets or sets the width */
  58558. this.width = 1.0;
  58559. /** Gets or sets the height */
  58560. this.height = 1.0;
  58561. /** Gets or sets rotation angle */
  58562. this.angle = 0;
  58563. /** Gets or sets the cell index in the sprite sheet */
  58564. this.cellIndex = 0;
  58565. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58566. this.invertU = 0;
  58567. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58568. this.invertV = 0;
  58569. /** Gets the list of attached animations */
  58570. this.animations = new Array();
  58571. /** Gets or sets a boolean indicating if the sprite can be picked */
  58572. this.isPickable = false;
  58573. this._animationStarted = false;
  58574. this._loopAnimation = false;
  58575. this._fromIndex = 0;
  58576. this._toIndex = 0;
  58577. this._delay = 0;
  58578. this._direction = 1;
  58579. this._time = 0;
  58580. /**
  58581. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58582. */
  58583. this.isVisible = true;
  58584. this._manager = manager;
  58585. this._manager.sprites.push(this);
  58586. this.position = BABYLON.Vector3.Zero();
  58587. }
  58588. Object.defineProperty(Sprite.prototype, "size", {
  58589. /**
  58590. * Gets or sets the sprite size
  58591. */
  58592. get: function () {
  58593. return this.width;
  58594. },
  58595. set: function (value) {
  58596. this.width = value;
  58597. this.height = value;
  58598. },
  58599. enumerable: true,
  58600. configurable: true
  58601. });
  58602. /**
  58603. * Starts an animation
  58604. * @param from defines the initial key
  58605. * @param to defines the end key
  58606. * @param loop defines if the animation must loop
  58607. * @param delay defines the start delay (in ms)
  58608. * @param onAnimationEnd defines a callback to call when animation ends
  58609. */
  58610. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58611. this._fromIndex = from;
  58612. this._toIndex = to;
  58613. this._loopAnimation = loop;
  58614. this._delay = delay;
  58615. this._animationStarted = true;
  58616. this._direction = from < to ? 1 : -1;
  58617. this.cellIndex = from;
  58618. this._time = 0;
  58619. this._onAnimationEnd = onAnimationEnd;
  58620. };
  58621. /** Stops current animation (if any) */
  58622. Sprite.prototype.stopAnimation = function () {
  58623. this._animationStarted = false;
  58624. };
  58625. /** @hidden */
  58626. Sprite.prototype._animate = function (deltaTime) {
  58627. if (!this._animationStarted) {
  58628. return;
  58629. }
  58630. this._time += deltaTime;
  58631. if (this._time > this._delay) {
  58632. this._time = this._time % this._delay;
  58633. this.cellIndex += this._direction;
  58634. if (this.cellIndex > this._toIndex) {
  58635. if (this._loopAnimation) {
  58636. this.cellIndex = this._fromIndex;
  58637. }
  58638. else {
  58639. this.cellIndex = this._toIndex;
  58640. this._animationStarted = false;
  58641. if (this._onAnimationEnd) {
  58642. this._onAnimationEnd();
  58643. }
  58644. if (this.disposeWhenFinishedAnimating) {
  58645. this.dispose();
  58646. }
  58647. }
  58648. }
  58649. }
  58650. };
  58651. /** Release associated resources */
  58652. Sprite.prototype.dispose = function () {
  58653. for (var i = 0; i < this._manager.sprites.length; i++) {
  58654. if (this._manager.sprites[i] == this) {
  58655. this._manager.sprites.splice(i, 1);
  58656. }
  58657. }
  58658. };
  58659. return Sprite;
  58660. }());
  58661. BABYLON.Sprite = Sprite;
  58662. })(BABYLON || (BABYLON = {}));
  58663. //# sourceMappingURL=babylon.sprite.js.map
  58664. var BABYLON;
  58665. (function (BABYLON) {
  58666. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58667. if (!BABYLON.PickingInfo) {
  58668. return null;
  58669. }
  58670. var pickingInfo = null;
  58671. if (!camera) {
  58672. if (!this.activeCamera) {
  58673. return null;
  58674. }
  58675. camera = this.activeCamera;
  58676. }
  58677. if (this.spriteManagers.length > 0) {
  58678. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58679. var spriteManager = this.spriteManagers[spriteIndex];
  58680. if (!spriteManager.isPickable) {
  58681. continue;
  58682. }
  58683. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58684. if (!result || !result.hit) {
  58685. continue;
  58686. }
  58687. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58688. continue;
  58689. }
  58690. pickingInfo = result;
  58691. if (fastCheck) {
  58692. break;
  58693. }
  58694. }
  58695. }
  58696. return pickingInfo || new BABYLON.PickingInfo();
  58697. };
  58698. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58699. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58700. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58701. };
  58702. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58703. if (!this._tempSpritePickingRay) {
  58704. return null;
  58705. }
  58706. if (!camera) {
  58707. if (!this.activeCamera) {
  58708. return null;
  58709. }
  58710. camera = this.activeCamera;
  58711. }
  58712. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58713. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58714. };
  58715. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58716. if (this._pointerOverSprite === sprite) {
  58717. return;
  58718. }
  58719. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58720. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58721. }
  58722. this._pointerOverSprite = sprite;
  58723. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58724. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58725. }
  58726. };
  58727. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58728. return this._pointerOverSprite;
  58729. };
  58730. /**
  58731. * Defines the sprite scene component responsible to manage sprites
  58732. * in a given scene.
  58733. */
  58734. var SpriteSceneComponent = /** @class */ (function () {
  58735. /**
  58736. * Creates a new instance of the component for the given scene
  58737. * @param scene Defines the scene to register the component in
  58738. */
  58739. function SpriteSceneComponent(scene) {
  58740. /**
  58741. * The component name helpfull to identify the component in the list of scene components.
  58742. */
  58743. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58744. this.scene = scene;
  58745. this.scene.spriteManagers = new Array();
  58746. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58747. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58748. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58749. this._spritePredicate = function (sprite) {
  58750. if (!sprite.actionManager) {
  58751. return false;
  58752. }
  58753. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58754. };
  58755. }
  58756. /**
  58757. * Registers the component in a given scene
  58758. */
  58759. SpriteSceneComponent.prototype.register = function () {
  58760. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58761. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58762. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58763. };
  58764. /**
  58765. * Rebuilds the elements related to this component in case of
  58766. * context lost for instance.
  58767. */
  58768. SpriteSceneComponent.prototype.rebuild = function () {
  58769. /** Nothing to do for sprites */
  58770. };
  58771. /**
  58772. * Disposes the component and the associated ressources.
  58773. */
  58774. SpriteSceneComponent.prototype.dispose = function () {
  58775. this.scene.onBeforeSpritesRenderingObservable.clear();
  58776. this.scene.onAfterSpritesRenderingObservable.clear();
  58777. var spriteManagers = this.scene.spriteManagers;
  58778. while (spriteManagers.length) {
  58779. spriteManagers[0].dispose();
  58780. }
  58781. };
  58782. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58783. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58784. if (result) {
  58785. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58786. }
  58787. return result;
  58788. };
  58789. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58790. var scene = this.scene;
  58791. if (isMeshPicked) {
  58792. scene.setPointerOverSprite(null);
  58793. }
  58794. else {
  58795. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58796. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58797. scene.setPointerOverSprite(pickResult.pickedSprite);
  58798. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58799. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58800. }
  58801. else {
  58802. canvas.style.cursor = scene.hoverCursor;
  58803. }
  58804. }
  58805. else {
  58806. scene.setPointerOverSprite(null);
  58807. }
  58808. }
  58809. return pickResult;
  58810. };
  58811. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58812. var scene = this.scene;
  58813. scene._pickedDownSprite = null;
  58814. if (scene.spriteManagers.length > 0) {
  58815. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58816. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58817. if (pickResult.pickedSprite.actionManager) {
  58818. scene._pickedDownSprite = pickResult.pickedSprite;
  58819. switch (evt.button) {
  58820. case 0:
  58821. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58822. break;
  58823. case 1:
  58824. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58825. break;
  58826. case 2:
  58827. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58828. break;
  58829. }
  58830. if (pickResult.pickedSprite.actionManager) {
  58831. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58832. }
  58833. }
  58834. }
  58835. }
  58836. return pickResult;
  58837. };
  58838. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58839. var scene = this.scene;
  58840. if (scene.spriteManagers.length > 0) {
  58841. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58842. if (spritePickResult) {
  58843. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58844. if (spritePickResult.pickedSprite.actionManager) {
  58845. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58846. if (spritePickResult.pickedSprite.actionManager) {
  58847. if (!this.scene._isPointerSwiping()) {
  58848. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58849. }
  58850. }
  58851. }
  58852. }
  58853. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58854. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58855. }
  58856. }
  58857. }
  58858. return pickResult;
  58859. };
  58860. return SpriteSceneComponent;
  58861. }());
  58862. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58863. })(BABYLON || (BABYLON = {}));
  58864. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58865. var BABYLON;
  58866. (function (BABYLON) {
  58867. /**
  58868. * @hidden
  58869. */
  58870. var IntersectionInfo = /** @class */ (function () {
  58871. function IntersectionInfo(bu, bv, distance) {
  58872. this.bu = bu;
  58873. this.bv = bv;
  58874. this.distance = distance;
  58875. this.faceId = 0;
  58876. this.subMeshId = 0;
  58877. }
  58878. return IntersectionInfo;
  58879. }());
  58880. BABYLON.IntersectionInfo = IntersectionInfo;
  58881. /**
  58882. * Information about the result of picking within a scene
  58883. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58884. */
  58885. var PickingInfo = /** @class */ (function () {
  58886. function PickingInfo() {
  58887. /**
  58888. * If the pick collided with an object
  58889. */
  58890. this.hit = false;
  58891. /**
  58892. * Distance away where the pick collided
  58893. */
  58894. this.distance = 0;
  58895. /**
  58896. * The location of pick collision
  58897. */
  58898. this.pickedPoint = null;
  58899. /**
  58900. * The mesh corresponding the the pick collision
  58901. */
  58902. this.pickedMesh = null;
  58903. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58904. this.bu = 0;
  58905. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58906. this.bv = 0;
  58907. /** The id of the face on the mesh that was picked */
  58908. this.faceId = -1;
  58909. /** Id of the the submesh that was picked */
  58910. this.subMeshId = 0;
  58911. /** If a sprite was picked, this will be the sprite the pick collided with */
  58912. this.pickedSprite = null;
  58913. /**
  58914. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58915. */
  58916. this.originMesh = null;
  58917. /**
  58918. * The ray that was used to perform the picking.
  58919. */
  58920. this.ray = null;
  58921. }
  58922. /**
  58923. * Gets the normal correspodning to the face the pick collided with
  58924. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58925. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58926. * @returns The normal correspodning to the face the pick collided with
  58927. */
  58928. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58929. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58930. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58931. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58932. return null;
  58933. }
  58934. var indices = this.pickedMesh.getIndices();
  58935. if (!indices) {
  58936. return null;
  58937. }
  58938. var result;
  58939. if (useVerticesNormals) {
  58940. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58941. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58942. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58943. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58944. normal0 = normal0.scale(this.bu);
  58945. normal1 = normal1.scale(this.bv);
  58946. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58947. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58948. }
  58949. else {
  58950. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58951. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58952. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58953. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58954. var p1p2 = vertex1.subtract(vertex2);
  58955. var p3p2 = vertex3.subtract(vertex2);
  58956. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58957. }
  58958. if (useWorldCoordinates) {
  58959. var wm = this.pickedMesh.getWorldMatrix();
  58960. if (this.pickedMesh.nonUniformScaling) {
  58961. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58962. wm = BABYLON.Tmp.Matrix[0];
  58963. wm.setTranslationFromFloats(0, 0, 0);
  58964. wm.invert();
  58965. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58966. wm = BABYLON.Tmp.Matrix[1];
  58967. }
  58968. result = BABYLON.Vector3.TransformNormal(result, wm);
  58969. }
  58970. result.normalize();
  58971. return result;
  58972. };
  58973. /**
  58974. * Gets the texture coordinates of where the pick occured
  58975. * @returns the vector containing the coordnates of the texture
  58976. */
  58977. PickingInfo.prototype.getTextureCoordinates = function () {
  58978. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58979. return null;
  58980. }
  58981. var indices = this.pickedMesh.getIndices();
  58982. if (!indices) {
  58983. return null;
  58984. }
  58985. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58986. if (!uvs) {
  58987. return null;
  58988. }
  58989. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58990. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58991. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58992. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58993. uv1 = uv1.scale(this.bu);
  58994. uv2 = uv2.scale(this.bv);
  58995. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58996. };
  58997. return PickingInfo;
  58998. }());
  58999. BABYLON.PickingInfo = PickingInfo;
  59000. })(BABYLON || (BABYLON = {}));
  59001. //# sourceMappingURL=babylon.pickingInfo.js.map
  59002. var BABYLON;
  59003. (function (BABYLON) {
  59004. /**
  59005. * Class representing a ray with position and direction
  59006. */
  59007. var Ray = /** @class */ (function () {
  59008. /**
  59009. * Creates a new ray
  59010. * @param origin origin point
  59011. * @param direction direction
  59012. * @param length length of the ray
  59013. */
  59014. function Ray(
  59015. /** origin point */
  59016. origin,
  59017. /** direction */
  59018. direction,
  59019. /** length of the ray */
  59020. length) {
  59021. if (length === void 0) { length = Number.MAX_VALUE; }
  59022. this.origin = origin;
  59023. this.direction = direction;
  59024. this.length = length;
  59025. }
  59026. // Methods
  59027. /**
  59028. * Checks if the ray intersects a box
  59029. * @param minimum bound of the box
  59030. * @param maximum bound of the box
  59031. * @param intersectionTreshold extra extend to be added to the box in all direction
  59032. * @returns if the box was hit
  59033. */
  59034. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59035. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59036. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59037. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59038. var d = 0.0;
  59039. var maxValue = Number.MAX_VALUE;
  59040. var inv;
  59041. var min;
  59042. var max;
  59043. var temp;
  59044. if (Math.abs(this.direction.x) < 0.0000001) {
  59045. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59046. return false;
  59047. }
  59048. }
  59049. else {
  59050. inv = 1.0 / this.direction.x;
  59051. min = (newMinimum.x - this.origin.x) * inv;
  59052. max = (newMaximum.x - this.origin.x) * inv;
  59053. if (max === -Infinity) {
  59054. max = Infinity;
  59055. }
  59056. if (min > max) {
  59057. temp = min;
  59058. min = max;
  59059. max = temp;
  59060. }
  59061. d = Math.max(min, d);
  59062. maxValue = Math.min(max, maxValue);
  59063. if (d > maxValue) {
  59064. return false;
  59065. }
  59066. }
  59067. if (Math.abs(this.direction.y) < 0.0000001) {
  59068. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59069. return false;
  59070. }
  59071. }
  59072. else {
  59073. inv = 1.0 / this.direction.y;
  59074. min = (newMinimum.y - this.origin.y) * inv;
  59075. max = (newMaximum.y - this.origin.y) * inv;
  59076. if (max === -Infinity) {
  59077. max = Infinity;
  59078. }
  59079. if (min > max) {
  59080. temp = min;
  59081. min = max;
  59082. max = temp;
  59083. }
  59084. d = Math.max(min, d);
  59085. maxValue = Math.min(max, maxValue);
  59086. if (d > maxValue) {
  59087. return false;
  59088. }
  59089. }
  59090. if (Math.abs(this.direction.z) < 0.0000001) {
  59091. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59092. return false;
  59093. }
  59094. }
  59095. else {
  59096. inv = 1.0 / this.direction.z;
  59097. min = (newMinimum.z - this.origin.z) * inv;
  59098. max = (newMaximum.z - this.origin.z) * inv;
  59099. if (max === -Infinity) {
  59100. max = Infinity;
  59101. }
  59102. if (min > max) {
  59103. temp = min;
  59104. min = max;
  59105. max = temp;
  59106. }
  59107. d = Math.max(min, d);
  59108. maxValue = Math.min(max, maxValue);
  59109. if (d > maxValue) {
  59110. return false;
  59111. }
  59112. }
  59113. return true;
  59114. };
  59115. /**
  59116. * Checks if the ray intersects a box
  59117. * @param box the bounding box to check
  59118. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59119. * @returns if the box was hit
  59120. */
  59121. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59122. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59123. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59124. };
  59125. /**
  59126. * If the ray hits a sphere
  59127. * @param sphere the bounding sphere to check
  59128. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59129. * @returns true if it hits the sphere
  59130. */
  59131. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59132. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59133. var x = sphere.center.x - this.origin.x;
  59134. var y = sphere.center.y - this.origin.y;
  59135. var z = sphere.center.z - this.origin.z;
  59136. var pyth = (x * x) + (y * y) + (z * z);
  59137. var radius = sphere.radius + intersectionTreshold;
  59138. var rr = radius * radius;
  59139. if (pyth <= rr) {
  59140. return true;
  59141. }
  59142. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59143. if (dot < 0.0) {
  59144. return false;
  59145. }
  59146. var temp = pyth - (dot * dot);
  59147. return temp <= rr;
  59148. };
  59149. /**
  59150. * If the ray hits a triange
  59151. * @param vertex0 triangle vertex
  59152. * @param vertex1 triangle vertex
  59153. * @param vertex2 triangle vertex
  59154. * @returns intersection information if hit
  59155. */
  59156. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59157. var edge1 = Ray.TmpVector3[0];
  59158. var edge2 = Ray.TmpVector3[1];
  59159. var pvec = Ray.TmpVector3[2];
  59160. var tvec = Ray.TmpVector3[3];
  59161. var qvec = Ray.TmpVector3[4];
  59162. vertex1.subtractToRef(vertex0, edge1);
  59163. vertex2.subtractToRef(vertex0, edge2);
  59164. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59165. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59166. if (det === 0) {
  59167. return null;
  59168. }
  59169. var invdet = 1 / det;
  59170. this.origin.subtractToRef(vertex0, tvec);
  59171. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59172. if (bu < 0 || bu > 1.0) {
  59173. return null;
  59174. }
  59175. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59176. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59177. if (bv < 0 || bu + bv > 1.0) {
  59178. return null;
  59179. }
  59180. //check if the distance is longer than the predefined length.
  59181. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59182. if (distance > this.length) {
  59183. return null;
  59184. }
  59185. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59186. };
  59187. /**
  59188. * Checks if ray intersects a plane
  59189. * @param plane the plane to check
  59190. * @returns the distance away it was hit
  59191. */
  59192. Ray.prototype.intersectsPlane = function (plane) {
  59193. var distance;
  59194. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59195. if (Math.abs(result1) < 9.99999997475243E-07) {
  59196. return null;
  59197. }
  59198. else {
  59199. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59200. distance = (-plane.d - result2) / result1;
  59201. if (distance < 0.0) {
  59202. if (distance < -9.99999997475243E-07) {
  59203. return null;
  59204. }
  59205. else {
  59206. return 0;
  59207. }
  59208. }
  59209. return distance;
  59210. }
  59211. };
  59212. /**
  59213. * Checks if ray intersects a mesh
  59214. * @param mesh the mesh to check
  59215. * @param fastCheck if only the bounding box should checked
  59216. * @returns picking info of the intersecton
  59217. */
  59218. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59219. var tm = BABYLON.Tmp.Matrix[0];
  59220. mesh.getWorldMatrix().invertToRef(tm);
  59221. if (this._tmpRay) {
  59222. Ray.TransformToRef(this, tm, this._tmpRay);
  59223. }
  59224. else {
  59225. this._tmpRay = Ray.Transform(this, tm);
  59226. }
  59227. return mesh.intersects(this._tmpRay, fastCheck);
  59228. };
  59229. /**
  59230. * Checks if ray intersects a mesh
  59231. * @param meshes the meshes to check
  59232. * @param fastCheck if only the bounding box should checked
  59233. * @param results array to store result in
  59234. * @returns Array of picking infos
  59235. */
  59236. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59237. if (results) {
  59238. results.length = 0;
  59239. }
  59240. else {
  59241. results = [];
  59242. }
  59243. for (var i = 0; i < meshes.length; i++) {
  59244. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59245. if (pickInfo.hit) {
  59246. results.push(pickInfo);
  59247. }
  59248. }
  59249. results.sort(this._comparePickingInfo);
  59250. return results;
  59251. };
  59252. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59253. if (pickingInfoA.distance < pickingInfoB.distance) {
  59254. return -1;
  59255. }
  59256. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59257. return 1;
  59258. }
  59259. else {
  59260. return 0;
  59261. }
  59262. };
  59263. /**
  59264. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59265. * @param sega the first point of the segment to test the intersection against
  59266. * @param segb the second point of the segment to test the intersection against
  59267. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59268. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59269. */
  59270. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59271. var o = this.origin;
  59272. var u = BABYLON.Tmp.Vector3[0];
  59273. var rsegb = BABYLON.Tmp.Vector3[1];
  59274. var v = BABYLON.Tmp.Vector3[2];
  59275. var w = BABYLON.Tmp.Vector3[3];
  59276. segb.subtractToRef(sega, u);
  59277. this.direction.scaleToRef(Ray.rayl, v);
  59278. o.addToRef(v, rsegb);
  59279. sega.subtractToRef(o, w);
  59280. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59281. var b = BABYLON.Vector3.Dot(u, v);
  59282. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59283. var d = BABYLON.Vector3.Dot(u, w);
  59284. var e = BABYLON.Vector3.Dot(v, w);
  59285. var D = a * c - b * b; // always >= 0
  59286. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59287. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59288. // compute the line parameters of the two closest points
  59289. if (D < Ray.smallnum) { // the lines are almost parallel
  59290. sN = 0.0; // force using point P0 on segment S1
  59291. sD = 1.0; // to prevent possible division by 0.0 later
  59292. tN = e;
  59293. tD = c;
  59294. }
  59295. else { // get the closest points on the infinite lines
  59296. sN = (b * e - c * d);
  59297. tN = (a * e - b * d);
  59298. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59299. sN = 0.0;
  59300. tN = e;
  59301. tD = c;
  59302. }
  59303. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59304. sN = sD;
  59305. tN = e + b;
  59306. tD = c;
  59307. }
  59308. }
  59309. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59310. tN = 0.0;
  59311. // recompute sc for this edge
  59312. if (-d < 0.0) {
  59313. sN = 0.0;
  59314. }
  59315. else if (-d > a) {
  59316. sN = sD;
  59317. }
  59318. else {
  59319. sN = -d;
  59320. sD = a;
  59321. }
  59322. }
  59323. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59324. tN = tD;
  59325. // recompute sc for this edge
  59326. if ((-d + b) < 0.0) {
  59327. sN = 0;
  59328. }
  59329. else if ((-d + b) > a) {
  59330. sN = sD;
  59331. }
  59332. else {
  59333. sN = (-d + b);
  59334. sD = a;
  59335. }
  59336. }
  59337. // finally do the division to get sc and tc
  59338. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59339. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59340. // get the difference of the two closest points
  59341. var qtc = BABYLON.Tmp.Vector3[4];
  59342. v.scaleToRef(tc, qtc);
  59343. var qsc = BABYLON.Tmp.Vector3[5];
  59344. u.scaleToRef(sc, qsc);
  59345. qsc.addInPlace(w);
  59346. var dP = BABYLON.Tmp.Vector3[6];
  59347. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59348. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59349. if (isIntersected) {
  59350. return qsc.length();
  59351. }
  59352. return -1;
  59353. };
  59354. /**
  59355. * Update the ray from viewport position
  59356. * @param x position
  59357. * @param y y position
  59358. * @param viewportWidth viewport width
  59359. * @param viewportHeight viewport height
  59360. * @param world world matrix
  59361. * @param view view matrix
  59362. * @param projection projection matrix
  59363. * @returns this ray updated
  59364. */
  59365. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59366. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59367. return this;
  59368. };
  59369. // Statics
  59370. /**
  59371. * Creates a ray with origin and direction of 0,0,0
  59372. * @returns the new ray
  59373. */
  59374. Ray.Zero = function () {
  59375. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59376. };
  59377. /**
  59378. * Creates a new ray from screen space and viewport
  59379. * @param x position
  59380. * @param y y position
  59381. * @param viewportWidth viewport width
  59382. * @param viewportHeight viewport height
  59383. * @param world world matrix
  59384. * @param view view matrix
  59385. * @param projection projection matrix
  59386. * @returns new ray
  59387. */
  59388. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59389. var result = Ray.Zero();
  59390. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59391. };
  59392. /**
  59393. * 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
  59394. * transformed to the given world matrix.
  59395. * @param origin The origin point
  59396. * @param end The end point
  59397. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59398. * @returns the new ray
  59399. */
  59400. Ray.CreateNewFromTo = function (origin, end, world) {
  59401. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59402. var direction = end.subtract(origin);
  59403. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59404. direction.normalize();
  59405. return Ray.Transform(new Ray(origin, direction, length), world);
  59406. };
  59407. /**
  59408. * Transforms a ray by a matrix
  59409. * @param ray ray to transform
  59410. * @param matrix matrix to apply
  59411. * @returns the resulting new ray
  59412. */
  59413. Ray.Transform = function (ray, matrix) {
  59414. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59415. Ray.TransformToRef(ray, matrix, result);
  59416. return result;
  59417. };
  59418. /**
  59419. * Transforms a ray by a matrix
  59420. * @param ray ray to transform
  59421. * @param matrix matrix to apply
  59422. * @param result ray to store result in
  59423. */
  59424. Ray.TransformToRef = function (ray, matrix, result) {
  59425. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59426. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59427. result.length = ray.length;
  59428. var dir = result.direction;
  59429. var len = dir.length();
  59430. if (!(len === 0 || len === 1)) {
  59431. var num = 1.0 / len;
  59432. dir.x *= num;
  59433. dir.y *= num;
  59434. dir.z *= num;
  59435. result.length *= len;
  59436. }
  59437. };
  59438. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59439. Ray.smallnum = 0.00000001;
  59440. Ray.rayl = 10e8;
  59441. return Ray;
  59442. }());
  59443. BABYLON.Ray = Ray;
  59444. })(BABYLON || (BABYLON = {}));
  59445. //# sourceMappingURL=babylon.ray.js.map
  59446. var BABYLON;
  59447. (function (BABYLON) {
  59448. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59449. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59450. return false;
  59451. }
  59452. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59453. return false;
  59454. }
  59455. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59456. return false;
  59457. }
  59458. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59459. return false;
  59460. }
  59461. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59462. return false;
  59463. }
  59464. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59465. return false;
  59466. }
  59467. return true;
  59468. };
  59469. var getLowestRoot = (function () {
  59470. var result = { root: 0, found: false };
  59471. return function (a, b, c, maxR) {
  59472. result.root = 0;
  59473. result.found = false;
  59474. var determinant = b * b - 4.0 * a * c;
  59475. if (determinant < 0) {
  59476. return result;
  59477. }
  59478. var sqrtD = Math.sqrt(determinant);
  59479. var r1 = (-b - sqrtD) / (2.0 * a);
  59480. var r2 = (-b + sqrtD) / (2.0 * a);
  59481. if (r1 > r2) {
  59482. var temp = r2;
  59483. r2 = r1;
  59484. r1 = temp;
  59485. }
  59486. if (r1 > 0 && r1 < maxR) {
  59487. result.root = r1;
  59488. result.found = true;
  59489. return result;
  59490. }
  59491. if (r2 > 0 && r2 < maxR) {
  59492. result.root = r2;
  59493. result.found = true;
  59494. return result;
  59495. }
  59496. return result;
  59497. };
  59498. })();
  59499. /** @hidden */
  59500. var Collider = /** @class */ (function () {
  59501. function Collider() {
  59502. this._collisionPoint = BABYLON.Vector3.Zero();
  59503. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59504. this._tempVector = BABYLON.Vector3.Zero();
  59505. this._tempVector2 = BABYLON.Vector3.Zero();
  59506. this._tempVector3 = BABYLON.Vector3.Zero();
  59507. this._tempVector4 = BABYLON.Vector3.Zero();
  59508. this._edge = BABYLON.Vector3.Zero();
  59509. this._baseToVertex = BABYLON.Vector3.Zero();
  59510. this._destinationPoint = BABYLON.Vector3.Zero();
  59511. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59512. this._displacementVector = BABYLON.Vector3.Zero();
  59513. /** @hidden */
  59514. this._radius = BABYLON.Vector3.One();
  59515. /** @hidden */
  59516. this._retry = 0;
  59517. /** @hidden */
  59518. this._basePointWorld = BABYLON.Vector3.Zero();
  59519. this._velocityWorld = BABYLON.Vector3.Zero();
  59520. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59521. this._collisionMask = -1;
  59522. }
  59523. Object.defineProperty(Collider.prototype, "collisionMask", {
  59524. get: function () {
  59525. return this._collisionMask;
  59526. },
  59527. set: function (mask) {
  59528. this._collisionMask = !isNaN(mask) ? mask : -1;
  59529. },
  59530. enumerable: true,
  59531. configurable: true
  59532. });
  59533. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59534. /**
  59535. * Gets the plane normal used to compute the sliding response (in local space)
  59536. */
  59537. get: function () {
  59538. return this._slidePlaneNormal;
  59539. },
  59540. enumerable: true,
  59541. configurable: true
  59542. });
  59543. // Methods
  59544. /** @hidden */
  59545. Collider.prototype._initialize = function (source, dir, e) {
  59546. this._velocity = dir;
  59547. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59548. this._basePoint = source;
  59549. source.multiplyToRef(this._radius, this._basePointWorld);
  59550. dir.multiplyToRef(this._radius, this._velocityWorld);
  59551. this._velocityWorldLength = this._velocityWorld.length();
  59552. this._epsilon = e;
  59553. this.collisionFound = false;
  59554. };
  59555. /** @hidden */
  59556. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59557. pa.subtractToRef(point, this._tempVector);
  59558. pb.subtractToRef(point, this._tempVector2);
  59559. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59560. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59561. if (d < 0) {
  59562. return false;
  59563. }
  59564. pc.subtractToRef(point, this._tempVector3);
  59565. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59566. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59567. if (d < 0) {
  59568. return false;
  59569. }
  59570. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59571. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59572. return d >= 0;
  59573. };
  59574. /** @hidden */
  59575. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59576. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59577. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59578. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59579. return false;
  59580. }
  59581. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59582. return false;
  59583. }
  59584. return true;
  59585. };
  59586. /** @hidden */
  59587. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59588. var t0;
  59589. var embeddedInPlane = false;
  59590. //defensive programming, actually not needed.
  59591. if (!trianglePlaneArray) {
  59592. trianglePlaneArray = [];
  59593. }
  59594. if (!trianglePlaneArray[faceIndex]) {
  59595. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59596. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59597. }
  59598. var trianglePlane = trianglePlaneArray[faceIndex];
  59599. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59600. return;
  59601. }
  59602. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59603. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59604. if (normalDotVelocity == 0) {
  59605. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59606. return;
  59607. }
  59608. embeddedInPlane = true;
  59609. t0 = 0;
  59610. }
  59611. else {
  59612. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59613. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59614. if (t0 > t1) {
  59615. var temp = t1;
  59616. t1 = t0;
  59617. t0 = temp;
  59618. }
  59619. if (t0 > 1.0 || t1 < 0.0) {
  59620. return;
  59621. }
  59622. if (t0 < 0) {
  59623. t0 = 0;
  59624. }
  59625. if (t0 > 1.0) {
  59626. t0 = 1.0;
  59627. }
  59628. }
  59629. this._collisionPoint.copyFromFloats(0, 0, 0);
  59630. var found = false;
  59631. var t = 1.0;
  59632. if (!embeddedInPlane) {
  59633. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59634. this._velocity.scaleToRef(t0, this._tempVector);
  59635. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59636. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59637. found = true;
  59638. t = t0;
  59639. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59640. }
  59641. }
  59642. if (!found) {
  59643. var velocitySquaredLength = this._velocity.lengthSquared();
  59644. var a = velocitySquaredLength;
  59645. this._basePoint.subtractToRef(p1, this._tempVector);
  59646. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59647. var c = this._tempVector.lengthSquared() - 1.0;
  59648. var lowestRoot = getLowestRoot(a, b, c, t);
  59649. if (lowestRoot.found) {
  59650. t = lowestRoot.root;
  59651. found = true;
  59652. this._collisionPoint.copyFrom(p1);
  59653. }
  59654. this._basePoint.subtractToRef(p2, this._tempVector);
  59655. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59656. c = this._tempVector.lengthSquared() - 1.0;
  59657. lowestRoot = getLowestRoot(a, b, c, t);
  59658. if (lowestRoot.found) {
  59659. t = lowestRoot.root;
  59660. found = true;
  59661. this._collisionPoint.copyFrom(p2);
  59662. }
  59663. this._basePoint.subtractToRef(p3, this._tempVector);
  59664. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59665. c = this._tempVector.lengthSquared() - 1.0;
  59666. lowestRoot = getLowestRoot(a, b, c, t);
  59667. if (lowestRoot.found) {
  59668. t = lowestRoot.root;
  59669. found = true;
  59670. this._collisionPoint.copyFrom(p3);
  59671. }
  59672. p2.subtractToRef(p1, this._edge);
  59673. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59674. var edgeSquaredLength = this._edge.lengthSquared();
  59675. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59676. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59677. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59678. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59679. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59680. lowestRoot = getLowestRoot(a, b, c, t);
  59681. if (lowestRoot.found) {
  59682. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59683. if (f >= 0.0 && f <= 1.0) {
  59684. t = lowestRoot.root;
  59685. found = true;
  59686. this._edge.scaleInPlace(f);
  59687. p1.addToRef(this._edge, this._collisionPoint);
  59688. }
  59689. }
  59690. p3.subtractToRef(p2, this._edge);
  59691. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59692. edgeSquaredLength = this._edge.lengthSquared();
  59693. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59694. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59695. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59696. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59697. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59698. lowestRoot = getLowestRoot(a, b, c, t);
  59699. if (lowestRoot.found) {
  59700. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59701. if (f >= 0.0 && f <= 1.0) {
  59702. t = lowestRoot.root;
  59703. found = true;
  59704. this._edge.scaleInPlace(f);
  59705. p2.addToRef(this._edge, this._collisionPoint);
  59706. }
  59707. }
  59708. p1.subtractToRef(p3, this._edge);
  59709. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59710. edgeSquaredLength = this._edge.lengthSquared();
  59711. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59712. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59713. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59714. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59715. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59716. lowestRoot = getLowestRoot(a, b, c, t);
  59717. if (lowestRoot.found) {
  59718. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59719. if (f >= 0.0 && f <= 1.0) {
  59720. t = lowestRoot.root;
  59721. found = true;
  59722. this._edge.scaleInPlace(f);
  59723. p3.addToRef(this._edge, this._collisionPoint);
  59724. }
  59725. }
  59726. }
  59727. if (found) {
  59728. var distToCollision = t * this._velocity.length();
  59729. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59730. if (!this.intersectionPoint) {
  59731. this.intersectionPoint = this._collisionPoint.clone();
  59732. }
  59733. else {
  59734. this.intersectionPoint.copyFrom(this._collisionPoint);
  59735. }
  59736. this._nearestDistance = distToCollision;
  59737. this.collisionFound = true;
  59738. }
  59739. }
  59740. };
  59741. /** @hidden */
  59742. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59743. for (var i = indexStart; i < indexEnd; i += 3) {
  59744. var p1 = pts[indices[i] - decal];
  59745. var p2 = pts[indices[i + 1] - decal];
  59746. var p3 = pts[indices[i + 2] - decal];
  59747. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59748. }
  59749. };
  59750. /** @hidden */
  59751. Collider.prototype._getResponse = function (pos, vel) {
  59752. pos.addToRef(vel, this._destinationPoint);
  59753. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59754. this._basePoint.addToRef(vel, pos);
  59755. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59756. this._slidePlaneNormal.normalize();
  59757. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59758. pos.addInPlace(this._displacementVector);
  59759. this.intersectionPoint.addInPlace(this._displacementVector);
  59760. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59761. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59762. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59763. };
  59764. return Collider;
  59765. }());
  59766. BABYLON.Collider = Collider;
  59767. })(BABYLON || (BABYLON = {}));
  59768. //# sourceMappingURL=babylon.collider.js.map
  59769. var BABYLON;
  59770. (function (BABYLON) {
  59771. //WebWorker code will be inserted to this variable.
  59772. /** @hidden */
  59773. BABYLON.CollisionWorker = "";
  59774. /** Defines supported task for worker process */
  59775. var WorkerTaskType;
  59776. (function (WorkerTaskType) {
  59777. /** Initialization */
  59778. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59779. /** Update of geometry */
  59780. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59781. /** Evaluate collision */
  59782. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59783. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59784. /** Defines kind of replies returned by worker */
  59785. var WorkerReplyType;
  59786. (function (WorkerReplyType) {
  59787. /** Success */
  59788. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59789. /** Unkown error */
  59790. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59791. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59792. /** @hidden */
  59793. var CollisionCoordinatorWorker = /** @class */ (function () {
  59794. function CollisionCoordinatorWorker() {
  59795. var _this = this;
  59796. this._scaledPosition = BABYLON.Vector3.Zero();
  59797. this._scaledVelocity = BABYLON.Vector3.Zero();
  59798. this.onMeshUpdated = function (transformNode) {
  59799. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59800. };
  59801. this.onGeometryUpdated = function (geometry) {
  59802. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59803. };
  59804. this._afterRender = function () {
  59805. if (!_this._init) {
  59806. return;
  59807. }
  59808. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59809. return;
  59810. }
  59811. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59812. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59813. if (_this._runningUpdated > 4) {
  59814. return;
  59815. }
  59816. ++_this._runningUpdated;
  59817. var payload = {
  59818. updatedMeshes: _this._addUpdateMeshesList,
  59819. updatedGeometries: _this._addUpdateGeometriesList,
  59820. removedGeometries: _this._toRemoveGeometryArray,
  59821. removedMeshes: _this._toRemoveMeshesArray
  59822. };
  59823. var message = {
  59824. payload: payload,
  59825. taskType: WorkerTaskType.UPDATE
  59826. };
  59827. var serializable = [];
  59828. for (var id in payload.updatedGeometries) {
  59829. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59830. //prepare transferables
  59831. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59832. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59833. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59834. }
  59835. }
  59836. _this._worker.postMessage(message, serializable);
  59837. _this._addUpdateMeshesList = {};
  59838. _this._addUpdateGeometriesList = {};
  59839. _this._toRemoveGeometryArray = [];
  59840. _this._toRemoveMeshesArray = [];
  59841. };
  59842. this._onMessageFromWorker = function (e) {
  59843. var returnData = e.data;
  59844. if (returnData.error != WorkerReplyType.SUCCESS) {
  59845. //TODO what errors can be returned from the worker?
  59846. BABYLON.Tools.Warn("error returned from worker!");
  59847. return;
  59848. }
  59849. switch (returnData.taskType) {
  59850. case WorkerTaskType.INIT:
  59851. _this._init = true;
  59852. //Update the worked with ALL of the scene's current state
  59853. _this._scene.meshes.forEach(function (mesh) {
  59854. _this.onMeshAdded(mesh);
  59855. });
  59856. _this._scene.getGeometries().forEach(function (geometry) {
  59857. _this.onGeometryAdded(geometry);
  59858. });
  59859. break;
  59860. case WorkerTaskType.UPDATE:
  59861. _this._runningUpdated--;
  59862. break;
  59863. case WorkerTaskType.COLLIDE:
  59864. var returnPayload = returnData.payload;
  59865. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59866. return;
  59867. }
  59868. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59869. if (callback) {
  59870. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59871. if (mesh) {
  59872. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59873. }
  59874. }
  59875. //cleanup
  59876. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59877. break;
  59878. }
  59879. };
  59880. this._collisionsCallbackArray = [];
  59881. this._init = false;
  59882. this._runningUpdated = 0;
  59883. this._addUpdateMeshesList = {};
  59884. this._addUpdateGeometriesList = {};
  59885. this._toRemoveGeometryArray = [];
  59886. this._toRemoveMeshesArray = [];
  59887. }
  59888. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59889. if (!this._init) {
  59890. return;
  59891. }
  59892. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59893. return;
  59894. }
  59895. position.divideToRef(collider._radius, this._scaledPosition);
  59896. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59897. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59898. var payload = {
  59899. collider: {
  59900. position: this._scaledPosition.asArray(),
  59901. velocity: this._scaledVelocity.asArray(),
  59902. radius: collider._radius.asArray()
  59903. },
  59904. collisionId: collisionIndex,
  59905. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59906. maximumRetry: maximumRetry
  59907. };
  59908. var message = {
  59909. payload: payload,
  59910. taskType: WorkerTaskType.COLLIDE
  59911. };
  59912. this._worker.postMessage(message);
  59913. };
  59914. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59915. this._scene = scene;
  59916. this._scene.registerAfterRender(this._afterRender);
  59917. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59918. this._worker = new Worker(workerUrl);
  59919. this._worker.onmessage = this._onMessageFromWorker;
  59920. var message = {
  59921. payload: {},
  59922. taskType: WorkerTaskType.INIT
  59923. };
  59924. this._worker.postMessage(message);
  59925. };
  59926. CollisionCoordinatorWorker.prototype.destroy = function () {
  59927. this._scene.unregisterAfterRender(this._afterRender);
  59928. this._worker.terminate();
  59929. };
  59930. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59931. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59932. this.onMeshUpdated(mesh);
  59933. };
  59934. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59935. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59936. };
  59937. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59938. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59939. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59940. this.onGeometryUpdated(geometry);
  59941. };
  59942. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59943. this._toRemoveGeometryArray.push(geometry.id);
  59944. };
  59945. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59946. var submeshes = [];
  59947. if (mesh.subMeshes) {
  59948. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59949. var boundingInfo = sm.getBoundingInfo();
  59950. return {
  59951. position: idx,
  59952. verticesStart: sm.verticesStart,
  59953. verticesCount: sm.verticesCount,
  59954. indexStart: sm.indexStart,
  59955. indexCount: sm.indexCount,
  59956. hasMaterial: !!sm.getMaterial(),
  59957. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59958. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59959. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59960. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59961. };
  59962. });
  59963. }
  59964. var geometryId = null;
  59965. if (mesh instanceof BABYLON.Mesh) {
  59966. var geometry = mesh.geometry;
  59967. geometryId = geometry ? geometry.id : null;
  59968. }
  59969. else if (mesh instanceof BABYLON.InstancedMesh) {
  59970. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59971. geometryId = geometry ? geometry.id : null;
  59972. }
  59973. var boundingInfo = mesh.getBoundingInfo();
  59974. return {
  59975. uniqueId: mesh.uniqueId,
  59976. id: mesh.id,
  59977. name: mesh.name,
  59978. geometryId: geometryId,
  59979. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59980. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59981. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59982. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59983. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59984. subMeshes: submeshes,
  59985. checkCollisions: mesh.checkCollisions
  59986. };
  59987. };
  59988. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59989. return {
  59990. id: geometry.id,
  59991. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59992. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59993. indices: new Uint32Array(geometry.getIndices() || []),
  59994. };
  59995. };
  59996. return CollisionCoordinatorWorker;
  59997. }());
  59998. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59999. /** @hidden */
  60000. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60001. function CollisionCoordinatorLegacy() {
  60002. this._scaledPosition = BABYLON.Vector3.Zero();
  60003. this._scaledVelocity = BABYLON.Vector3.Zero();
  60004. this._finalPosition = BABYLON.Vector3.Zero();
  60005. }
  60006. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60007. position.divideToRef(collider._radius, this._scaledPosition);
  60008. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60009. collider.collidedMesh = null;
  60010. collider._retry = 0;
  60011. collider._initialVelocity = this._scaledVelocity;
  60012. collider._initialPosition = this._scaledPosition;
  60013. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60014. this._finalPosition.multiplyInPlace(collider._radius);
  60015. //run the callback
  60016. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60017. };
  60018. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60019. this._scene = scene;
  60020. };
  60021. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60022. //Legacy need no destruction method.
  60023. };
  60024. //No update in legacy mode
  60025. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60026. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60027. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60028. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60029. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60030. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60031. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60032. if (excludedMesh === void 0) { excludedMesh = null; }
  60033. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60034. if (collider._retry >= maximumRetry) {
  60035. finalPosition.copyFrom(position);
  60036. return;
  60037. }
  60038. // Check if this is a mesh else camera or -1
  60039. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60040. collider._initialize(position, velocity, closeDistance);
  60041. // Check all meshes
  60042. for (var index = 0; index < this._scene.meshes.length; index++) {
  60043. var mesh = this._scene.meshes[index];
  60044. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60045. mesh._checkCollision(collider);
  60046. }
  60047. }
  60048. if (!collider.collisionFound) {
  60049. position.addToRef(velocity, finalPosition);
  60050. return;
  60051. }
  60052. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60053. collider._getResponse(position, velocity);
  60054. }
  60055. if (velocity.length() <= closeDistance) {
  60056. finalPosition.copyFrom(position);
  60057. return;
  60058. }
  60059. collider._retry++;
  60060. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60061. };
  60062. return CollisionCoordinatorLegacy;
  60063. }());
  60064. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60065. })(BABYLON || (BABYLON = {}));
  60066. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60067. var BABYLON;
  60068. (function (BABYLON) {
  60069. /**
  60070. * A particle represents one of the element emitted by a particle system.
  60071. * This is mainly define by its coordinates, direction, velocity and age.
  60072. */
  60073. var Particle = /** @class */ (function () {
  60074. /**
  60075. * Creates a new instance Particle
  60076. * @param particleSystem the particle system the particle belongs to
  60077. */
  60078. function Particle(
  60079. /**
  60080. * The particle system the particle belongs to.
  60081. */
  60082. particleSystem) {
  60083. this.particleSystem = particleSystem;
  60084. /**
  60085. * The world position of the particle in the scene.
  60086. */
  60087. this.position = BABYLON.Vector3.Zero();
  60088. /**
  60089. * The world direction of the particle in the scene.
  60090. */
  60091. this.direction = BABYLON.Vector3.Zero();
  60092. /**
  60093. * The color of the particle.
  60094. */
  60095. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60096. /**
  60097. * The color change of the particle per step.
  60098. */
  60099. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60100. /**
  60101. * Defines how long will the life of the particle be.
  60102. */
  60103. this.lifeTime = 1.0;
  60104. /**
  60105. * The current age of the particle.
  60106. */
  60107. this.age = 0;
  60108. /**
  60109. * The current size of the particle.
  60110. */
  60111. this.size = 0;
  60112. /**
  60113. * The current scale of the particle.
  60114. */
  60115. this.scale = new BABYLON.Vector2(1, 1);
  60116. /**
  60117. * The current angle of the particle.
  60118. */
  60119. this.angle = 0;
  60120. /**
  60121. * Defines how fast is the angle changing.
  60122. */
  60123. this.angularSpeed = 0;
  60124. /**
  60125. * Defines the cell index used by the particle to be rendered from a sprite.
  60126. */
  60127. this.cellIndex = 0;
  60128. /** @hidden */
  60129. this._attachedSubEmitters = null;
  60130. /** @hidden */
  60131. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60132. /** @hidden */
  60133. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60134. /** @hidden */
  60135. this._currentSize1 = 0;
  60136. /** @hidden */
  60137. this._currentSize2 = 0;
  60138. /** @hidden */
  60139. this._currentAngularSpeed1 = 0;
  60140. /** @hidden */
  60141. this._currentAngularSpeed2 = 0;
  60142. /** @hidden */
  60143. this._currentVelocity1 = 0;
  60144. /** @hidden */
  60145. this._currentVelocity2 = 0;
  60146. /** @hidden */
  60147. this._currentLimitVelocity1 = 0;
  60148. /** @hidden */
  60149. this._currentLimitVelocity2 = 0;
  60150. /** @hidden */
  60151. this._currentDrag1 = 0;
  60152. /** @hidden */
  60153. this._currentDrag2 = 0;
  60154. this.id = Particle._Count++;
  60155. if (!this.particleSystem.isAnimationSheetEnabled) {
  60156. return;
  60157. }
  60158. this.updateCellInfoFromSystem();
  60159. }
  60160. Particle.prototype.updateCellInfoFromSystem = function () {
  60161. this.cellIndex = this.particleSystem.startSpriteCellID;
  60162. };
  60163. /**
  60164. * Defines how the sprite cell index is updated for the particle
  60165. */
  60166. Particle.prototype.updateCellIndex = function () {
  60167. var offsetAge = this.age;
  60168. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60169. if (this.particleSystem.spriteRandomStartCell) {
  60170. if (this._randomCellOffset === undefined) {
  60171. this._randomCellOffset = Math.random() * this.lifeTime;
  60172. }
  60173. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60174. changeSpeed = 1;
  60175. offsetAge = this._randomCellOffset;
  60176. }
  60177. else {
  60178. offsetAge += this._randomCellOffset;
  60179. }
  60180. }
  60181. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60182. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60183. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60184. };
  60185. /** @hidden */
  60186. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60187. if (subEmitter.particleSystem.emitter.position) {
  60188. var emitterMesh = subEmitter.particleSystem.emitter;
  60189. emitterMesh.position.copyFrom(this.position);
  60190. if (subEmitter.inheritDirection) {
  60191. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60192. // Look at using Y as forward
  60193. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60194. }
  60195. }
  60196. else {
  60197. var emitterPosition = subEmitter.particleSystem.emitter;
  60198. emitterPosition.copyFrom(this.position);
  60199. }
  60200. // Set inheritedVelocityOffset to be used when new particles are created
  60201. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60202. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60203. };
  60204. /** @hidden */
  60205. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60206. var _this = this;
  60207. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60208. this._attachedSubEmitters.forEach(function (subEmitter) {
  60209. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60210. });
  60211. }
  60212. };
  60213. /** @hidden */
  60214. Particle.prototype._reset = function () {
  60215. this.age = 0;
  60216. this._currentColorGradient = null;
  60217. this._currentSizeGradient = null;
  60218. this._currentAngularSpeedGradient = null;
  60219. this._currentVelocityGradient = null;
  60220. this._currentLimitVelocityGradient = null;
  60221. this._currentDragGradient = null;
  60222. this.cellIndex = this.particleSystem.startSpriteCellID;
  60223. this._randomCellOffset = undefined;
  60224. };
  60225. /**
  60226. * Copy the properties of particle to another one.
  60227. * @param other the particle to copy the information to.
  60228. */
  60229. Particle.prototype.copyTo = function (other) {
  60230. other.position.copyFrom(this.position);
  60231. if (this._initialDirection) {
  60232. if (other._initialDirection) {
  60233. other._initialDirection.copyFrom(this._initialDirection);
  60234. }
  60235. else {
  60236. other._initialDirection = this._initialDirection.clone();
  60237. }
  60238. }
  60239. else {
  60240. other._initialDirection = null;
  60241. }
  60242. other.direction.copyFrom(this.direction);
  60243. other.color.copyFrom(this.color);
  60244. other.colorStep.copyFrom(this.colorStep);
  60245. other.lifeTime = this.lifeTime;
  60246. other.age = this.age;
  60247. other._randomCellOffset = this._randomCellOffset;
  60248. other.size = this.size;
  60249. other.scale.copyFrom(this.scale);
  60250. other.angle = this.angle;
  60251. other.angularSpeed = this.angularSpeed;
  60252. other.particleSystem = this.particleSystem;
  60253. other.cellIndex = this.cellIndex;
  60254. other.id = this.id;
  60255. other._attachedSubEmitters = this._attachedSubEmitters;
  60256. if (this._currentColorGradient) {
  60257. other._currentColorGradient = this._currentColorGradient;
  60258. other._currentColor1.copyFrom(this._currentColor1);
  60259. other._currentColor2.copyFrom(this._currentColor2);
  60260. }
  60261. if (this._currentSizeGradient) {
  60262. other._currentSizeGradient = this._currentSizeGradient;
  60263. other._currentSize1 = this._currentSize1;
  60264. other._currentSize2 = this._currentSize2;
  60265. }
  60266. if (this._currentAngularSpeedGradient) {
  60267. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60268. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60269. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60270. }
  60271. if (this._currentVelocityGradient) {
  60272. other._currentVelocityGradient = this._currentVelocityGradient;
  60273. other._currentVelocity1 = this._currentVelocity1;
  60274. other._currentVelocity2 = this._currentVelocity2;
  60275. }
  60276. if (this._currentLimitVelocityGradient) {
  60277. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60278. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60279. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60280. }
  60281. if (this._currentDragGradient) {
  60282. other._currentDragGradient = this._currentDragGradient;
  60283. other._currentDrag1 = this._currentDrag1;
  60284. other._currentDrag2 = this._currentDrag2;
  60285. }
  60286. if (this.particleSystem.isAnimationSheetEnabled) {
  60287. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60288. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60289. }
  60290. if (this.particleSystem.useRampGradients) {
  60291. other.remapData.copyFrom(this.remapData);
  60292. }
  60293. if (this._randomNoiseCoordinates1) {
  60294. if (other._randomNoiseCoordinates1) {
  60295. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60296. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60297. }
  60298. else {
  60299. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60300. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60301. }
  60302. }
  60303. };
  60304. Particle._Count = 0;
  60305. return Particle;
  60306. }());
  60307. BABYLON.Particle = Particle;
  60308. })(BABYLON || (BABYLON = {}));
  60309. //# sourceMappingURL=babylon.particle.js.map
  60310. var BABYLON;
  60311. (function (BABYLON) {
  60312. /**
  60313. * This represents the base class for particle system in Babylon.
  60314. * 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.
  60315. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60316. * @example https://doc.babylonjs.com/babylon101/particles
  60317. */
  60318. var BaseParticleSystem = /** @class */ (function () {
  60319. /**
  60320. * Instantiates a particle system.
  60321. * 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.
  60322. * @param name The name of the particle system
  60323. */
  60324. function BaseParticleSystem(name) {
  60325. /**
  60326. * List of animations used by the particle system.
  60327. */
  60328. this.animations = [];
  60329. /**
  60330. * The rendering group used by the Particle system to chose when to render.
  60331. */
  60332. this.renderingGroupId = 0;
  60333. /**
  60334. * The emitter represents the Mesh or position we are attaching the particle system to.
  60335. */
  60336. this.emitter = null;
  60337. /**
  60338. * The maximum number of particles to emit per frame
  60339. */
  60340. this.emitRate = 10;
  60341. /**
  60342. * If you want to launch only a few particles at once, that can be done, as well.
  60343. */
  60344. this.manualEmitCount = -1;
  60345. /**
  60346. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60347. */
  60348. this.updateSpeed = 0.01;
  60349. /**
  60350. * The amount of time the particle system is running (depends of the overall update speed).
  60351. */
  60352. this.targetStopDuration = 0;
  60353. /**
  60354. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60355. */
  60356. this.disposeOnStop = false;
  60357. /**
  60358. * Minimum power of emitting particles.
  60359. */
  60360. this.minEmitPower = 1;
  60361. /**
  60362. * Maximum power of emitting particles.
  60363. */
  60364. this.maxEmitPower = 1;
  60365. /**
  60366. * Minimum life time of emitting particles.
  60367. */
  60368. this.minLifeTime = 1;
  60369. /**
  60370. * Maximum life time of emitting particles.
  60371. */
  60372. this.maxLifeTime = 1;
  60373. /**
  60374. * Minimum Size of emitting particles.
  60375. */
  60376. this.minSize = 1;
  60377. /**
  60378. * Maximum Size of emitting particles.
  60379. */
  60380. this.maxSize = 1;
  60381. /**
  60382. * Minimum scale of emitting particles on X axis.
  60383. */
  60384. this.minScaleX = 1;
  60385. /**
  60386. * Maximum scale of emitting particles on X axis.
  60387. */
  60388. this.maxScaleX = 1;
  60389. /**
  60390. * Minimum scale of emitting particles on Y axis.
  60391. */
  60392. this.minScaleY = 1;
  60393. /**
  60394. * Maximum scale of emitting particles on Y axis.
  60395. */
  60396. this.maxScaleY = 1;
  60397. /**
  60398. * Gets or sets the minimal initial rotation in radians.
  60399. */
  60400. this.minInitialRotation = 0;
  60401. /**
  60402. * Gets or sets the maximal initial rotation in radians.
  60403. */
  60404. this.maxInitialRotation = 0;
  60405. /**
  60406. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60407. */
  60408. this.minAngularSpeed = 0;
  60409. /**
  60410. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60411. */
  60412. this.maxAngularSpeed = 0;
  60413. /**
  60414. * The layer mask we are rendering the particles through.
  60415. */
  60416. this.layerMask = 0x0FFFFFFF;
  60417. /**
  60418. * This can help using your own shader to render the particle system.
  60419. * The according effect will be created
  60420. */
  60421. this.customShader = null;
  60422. /**
  60423. * By default particle system starts as soon as they are created. This prevents the
  60424. * automatic start to happen and let you decide when to start emitting particles.
  60425. */
  60426. this.preventAutoStart = false;
  60427. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60428. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60429. /**
  60430. * Callback triggered when the particle animation is ending.
  60431. */
  60432. this.onAnimationEnd = null;
  60433. /**
  60434. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60435. */
  60436. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60437. /**
  60438. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60439. * to override the particles.
  60440. */
  60441. this.forceDepthWrite = false;
  60442. /** 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 */
  60443. this.preWarmCycles = 0;
  60444. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60445. this.preWarmStepOffset = 1;
  60446. /**
  60447. * 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)
  60448. */
  60449. this.spriteCellChangeSpeed = 1;
  60450. /**
  60451. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60452. */
  60453. this.startSpriteCellID = 0;
  60454. /**
  60455. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60456. */
  60457. this.endSpriteCellID = 0;
  60458. /**
  60459. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60460. */
  60461. this.spriteCellWidth = 0;
  60462. /**
  60463. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60464. */
  60465. this.spriteCellHeight = 0;
  60466. /**
  60467. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60468. */
  60469. this.spriteRandomStartCell = false;
  60470. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60471. this.translationPivot = new BABYLON.Vector2(0, 0);
  60472. /**
  60473. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60474. */
  60475. this.beginAnimationOnStart = false;
  60476. /**
  60477. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60478. */
  60479. this.beginAnimationFrom = 0;
  60480. /**
  60481. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60482. */
  60483. this.beginAnimationTo = 60;
  60484. /**
  60485. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60486. */
  60487. this.beginAnimationLoop = false;
  60488. /**
  60489. * You can use gravity if you want to give an orientation to your particles.
  60490. */
  60491. this.gravity = BABYLON.Vector3.Zero();
  60492. this._colorGradients = null;
  60493. this._sizeGradients = null;
  60494. this._lifeTimeGradients = null;
  60495. this._angularSpeedGradients = null;
  60496. this._velocityGradients = null;
  60497. this._limitVelocityGradients = null;
  60498. this._dragGradients = null;
  60499. this._emitRateGradients = null;
  60500. this._startSizeGradients = null;
  60501. this._rampGradients = null;
  60502. this._colorRemapGradients = null;
  60503. this._alphaRemapGradients = null;
  60504. /**
  60505. * Defines the delay in milliseconds before starting the system (0 by default)
  60506. */
  60507. this.startDelay = 0;
  60508. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60509. this.limitVelocityDamping = 0.4;
  60510. /**
  60511. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60512. */
  60513. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60514. /**
  60515. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60516. */
  60517. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60518. /**
  60519. * Color the particle will have at the end of its lifetime
  60520. */
  60521. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60522. /**
  60523. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60524. */
  60525. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60526. /** @hidden */
  60527. this._isSubEmitter = false;
  60528. /**
  60529. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60530. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60531. */
  60532. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60533. this._isBillboardBased = true;
  60534. /**
  60535. * Local cache of defines for image processing.
  60536. */
  60537. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60538. this.id = name;
  60539. this.name = name;
  60540. }
  60541. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60542. /**
  60543. * Gets or sets a texture used to add random noise to particle positions
  60544. */
  60545. get: function () {
  60546. return this._noiseTexture;
  60547. },
  60548. set: function (value) {
  60549. if (this._noiseTexture === value) {
  60550. return;
  60551. }
  60552. this._noiseTexture = value;
  60553. this._reset();
  60554. },
  60555. enumerable: true,
  60556. configurable: true
  60557. });
  60558. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60559. /**
  60560. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60561. */
  60562. get: function () {
  60563. return this._isAnimationSheetEnabled;
  60564. },
  60565. set: function (value) {
  60566. if (this._isAnimationSheetEnabled == value) {
  60567. return;
  60568. }
  60569. this._isAnimationSheetEnabled = value;
  60570. this._reset();
  60571. },
  60572. enumerable: true,
  60573. configurable: true
  60574. });
  60575. /**
  60576. * Get hosting scene
  60577. * @returns the scene
  60578. */
  60579. BaseParticleSystem.prototype.getScene = function () {
  60580. return this._scene;
  60581. };
  60582. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60583. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60584. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60585. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60586. };
  60587. /**
  60588. * Gets the current list of drag gradients.
  60589. * You must use addDragGradient and removeDragGradient to udpate this list
  60590. * @returns the list of drag gradients
  60591. */
  60592. BaseParticleSystem.prototype.getDragGradients = function () {
  60593. return this._dragGradients;
  60594. };
  60595. /**
  60596. * Gets the current list of limit velocity gradients.
  60597. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60598. * @returns the list of limit velocity gradients
  60599. */
  60600. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60601. return this._limitVelocityGradients;
  60602. };
  60603. /**
  60604. * Gets the current list of color gradients.
  60605. * You must use addColorGradient and removeColorGradient to udpate this list
  60606. * @returns the list of color gradients
  60607. */
  60608. BaseParticleSystem.prototype.getColorGradients = function () {
  60609. return this._colorGradients;
  60610. };
  60611. /**
  60612. * Gets the current list of size gradients.
  60613. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60614. * @returns the list of size gradients
  60615. */
  60616. BaseParticleSystem.prototype.getSizeGradients = function () {
  60617. return this._sizeGradients;
  60618. };
  60619. /**
  60620. * Gets the current list of color remap gradients.
  60621. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60622. * @returns the list of color remap gradients
  60623. */
  60624. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60625. return this._colorRemapGradients;
  60626. };
  60627. /**
  60628. * Gets the current list of alpha remap gradients.
  60629. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60630. * @returns the list of alpha remap gradients
  60631. */
  60632. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60633. return this._alphaRemapGradients;
  60634. };
  60635. /**
  60636. * Gets the current list of life time gradients.
  60637. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60638. * @returns the list of life time gradients
  60639. */
  60640. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60641. return this._lifeTimeGradients;
  60642. };
  60643. /**
  60644. * Gets the current list of angular speed gradients.
  60645. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60646. * @returns the list of angular speed gradients
  60647. */
  60648. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60649. return this._angularSpeedGradients;
  60650. };
  60651. /**
  60652. * Gets the current list of velocity gradients.
  60653. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60654. * @returns the list of velocity gradients
  60655. */
  60656. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60657. return this._velocityGradients;
  60658. };
  60659. /**
  60660. * Gets the current list of start size gradients.
  60661. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60662. * @returns the list of start size gradients
  60663. */
  60664. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60665. return this._startSizeGradients;
  60666. };
  60667. /**
  60668. * Gets the current list of emit rate gradients.
  60669. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60670. * @returns the list of emit rate gradients
  60671. */
  60672. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60673. return this._emitRateGradients;
  60674. };
  60675. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60676. /**
  60677. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60678. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60679. */
  60680. get: function () {
  60681. if (this.particleEmitterType.direction1) {
  60682. return this.particleEmitterType.direction1;
  60683. }
  60684. return BABYLON.Vector3.Zero();
  60685. },
  60686. set: function (value) {
  60687. if (this.particleEmitterType.direction1) {
  60688. this.particleEmitterType.direction1 = value;
  60689. }
  60690. },
  60691. enumerable: true,
  60692. configurable: true
  60693. });
  60694. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60695. /**
  60696. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60697. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60698. */
  60699. get: function () {
  60700. if (this.particleEmitterType.direction2) {
  60701. return this.particleEmitterType.direction2;
  60702. }
  60703. return BABYLON.Vector3.Zero();
  60704. },
  60705. set: function (value) {
  60706. if (this.particleEmitterType.direction2) {
  60707. this.particleEmitterType.direction2 = value;
  60708. }
  60709. },
  60710. enumerable: true,
  60711. configurable: true
  60712. });
  60713. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60714. /**
  60715. * 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.
  60716. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60717. */
  60718. get: function () {
  60719. if (this.particleEmitterType.minEmitBox) {
  60720. return this.particleEmitterType.minEmitBox;
  60721. }
  60722. return BABYLON.Vector3.Zero();
  60723. },
  60724. set: function (value) {
  60725. if (this.particleEmitterType.minEmitBox) {
  60726. this.particleEmitterType.minEmitBox = value;
  60727. }
  60728. },
  60729. enumerable: true,
  60730. configurable: true
  60731. });
  60732. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60733. /**
  60734. * 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.
  60735. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60736. */
  60737. get: function () {
  60738. if (this.particleEmitterType.maxEmitBox) {
  60739. return this.particleEmitterType.maxEmitBox;
  60740. }
  60741. return BABYLON.Vector3.Zero();
  60742. },
  60743. set: function (value) {
  60744. if (this.particleEmitterType.maxEmitBox) {
  60745. this.particleEmitterType.maxEmitBox = value;
  60746. }
  60747. },
  60748. enumerable: true,
  60749. configurable: true
  60750. });
  60751. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60752. /**
  60753. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60754. */
  60755. get: function () {
  60756. return this._isBillboardBased;
  60757. },
  60758. set: function (value) {
  60759. if (this._isBillboardBased === value) {
  60760. return;
  60761. }
  60762. this._isBillboardBased = value;
  60763. this._reset();
  60764. },
  60765. enumerable: true,
  60766. configurable: true
  60767. });
  60768. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60769. /**
  60770. * Gets the image processing configuration used either in this material.
  60771. */
  60772. get: function () {
  60773. return this._imageProcessingConfiguration;
  60774. },
  60775. /**
  60776. * Sets the Default image processing configuration used either in the this material.
  60777. *
  60778. * If sets to null, the scene one is in use.
  60779. */
  60780. set: function (value) {
  60781. this._attachImageProcessingConfiguration(value);
  60782. },
  60783. enumerable: true,
  60784. configurable: true
  60785. });
  60786. /**
  60787. * Attaches a new image processing configuration to the Standard Material.
  60788. * @param configuration
  60789. */
  60790. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60791. if (configuration === this._imageProcessingConfiguration) {
  60792. return;
  60793. }
  60794. // Pick the scene configuration if needed.
  60795. if (!configuration) {
  60796. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60797. }
  60798. else {
  60799. this._imageProcessingConfiguration = configuration;
  60800. }
  60801. };
  60802. /** @hidden */
  60803. BaseParticleSystem.prototype._reset = function () {
  60804. };
  60805. /** @hidden */
  60806. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60807. if (!gradients) {
  60808. return this;
  60809. }
  60810. var index = 0;
  60811. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60812. var valueGradient = gradients_1[_i];
  60813. if (valueGradient.gradient === gradient) {
  60814. gradients.splice(index, 1);
  60815. break;
  60816. }
  60817. index++;
  60818. }
  60819. if (texture) {
  60820. texture.dispose();
  60821. }
  60822. return this;
  60823. };
  60824. /**
  60825. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60826. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60827. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60828. * @returns the emitter
  60829. */
  60830. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60831. var particleEmitter = new BABYLON.PointParticleEmitter();
  60832. particleEmitter.direction1 = direction1;
  60833. particleEmitter.direction2 = direction2;
  60834. this.particleEmitterType = particleEmitter;
  60835. return particleEmitter;
  60836. };
  60837. /**
  60838. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60839. * @param radius The radius of the hemisphere to emit from
  60840. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60841. * @returns the emitter
  60842. */
  60843. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60844. if (radius === void 0) { radius = 1; }
  60845. if (radiusRange === void 0) { radiusRange = 1; }
  60846. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60847. this.particleEmitterType = particleEmitter;
  60848. return particleEmitter;
  60849. };
  60850. /**
  60851. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60852. * @param radius The radius of the sphere to emit from
  60853. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60854. * @returns the emitter
  60855. */
  60856. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60857. if (radius === void 0) { radius = 1; }
  60858. if (radiusRange === void 0) { radiusRange = 1; }
  60859. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60860. this.particleEmitterType = particleEmitter;
  60861. return particleEmitter;
  60862. };
  60863. /**
  60864. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60865. * @param radius The radius of the sphere to emit from
  60866. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60867. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60868. * @returns the emitter
  60869. */
  60870. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60871. if (radius === void 0) { radius = 1; }
  60872. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60873. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60874. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60875. this.particleEmitterType = particleEmitter;
  60876. return particleEmitter;
  60877. };
  60878. /**
  60879. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60880. * @param radius The radius of the emission cylinder
  60881. * @param height The height of the emission cylinder
  60882. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60883. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60884. * @returns the emitter
  60885. */
  60886. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60887. if (radius === void 0) { radius = 1; }
  60888. if (height === void 0) { height = 1; }
  60889. if (radiusRange === void 0) { radiusRange = 1; }
  60890. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60891. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60892. this.particleEmitterType = particleEmitter;
  60893. return particleEmitter;
  60894. };
  60895. /**
  60896. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60897. * @param radius The radius of the cylinder to emit from
  60898. * @param height The height of the emission cylinder
  60899. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60900. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60901. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60902. * @returns the emitter
  60903. */
  60904. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60905. if (radius === void 0) { radius = 1; }
  60906. if (height === void 0) { height = 1; }
  60907. if (radiusRange === void 0) { radiusRange = 1; }
  60908. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60909. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60910. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60911. this.particleEmitterType = particleEmitter;
  60912. return particleEmitter;
  60913. };
  60914. /**
  60915. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60916. * @param radius The radius of the cone to emit from
  60917. * @param angle The base angle of the cone
  60918. * @returns the emitter
  60919. */
  60920. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60921. if (radius === void 0) { radius = 1; }
  60922. if (angle === void 0) { angle = Math.PI / 4; }
  60923. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60924. this.particleEmitterType = particleEmitter;
  60925. return particleEmitter;
  60926. };
  60927. /**
  60928. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60929. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60930. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60931. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60932. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60933. * @returns the emitter
  60934. */
  60935. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60936. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60937. this.particleEmitterType = particleEmitter;
  60938. this.direction1 = direction1;
  60939. this.direction2 = direction2;
  60940. this.minEmitBox = minEmitBox;
  60941. this.maxEmitBox = maxEmitBox;
  60942. return particleEmitter;
  60943. };
  60944. /**
  60945. * Source color is added to the destination color without alpha affecting the result
  60946. */
  60947. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60948. /**
  60949. * Blend current color and particle color using particle’s alpha
  60950. */
  60951. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60952. /**
  60953. * Add current color and particle color multiplied by particle’s alpha
  60954. */
  60955. BaseParticleSystem.BLENDMODE_ADD = 2;
  60956. /**
  60957. * Multiply current color with particle color
  60958. */
  60959. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60960. /**
  60961. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60962. */
  60963. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60964. return BaseParticleSystem;
  60965. }());
  60966. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60967. })(BABYLON || (BABYLON = {}));
  60968. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60969. var BABYLON;
  60970. (function (BABYLON) {
  60971. /**
  60972. * This represents a particle system in Babylon.
  60973. * 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.
  60974. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60975. * @example https://doc.babylonjs.com/babylon101/particles
  60976. */
  60977. var ParticleSystem = /** @class */ (function (_super) {
  60978. __extends(ParticleSystem, _super);
  60979. /**
  60980. * Instantiates a particle system.
  60981. * 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.
  60982. * @param name The name of the particle system
  60983. * @param capacity The max number of particles alive at the same time
  60984. * @param scene The scene the particle system belongs to
  60985. * @param customEffect a custom effect used to change the way particles are rendered by default
  60986. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60987. * @param epsilon Offset used to render the particles
  60988. */
  60989. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60990. if (customEffect === void 0) { customEffect = null; }
  60991. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60992. if (epsilon === void 0) { epsilon = 0.01; }
  60993. var _this = _super.call(this, name) || this;
  60994. /**
  60995. * @hidden
  60996. */
  60997. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60998. /**
  60999. * An event triggered when the system is disposed
  61000. */
  61001. _this.onDisposeObservable = new BABYLON.Observable();
  61002. _this._particles = new Array();
  61003. _this._stockParticles = new Array();
  61004. _this._newPartsExcess = 0;
  61005. _this._vertexBuffers = {};
  61006. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61007. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61008. _this._scaledDirection = BABYLON.Vector3.Zero();
  61009. _this._scaledGravity = BABYLON.Vector3.Zero();
  61010. _this._currentRenderId = -1;
  61011. _this._useInstancing = false;
  61012. _this._started = false;
  61013. _this._stopped = false;
  61014. _this._actualFrame = 0;
  61015. /** @hidden */
  61016. _this._currentEmitRate1 = 0;
  61017. /** @hidden */
  61018. _this._currentEmitRate2 = 0;
  61019. /** @hidden */
  61020. _this._currentStartSize1 = 0;
  61021. /** @hidden */
  61022. _this._currentStartSize2 = 0;
  61023. _this._rawTextureWidth = 256;
  61024. _this._useRampGradients = false;
  61025. /**
  61026. * @hidden
  61027. * If the particle systems emitter should be disposed when the particle system is disposed
  61028. */
  61029. _this._disposeEmitterOnDispose = false;
  61030. // start of sub system methods
  61031. /**
  61032. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61033. * Its lifetime will start back at 0.
  61034. */
  61035. _this.recycleParticle = function (particle) {
  61036. // move particle from activeParticle list to stock particles
  61037. var lastParticle = _this._particles.pop();
  61038. if (lastParticle !== particle) {
  61039. lastParticle.copyTo(particle);
  61040. }
  61041. _this._stockParticles.push(lastParticle);
  61042. };
  61043. _this._createParticle = function () {
  61044. var particle;
  61045. if (_this._stockParticles.length !== 0) {
  61046. particle = _this._stockParticles.pop();
  61047. particle._reset();
  61048. }
  61049. else {
  61050. particle = new BABYLON.Particle(_this);
  61051. }
  61052. // Attach emitters
  61053. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61054. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61055. particle._attachedSubEmitters = [];
  61056. subEmitters.forEach(function (subEmitter) {
  61057. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61058. var newEmitter = subEmitter.clone();
  61059. particle._attachedSubEmitters.push(newEmitter);
  61060. newEmitter.particleSystem.start();
  61061. }
  61062. });
  61063. }
  61064. return particle;
  61065. };
  61066. _this._emitFromParticle = function (particle) {
  61067. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61068. return;
  61069. }
  61070. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61071. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61072. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61073. var subSystem = subEmitter.clone();
  61074. particle._inheritParticleInfoToSubEmitter(subSystem);
  61075. subSystem.particleSystem._rootParticleSystem = _this;
  61076. _this.activeSubSystems.push(subSystem.particleSystem);
  61077. subSystem.particleSystem.start();
  61078. }
  61079. });
  61080. };
  61081. _this._capacity = capacity;
  61082. _this._epsilon = epsilon;
  61083. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61084. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61085. // Setup the default processing configuration to the scene.
  61086. _this._attachImageProcessingConfiguration(null);
  61087. _this._customEffect = customEffect;
  61088. _this._scene.particleSystems.push(_this);
  61089. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61090. _this._createIndexBuffer();
  61091. _this._createVertexBuffers();
  61092. // Default emitter type
  61093. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61094. // Update
  61095. _this.updateFunction = function (particles) {
  61096. var noiseTextureSize = null;
  61097. var noiseTextureData = null;
  61098. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61099. noiseTextureSize = _this.noiseTexture.getSize();
  61100. noiseTextureData = (_this.noiseTexture.getContent());
  61101. }
  61102. var _loop_1 = function () {
  61103. particle = particles[index];
  61104. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61105. var previousAge = particle.age;
  61106. particle.age += scaledUpdateSpeed;
  61107. // Evaluate step to death
  61108. if (particle.age > particle.lifeTime) {
  61109. var diff = particle.age - previousAge;
  61110. var oldDiff = particle.lifeTime - previousAge;
  61111. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61112. particle.age = particle.lifeTime;
  61113. }
  61114. var ratio = particle.age / particle.lifeTime;
  61115. // Color
  61116. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61117. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61118. if (currentGradient !== particle._currentColorGradient) {
  61119. particle._currentColor1.copyFrom(particle._currentColor2);
  61120. nextGradient.getColorToRef(particle._currentColor2);
  61121. particle._currentColorGradient = currentGradient;
  61122. }
  61123. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61124. });
  61125. }
  61126. else {
  61127. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61128. particle.color.addInPlace(_this._scaledColorStep);
  61129. if (particle.color.a < 0) {
  61130. particle.color.a = 0;
  61131. }
  61132. }
  61133. // Angular speed
  61134. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61135. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61136. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61137. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61138. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61139. particle._currentAngularSpeedGradient = currentGradient;
  61140. }
  61141. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61142. });
  61143. }
  61144. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61145. // Direction
  61146. var directionScale = scaledUpdateSpeed;
  61147. /// Velocity
  61148. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61149. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61150. if (currentGradient !== particle._currentVelocityGradient) {
  61151. particle._currentVelocity1 = particle._currentVelocity2;
  61152. particle._currentVelocity2 = nextGradient.getFactor();
  61153. particle._currentVelocityGradient = currentGradient;
  61154. }
  61155. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61156. });
  61157. }
  61158. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61159. /// Limit velocity
  61160. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61161. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61162. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61163. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61164. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61165. particle._currentLimitVelocityGradient = currentGradient;
  61166. }
  61167. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61168. var currentVelocity = particle.direction.length();
  61169. if (currentVelocity > limitVelocity) {
  61170. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61171. }
  61172. });
  61173. }
  61174. /// Drag
  61175. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61176. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61177. if (currentGradient !== particle._currentDragGradient) {
  61178. particle._currentDrag1 = particle._currentDrag2;
  61179. particle._currentDrag2 = nextGradient.getFactor();
  61180. particle._currentDragGradient = currentGradient;
  61181. }
  61182. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61183. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61184. });
  61185. }
  61186. particle.position.addInPlace(_this._scaledDirection);
  61187. // Noise
  61188. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61189. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61190. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61191. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61192. var force = BABYLON.Tmp.Vector3[0];
  61193. var scaledForce = BABYLON.Tmp.Vector3[1];
  61194. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61195. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61196. particle.direction.addInPlace(scaledForce);
  61197. }
  61198. // Gravity
  61199. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61200. particle.direction.addInPlace(_this._scaledGravity);
  61201. // Size
  61202. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61203. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61204. if (currentGradient !== particle._currentSizeGradient) {
  61205. particle._currentSize1 = particle._currentSize2;
  61206. particle._currentSize2 = nextGradient.getFactor();
  61207. particle._currentSizeGradient = currentGradient;
  61208. }
  61209. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61210. });
  61211. }
  61212. // Remap data
  61213. if (_this._useRampGradients) {
  61214. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61215. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61216. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61217. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61218. particle.remapData.x = min;
  61219. particle.remapData.y = max - min;
  61220. });
  61221. }
  61222. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61223. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61224. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61225. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61226. particle.remapData.z = min;
  61227. particle.remapData.w = max - min;
  61228. });
  61229. }
  61230. }
  61231. if (_this._isAnimationSheetEnabled) {
  61232. particle.updateCellIndex();
  61233. }
  61234. // Update the position of the attached sub-emitters to match their attached particle
  61235. particle._inheritParticleInfoToSubEmitters();
  61236. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61237. _this._emitFromParticle(particle);
  61238. if (particle._attachedSubEmitters) {
  61239. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61240. subEmitter.particleSystem.disposeOnStop = true;
  61241. subEmitter.particleSystem.stop();
  61242. });
  61243. particle._attachedSubEmitters = null;
  61244. }
  61245. _this.recycleParticle(particle);
  61246. index--;
  61247. return "continue";
  61248. }
  61249. };
  61250. var particle;
  61251. for (var index = 0; index < particles.length; index++) {
  61252. _loop_1();
  61253. }
  61254. };
  61255. return _this;
  61256. }
  61257. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61258. /**
  61259. * Sets a callback that will be triggered when the system is disposed
  61260. */
  61261. set: function (callback) {
  61262. if (this._onDisposeObserver) {
  61263. this.onDisposeObservable.remove(this._onDisposeObserver);
  61264. }
  61265. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61266. },
  61267. enumerable: true,
  61268. configurable: true
  61269. });
  61270. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61271. /** Gets or sets a boolean indicating that ramp gradients must be used
  61272. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61273. */
  61274. get: function () {
  61275. return this._useRampGradients;
  61276. },
  61277. set: function (value) {
  61278. if (this._useRampGradients === value) {
  61279. return;
  61280. }
  61281. this._useRampGradients = value;
  61282. this._resetEffect();
  61283. },
  61284. enumerable: true,
  61285. configurable: true
  61286. });
  61287. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61288. //end of Sub-emitter
  61289. /**
  61290. * Gets the current list of active particles
  61291. */
  61292. get: function () {
  61293. return this._particles;
  61294. },
  61295. enumerable: true,
  61296. configurable: true
  61297. });
  61298. /**
  61299. * Returns the string "ParticleSystem"
  61300. * @returns a string containing the class name
  61301. */
  61302. ParticleSystem.prototype.getClassName = function () {
  61303. return "ParticleSystem";
  61304. };
  61305. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61306. var newGradient = new BABYLON.FactorGradient();
  61307. newGradient.gradient = gradient;
  61308. newGradient.factor1 = factor;
  61309. newGradient.factor2 = factor2;
  61310. factorGradients.push(newGradient);
  61311. factorGradients.sort(function (a, b) {
  61312. if (a.gradient < b.gradient) {
  61313. return -1;
  61314. }
  61315. else if (a.gradient > b.gradient) {
  61316. return 1;
  61317. }
  61318. return 0;
  61319. });
  61320. };
  61321. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61322. if (!factorGradients) {
  61323. return;
  61324. }
  61325. var index = 0;
  61326. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61327. var factorGradient = factorGradients_1[_i];
  61328. if (factorGradient.gradient === gradient) {
  61329. factorGradients.splice(index, 1);
  61330. break;
  61331. }
  61332. index++;
  61333. }
  61334. };
  61335. /**
  61336. * Adds a new life time gradient
  61337. * @param gradient defines the gradient to use (between 0 and 1)
  61338. * @param factor defines the life time factor to affect to the specified gradient
  61339. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61340. * @returns the current particle system
  61341. */
  61342. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61343. if (!this._lifeTimeGradients) {
  61344. this._lifeTimeGradients = [];
  61345. }
  61346. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61347. return this;
  61348. };
  61349. /**
  61350. * Remove a specific life time gradient
  61351. * @param gradient defines the gradient to remove
  61352. * @returns the current particle system
  61353. */
  61354. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61355. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61356. return this;
  61357. };
  61358. /**
  61359. * Adds a new size gradient
  61360. * @param gradient defines the gradient to use (between 0 and 1)
  61361. * @param factor defines the size factor to affect to the specified gradient
  61362. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61363. * @returns the current particle system
  61364. */
  61365. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61366. if (!this._sizeGradients) {
  61367. this._sizeGradients = [];
  61368. }
  61369. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61370. return this;
  61371. };
  61372. /**
  61373. * Remove a specific size gradient
  61374. * @param gradient defines the gradient to remove
  61375. * @returns the current particle system
  61376. */
  61377. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61378. this._removeFactorGradient(this._sizeGradients, gradient);
  61379. return this;
  61380. };
  61381. /**
  61382. * Adds a new color remap gradient
  61383. * @param gradient defines the gradient to use (between 0 and 1)
  61384. * @param min defines the color remap minimal range
  61385. * @param max defines the color remap maximal range
  61386. * @returns the current particle system
  61387. */
  61388. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61389. if (!this._colorRemapGradients) {
  61390. this._colorRemapGradients = [];
  61391. }
  61392. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61393. return this;
  61394. };
  61395. /**
  61396. * Remove a specific color remap gradient
  61397. * @param gradient defines the gradient to remove
  61398. * @returns the current particle system
  61399. */
  61400. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61401. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61402. return this;
  61403. };
  61404. /**
  61405. * Adds a new alpha remap gradient
  61406. * @param gradient defines the gradient to use (between 0 and 1)
  61407. * @param min defines the alpha remap minimal range
  61408. * @param max defines the alpha remap maximal range
  61409. * @returns the current particle system
  61410. */
  61411. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61412. if (!this._alphaRemapGradients) {
  61413. this._alphaRemapGradients = [];
  61414. }
  61415. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61416. return this;
  61417. };
  61418. /**
  61419. * Remove a specific alpha remap gradient
  61420. * @param gradient defines the gradient to remove
  61421. * @returns the current particle system
  61422. */
  61423. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61424. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61425. return this;
  61426. };
  61427. /**
  61428. * Adds a new angular speed gradient
  61429. * @param gradient defines the gradient to use (between 0 and 1)
  61430. * @param factor defines the angular speed to affect to the specified gradient
  61431. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61432. * @returns the current particle system
  61433. */
  61434. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61435. if (!this._angularSpeedGradients) {
  61436. this._angularSpeedGradients = [];
  61437. }
  61438. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61439. return this;
  61440. };
  61441. /**
  61442. * Remove a specific angular speed gradient
  61443. * @param gradient defines the gradient to remove
  61444. * @returns the current particle system
  61445. */
  61446. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61447. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61448. return this;
  61449. };
  61450. /**
  61451. * Adds a new velocity gradient
  61452. * @param gradient defines the gradient to use (between 0 and 1)
  61453. * @param factor defines the velocity to affect to the specified gradient
  61454. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61455. * @returns the current particle system
  61456. */
  61457. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61458. if (!this._velocityGradients) {
  61459. this._velocityGradients = [];
  61460. }
  61461. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61462. return this;
  61463. };
  61464. /**
  61465. * Remove a specific velocity gradient
  61466. * @param gradient defines the gradient to remove
  61467. * @returns the current particle system
  61468. */
  61469. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61470. this._removeFactorGradient(this._velocityGradients, gradient);
  61471. return this;
  61472. };
  61473. /**
  61474. * Adds a new limit velocity gradient
  61475. * @param gradient defines the gradient to use (between 0 and 1)
  61476. * @param factor defines the limit velocity value to affect to the specified gradient
  61477. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61478. * @returns the current particle system
  61479. */
  61480. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61481. if (!this._limitVelocityGradients) {
  61482. this._limitVelocityGradients = [];
  61483. }
  61484. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61485. return this;
  61486. };
  61487. /**
  61488. * Remove a specific limit velocity gradient
  61489. * @param gradient defines the gradient to remove
  61490. * @returns the current particle system
  61491. */
  61492. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61493. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61494. return this;
  61495. };
  61496. /**
  61497. * Adds a new drag gradient
  61498. * @param gradient defines the gradient to use (between 0 and 1)
  61499. * @param factor defines the drag value to affect to the specified gradient
  61500. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61501. * @returns the current particle system
  61502. */
  61503. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61504. if (!this._dragGradients) {
  61505. this._dragGradients = [];
  61506. }
  61507. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61508. return this;
  61509. };
  61510. /**
  61511. * Remove a specific drag gradient
  61512. * @param gradient defines the gradient to remove
  61513. * @returns the current particle system
  61514. */
  61515. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61516. this._removeFactorGradient(this._dragGradients, gradient);
  61517. return this;
  61518. };
  61519. /**
  61520. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61521. * @param gradient defines the gradient to use (between 0 and 1)
  61522. * @param factor defines the emit rate value to affect to the specified gradient
  61523. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61524. * @returns the current particle system
  61525. */
  61526. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61527. if (!this._emitRateGradients) {
  61528. this._emitRateGradients = [];
  61529. }
  61530. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61531. return this;
  61532. };
  61533. /**
  61534. * Remove a specific emit rate gradient
  61535. * @param gradient defines the gradient to remove
  61536. * @returns the current particle system
  61537. */
  61538. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61539. this._removeFactorGradient(this._emitRateGradients, gradient);
  61540. return this;
  61541. };
  61542. /**
  61543. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61544. * @param gradient defines the gradient to use (between 0 and 1)
  61545. * @param factor defines the start size value to affect to the specified gradient
  61546. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61547. * @returns the current particle system
  61548. */
  61549. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61550. if (!this._startSizeGradients) {
  61551. this._startSizeGradients = [];
  61552. }
  61553. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61554. return this;
  61555. };
  61556. /**
  61557. * Remove a specific start size gradient
  61558. * @param gradient defines the gradient to remove
  61559. * @returns the current particle system
  61560. */
  61561. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61562. this._removeFactorGradient(this._emitRateGradients, gradient);
  61563. return this;
  61564. };
  61565. ParticleSystem.prototype._createRampGradientTexture = function () {
  61566. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61567. return;
  61568. }
  61569. var data = new Uint8Array(this._rawTextureWidth * 4);
  61570. var tmpColor = BABYLON.Tmp.Color3[0];
  61571. for (var x = 0; x < this._rawTextureWidth; x++) {
  61572. var ratio = x / this._rawTextureWidth;
  61573. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61574. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61575. data[x * 4] = tmpColor.r * 255;
  61576. data[x * 4 + 1] = tmpColor.g * 255;
  61577. data[x * 4 + 2] = tmpColor.b * 255;
  61578. data[x * 4 + 3] = 255;
  61579. });
  61580. }
  61581. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61582. };
  61583. /**
  61584. * Gets the current list of ramp gradients.
  61585. * You must use addRampGradient and removeRampGradient to udpate this list
  61586. * @returns the list of ramp gradients
  61587. */
  61588. ParticleSystem.prototype.getRampGradients = function () {
  61589. return this._rampGradients;
  61590. };
  61591. /**
  61592. * Adds a new ramp gradient used to remap particle colors
  61593. * @param gradient defines the gradient to use (between 0 and 1)
  61594. * @param color defines the color to affect to the specified gradient
  61595. * @returns the current particle system
  61596. */
  61597. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61598. if (!this._rampGradients) {
  61599. this._rampGradients = [];
  61600. }
  61601. var rampGradient = new BABYLON.Color3Gradient();
  61602. rampGradient.gradient = gradient;
  61603. rampGradient.color = color;
  61604. this._rampGradients.push(rampGradient);
  61605. this._rampGradients.sort(function (a, b) {
  61606. if (a.gradient < b.gradient) {
  61607. return -1;
  61608. }
  61609. else if (a.gradient > b.gradient) {
  61610. return 1;
  61611. }
  61612. return 0;
  61613. });
  61614. if (this._rampGradientsTexture) {
  61615. this._rampGradientsTexture.dispose();
  61616. this._rampGradientsTexture = null;
  61617. }
  61618. this._createRampGradientTexture();
  61619. return this;
  61620. };
  61621. /**
  61622. * Remove a specific ramp gradient
  61623. * @param gradient defines the gradient to remove
  61624. * @returns the current particle system
  61625. */
  61626. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61627. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61628. this._rampGradientsTexture = null;
  61629. if (this._rampGradients && this._rampGradients.length > 0) {
  61630. this._createRampGradientTexture();
  61631. }
  61632. return this;
  61633. };
  61634. /**
  61635. * Adds a new color gradient
  61636. * @param gradient defines the gradient to use (between 0 and 1)
  61637. * @param color1 defines the color to affect to the specified gradient
  61638. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61639. * @returns this particle system
  61640. */
  61641. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61642. if (!this._colorGradients) {
  61643. this._colorGradients = [];
  61644. }
  61645. var colorGradient = new BABYLON.ColorGradient();
  61646. colorGradient.gradient = gradient;
  61647. colorGradient.color1 = color1;
  61648. colorGradient.color2 = color2;
  61649. this._colorGradients.push(colorGradient);
  61650. this._colorGradients.sort(function (a, b) {
  61651. if (a.gradient < b.gradient) {
  61652. return -1;
  61653. }
  61654. else if (a.gradient > b.gradient) {
  61655. return 1;
  61656. }
  61657. return 0;
  61658. });
  61659. return this;
  61660. };
  61661. /**
  61662. * Remove a specific color gradient
  61663. * @param gradient defines the gradient to remove
  61664. * @returns this particle system
  61665. */
  61666. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61667. if (!this._colorGradients) {
  61668. return this;
  61669. }
  61670. var index = 0;
  61671. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61672. var colorGradient = _a[_i];
  61673. if (colorGradient.gradient === gradient) {
  61674. this._colorGradients.splice(index, 1);
  61675. break;
  61676. }
  61677. index++;
  61678. }
  61679. return this;
  61680. };
  61681. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61682. u = Math.abs(u) * 0.5 + 0.5;
  61683. v = Math.abs(v) * 0.5 + 0.5;
  61684. var wrappedU = ((u * width) % width) | 0;
  61685. var wrappedV = ((v * height) % height) | 0;
  61686. var position = (wrappedU + wrappedV * width) * 4;
  61687. return pixels[position] / 255;
  61688. };
  61689. ParticleSystem.prototype._reset = function () {
  61690. this._resetEffect();
  61691. };
  61692. ParticleSystem.prototype._resetEffect = function () {
  61693. if (this._vertexBuffer) {
  61694. this._vertexBuffer.dispose();
  61695. this._vertexBuffer = null;
  61696. }
  61697. if (this._spriteBuffer) {
  61698. this._spriteBuffer.dispose();
  61699. this._spriteBuffer = null;
  61700. }
  61701. this._createVertexBuffers();
  61702. };
  61703. ParticleSystem.prototype._createVertexBuffers = function () {
  61704. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61705. if (this._isAnimationSheetEnabled) {
  61706. this._vertexBufferSize += 1;
  61707. }
  61708. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61709. this._vertexBufferSize += 3;
  61710. }
  61711. if (this._useRampGradients) {
  61712. this._vertexBufferSize += 4;
  61713. }
  61714. var engine = this._scene.getEngine();
  61715. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61716. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61717. var dataOffset = 0;
  61718. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61719. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61720. dataOffset += 3;
  61721. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61722. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61723. dataOffset += 4;
  61724. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61725. this._vertexBuffers["angle"] = options;
  61726. dataOffset += 1;
  61727. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61728. this._vertexBuffers["size"] = size;
  61729. dataOffset += 2;
  61730. if (this._isAnimationSheetEnabled) {
  61731. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61732. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61733. dataOffset += 1;
  61734. }
  61735. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61736. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61737. this._vertexBuffers["direction"] = directionBuffer;
  61738. dataOffset += 3;
  61739. }
  61740. if (this._useRampGradients) {
  61741. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61742. this._vertexBuffers["remapData"] = rampDataBuffer;
  61743. dataOffset += 4;
  61744. }
  61745. var offsets;
  61746. if (this._useInstancing) {
  61747. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61748. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61749. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61750. }
  61751. else {
  61752. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61753. dataOffset += 2;
  61754. }
  61755. this._vertexBuffers["offset"] = offsets;
  61756. };
  61757. ParticleSystem.prototype._createIndexBuffer = function () {
  61758. if (this._useInstancing) {
  61759. return;
  61760. }
  61761. var indices = [];
  61762. var index = 0;
  61763. for (var count = 0; count < this._capacity; count++) {
  61764. indices.push(index);
  61765. indices.push(index + 1);
  61766. indices.push(index + 2);
  61767. indices.push(index);
  61768. indices.push(index + 2);
  61769. indices.push(index + 3);
  61770. index += 4;
  61771. }
  61772. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61773. };
  61774. /**
  61775. * Gets the maximum number of particles active at the same time.
  61776. * @returns The max number of active particles.
  61777. */
  61778. ParticleSystem.prototype.getCapacity = function () {
  61779. return this._capacity;
  61780. };
  61781. /**
  61782. * Gets whether there are still active particles in the system.
  61783. * @returns True if it is alive, otherwise false.
  61784. */
  61785. ParticleSystem.prototype.isAlive = function () {
  61786. return this._alive;
  61787. };
  61788. /**
  61789. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61790. * @returns True if it has been started, otherwise false.
  61791. */
  61792. ParticleSystem.prototype.isStarted = function () {
  61793. return this._started;
  61794. };
  61795. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61796. var _this = this;
  61797. this._subEmitters = new Array();
  61798. if (this.subEmitters) {
  61799. this.subEmitters.forEach(function (subEmitter) {
  61800. if (subEmitter instanceof ParticleSystem) {
  61801. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61802. }
  61803. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61804. _this._subEmitters.push([subEmitter]);
  61805. }
  61806. else if (subEmitter instanceof Array) {
  61807. _this._subEmitters.push(subEmitter);
  61808. }
  61809. });
  61810. }
  61811. };
  61812. /**
  61813. * Starts the particle system and begins to emit
  61814. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61815. */
  61816. ParticleSystem.prototype.start = function (delay) {
  61817. var _this = this;
  61818. if (delay === void 0) { delay = this.startDelay; }
  61819. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61820. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61821. }
  61822. if (delay) {
  61823. setTimeout(function () {
  61824. _this.start(0);
  61825. }, delay);
  61826. return;
  61827. }
  61828. // Convert the subEmitters field to the constant type field _subEmitters
  61829. this._prepareSubEmitterInternalArray();
  61830. this._started = true;
  61831. this._stopped = false;
  61832. this._actualFrame = 0;
  61833. if (this._subEmitters && this._subEmitters.length != 0) {
  61834. this.activeSubSystems = new Array();
  61835. }
  61836. // Reset emit gradient so it acts the same on every start
  61837. if (this._emitRateGradients) {
  61838. if (this._emitRateGradients.length > 0) {
  61839. this._currentEmitRateGradient = this._emitRateGradients[0];
  61840. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61841. this._currentEmitRate2 = this._currentEmitRate1;
  61842. }
  61843. if (this._emitRateGradients.length > 1) {
  61844. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61845. }
  61846. }
  61847. // Reset start size gradient so it acts the same on every start
  61848. if (this._startSizeGradients) {
  61849. if (this._startSizeGradients.length > 0) {
  61850. this._currentStartSizeGradient = this._startSizeGradients[0];
  61851. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61852. this._currentStartSize2 = this._currentStartSize1;
  61853. }
  61854. if (this._startSizeGradients.length > 1) {
  61855. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61856. }
  61857. }
  61858. if (this.preWarmCycles) {
  61859. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61860. this.emitter.computeWorldMatrix(true);
  61861. }
  61862. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61863. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61864. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61865. setTimeout(function () {
  61866. for (var index = 0; index < _this.preWarmCycles; index++) {
  61867. _this.animate(true);
  61868. noiseTextureAsProcedural_1.render();
  61869. }
  61870. });
  61871. });
  61872. }
  61873. else {
  61874. for (var index = 0; index < this.preWarmCycles; index++) {
  61875. this.animate(true);
  61876. }
  61877. }
  61878. }
  61879. // Animations
  61880. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61881. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61882. }
  61883. };
  61884. /**
  61885. * Stops the particle system.
  61886. * @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.
  61887. */
  61888. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61889. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61890. this._stopped = true;
  61891. if (stopSubEmitters) {
  61892. this._stopSubEmitters();
  61893. }
  61894. };
  61895. // animation sheet
  61896. /**
  61897. * Remove all active particles
  61898. */
  61899. ParticleSystem.prototype.reset = function () {
  61900. this._stockParticles = [];
  61901. this._particles = [];
  61902. };
  61903. /**
  61904. * @hidden (for internal use only)
  61905. */
  61906. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61907. var offset = index * this._vertexBufferSize;
  61908. this._vertexData[offset++] = particle.position.x;
  61909. this._vertexData[offset++] = particle.position.y;
  61910. this._vertexData[offset++] = particle.position.z;
  61911. this._vertexData[offset++] = particle.color.r;
  61912. this._vertexData[offset++] = particle.color.g;
  61913. this._vertexData[offset++] = particle.color.b;
  61914. this._vertexData[offset++] = particle.color.a;
  61915. this._vertexData[offset++] = particle.angle;
  61916. this._vertexData[offset++] = particle.scale.x * particle.size;
  61917. this._vertexData[offset++] = particle.scale.y * particle.size;
  61918. if (this._isAnimationSheetEnabled) {
  61919. this._vertexData[offset++] = particle.cellIndex;
  61920. }
  61921. if (!this._isBillboardBased) {
  61922. if (particle._initialDirection) {
  61923. this._vertexData[offset++] = particle._initialDirection.x;
  61924. this._vertexData[offset++] = particle._initialDirection.y;
  61925. this._vertexData[offset++] = particle._initialDirection.z;
  61926. }
  61927. else {
  61928. this._vertexData[offset++] = particle.direction.x;
  61929. this._vertexData[offset++] = particle.direction.y;
  61930. this._vertexData[offset++] = particle.direction.z;
  61931. }
  61932. }
  61933. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61934. this._vertexData[offset++] = particle.direction.x;
  61935. this._vertexData[offset++] = particle.direction.y;
  61936. this._vertexData[offset++] = particle.direction.z;
  61937. }
  61938. if (this._useRampGradients) {
  61939. this._vertexData[offset++] = particle.remapData.x;
  61940. this._vertexData[offset++] = particle.remapData.y;
  61941. this._vertexData[offset++] = particle.remapData.z;
  61942. this._vertexData[offset++] = particle.remapData.w;
  61943. }
  61944. if (!this._useInstancing) {
  61945. if (this._isAnimationSheetEnabled) {
  61946. if (offsetX === 0) {
  61947. offsetX = this._epsilon;
  61948. }
  61949. else if (offsetX === 1) {
  61950. offsetX = 1 - this._epsilon;
  61951. }
  61952. if (offsetY === 0) {
  61953. offsetY = this._epsilon;
  61954. }
  61955. else if (offsetY === 1) {
  61956. offsetY = 1 - this._epsilon;
  61957. }
  61958. }
  61959. this._vertexData[offset++] = offsetX;
  61960. this._vertexData[offset++] = offsetY;
  61961. }
  61962. };
  61963. ParticleSystem.prototype._stopSubEmitters = function () {
  61964. if (!this.activeSubSystems) {
  61965. return;
  61966. }
  61967. this.activeSubSystems.forEach(function (subSystem) {
  61968. subSystem.stop(true);
  61969. });
  61970. this.activeSubSystems = new Array();
  61971. };
  61972. ParticleSystem.prototype._removeFromRoot = function () {
  61973. if (!this._rootParticleSystem) {
  61974. return;
  61975. }
  61976. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61977. if (index !== -1) {
  61978. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61979. }
  61980. this._rootParticleSystem = null;
  61981. };
  61982. // End of sub system methods
  61983. ParticleSystem.prototype._update = function (newParticles) {
  61984. var _this = this;
  61985. // Update current
  61986. this._alive = this._particles.length > 0;
  61987. if (this.emitter.position) {
  61988. var emitterMesh = this.emitter;
  61989. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61990. }
  61991. else {
  61992. var emitterPosition = this.emitter;
  61993. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61994. }
  61995. this.updateFunction(this._particles);
  61996. // Add new ones
  61997. var particle;
  61998. var _loop_2 = function () {
  61999. if (this_1._particles.length === this_1._capacity) {
  62000. return "break";
  62001. }
  62002. particle = this_1._createParticle();
  62003. this_1._particles.push(particle);
  62004. // Emitter
  62005. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62006. if (this_1.startPositionFunction) {
  62007. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62008. }
  62009. else {
  62010. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62011. }
  62012. if (this_1.startDirectionFunction) {
  62013. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62014. }
  62015. else {
  62016. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62017. }
  62018. if (emitPower === 0) {
  62019. if (!particle._initialDirection) {
  62020. particle._initialDirection = particle.direction.clone();
  62021. }
  62022. else {
  62023. particle._initialDirection.copyFrom(particle.direction);
  62024. }
  62025. }
  62026. else {
  62027. particle._initialDirection = null;
  62028. }
  62029. particle.direction.scaleInPlace(emitPower);
  62030. // Life time
  62031. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62032. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62033. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62034. var factorGradient1 = currentGradient;
  62035. var factorGradient2 = nextGradient;
  62036. var lifeTime1 = factorGradient1.getFactor();
  62037. var lifeTime2 = factorGradient2.getFactor();
  62038. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62039. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62040. });
  62041. }
  62042. else {
  62043. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62044. }
  62045. // Size
  62046. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62047. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62048. }
  62049. else {
  62050. particle._currentSizeGradient = this_1._sizeGradients[0];
  62051. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62052. particle.size = particle._currentSize1;
  62053. if (this_1._sizeGradients.length > 1) {
  62054. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62055. }
  62056. else {
  62057. particle._currentSize2 = particle._currentSize1;
  62058. }
  62059. }
  62060. // Size and scale
  62061. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62062. // Adjust scale by start size
  62063. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62064. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62065. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62066. if (currentGradient !== _this._currentStartSizeGradient) {
  62067. _this._currentStartSize1 = _this._currentStartSize2;
  62068. _this._currentStartSize2 = nextGradient.getFactor();
  62069. _this._currentStartSizeGradient = currentGradient;
  62070. }
  62071. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62072. particle.scale.scaleInPlace(value);
  62073. });
  62074. }
  62075. // Angle
  62076. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62077. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62078. }
  62079. else {
  62080. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62081. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62082. particle._currentAngularSpeed1 = particle.angularSpeed;
  62083. if (this_1._angularSpeedGradients.length > 1) {
  62084. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62085. }
  62086. else {
  62087. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62088. }
  62089. }
  62090. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62091. // Velocity
  62092. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62093. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62094. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62095. if (this_1._velocityGradients.length > 1) {
  62096. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62097. }
  62098. else {
  62099. particle._currentVelocity2 = particle._currentVelocity1;
  62100. }
  62101. }
  62102. // Limit velocity
  62103. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62104. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62105. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62106. if (this_1._limitVelocityGradients.length > 1) {
  62107. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62108. }
  62109. else {
  62110. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62111. }
  62112. }
  62113. // Drag
  62114. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62115. particle._currentDragGradient = this_1._dragGradients[0];
  62116. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62117. if (this_1._dragGradients.length > 1) {
  62118. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62119. }
  62120. else {
  62121. particle._currentDrag2 = particle._currentDrag1;
  62122. }
  62123. }
  62124. // Color
  62125. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62126. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62127. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62128. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62129. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62130. }
  62131. else {
  62132. particle._currentColorGradient = this_1._colorGradients[0];
  62133. particle._currentColorGradient.getColorToRef(particle.color);
  62134. particle._currentColor1.copyFrom(particle.color);
  62135. if (this_1._colorGradients.length > 1) {
  62136. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62137. }
  62138. else {
  62139. particle._currentColor2.copyFrom(particle.color);
  62140. }
  62141. }
  62142. // Sheet
  62143. if (this_1._isAnimationSheetEnabled) {
  62144. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62145. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62146. }
  62147. // Inherited Velocity
  62148. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62149. // Ramp
  62150. if (this_1._useRampGradients) {
  62151. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62152. }
  62153. // Noise texture coordinates
  62154. if (this_1.noiseTexture) {
  62155. if (particle._randomNoiseCoordinates1) {
  62156. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62157. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62158. }
  62159. else {
  62160. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62161. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62162. }
  62163. }
  62164. // Update the position of the attached sub-emitters to match their attached particle
  62165. particle._inheritParticleInfoToSubEmitters();
  62166. };
  62167. var this_1 = this, step;
  62168. for (var index = 0; index < newParticles; index++) {
  62169. var state_1 = _loop_2();
  62170. if (state_1 === "break")
  62171. break;
  62172. }
  62173. };
  62174. /** @hidden */
  62175. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62176. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62177. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62178. if (useRampGradients === void 0) { useRampGradients = false; }
  62179. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62180. if (isAnimationSheetEnabled) {
  62181. attributeNamesOrOptions.push("cellIndex");
  62182. }
  62183. if (!isBillboardBased) {
  62184. attributeNamesOrOptions.push("direction");
  62185. }
  62186. if (useRampGradients) {
  62187. attributeNamesOrOptions.push("remapData");
  62188. }
  62189. return attributeNamesOrOptions;
  62190. };
  62191. /** @hidden */
  62192. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62193. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62194. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62195. if (isAnimationSheetEnabled) {
  62196. effectCreationOption.push("particlesInfos");
  62197. }
  62198. return effectCreationOption;
  62199. };
  62200. /** @hidden */
  62201. ParticleSystem.prototype._getEffect = function (blendMode) {
  62202. if (this._customEffect) {
  62203. return this._customEffect;
  62204. }
  62205. var defines = [];
  62206. if (this._scene.clipPlane) {
  62207. defines.push("#define CLIPPLANE");
  62208. }
  62209. if (this._scene.clipPlane2) {
  62210. defines.push("#define CLIPPLANE2");
  62211. }
  62212. if (this._scene.clipPlane3) {
  62213. defines.push("#define CLIPPLANE3");
  62214. }
  62215. if (this._scene.clipPlane4) {
  62216. defines.push("#define CLIPPLANE4");
  62217. }
  62218. if (this._isAnimationSheetEnabled) {
  62219. defines.push("#define ANIMATESHEET");
  62220. }
  62221. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62222. defines.push("#define BLENDMULTIPLYMODE");
  62223. }
  62224. if (this._useRampGradients) {
  62225. defines.push("#define RAMPGRADIENT");
  62226. }
  62227. if (this._isBillboardBased) {
  62228. defines.push("#define BILLBOARD");
  62229. switch (this.billboardMode) {
  62230. case ParticleSystem.BILLBOARDMODE_Y:
  62231. defines.push("#define BILLBOARDY");
  62232. break;
  62233. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62234. defines.push("#define BILLBOARDSTRETCHED");
  62235. break;
  62236. case ParticleSystem.BILLBOARDMODE_ALL:
  62237. default:
  62238. break;
  62239. }
  62240. }
  62241. if (this._imageProcessingConfiguration) {
  62242. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62243. defines.push(this._imageProcessingConfigurationDefines.toString());
  62244. }
  62245. // Effect
  62246. var join = defines.join("\n");
  62247. if (this._cachedDefines !== join) {
  62248. this._cachedDefines = join;
  62249. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62250. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62251. var samplers = ["diffuseSampler", "rampSampler"];
  62252. if (BABYLON.ImageProcessingConfiguration) {
  62253. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62254. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62255. }
  62256. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62257. }
  62258. return this._effect;
  62259. };
  62260. /**
  62261. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62262. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62263. */
  62264. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62265. var _this = this;
  62266. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62267. if (!this._started) {
  62268. return;
  62269. }
  62270. if (!preWarmOnly) {
  62271. // Check
  62272. if (!this.isReady()) {
  62273. return;
  62274. }
  62275. if (this._currentRenderId === this._scene.getFrameId()) {
  62276. return;
  62277. }
  62278. this._currentRenderId = this._scene.getFrameId();
  62279. }
  62280. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62281. // Determine the number of particles we need to create
  62282. var newParticles;
  62283. if (this.manualEmitCount > -1) {
  62284. newParticles = this.manualEmitCount;
  62285. this._newPartsExcess = 0;
  62286. this.manualEmitCount = 0;
  62287. }
  62288. else {
  62289. var rate_1 = this.emitRate;
  62290. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62291. var ratio = this._actualFrame / this.targetStopDuration;
  62292. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62293. if (currentGradient !== _this._currentEmitRateGradient) {
  62294. _this._currentEmitRate1 = _this._currentEmitRate2;
  62295. _this._currentEmitRate2 = nextGradient.getFactor();
  62296. _this._currentEmitRateGradient = currentGradient;
  62297. }
  62298. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62299. });
  62300. }
  62301. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62302. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62303. }
  62304. if (this._newPartsExcess > 1.0) {
  62305. newParticles += this._newPartsExcess >> 0;
  62306. this._newPartsExcess -= this._newPartsExcess >> 0;
  62307. }
  62308. this._alive = false;
  62309. if (!this._stopped) {
  62310. this._actualFrame += this._scaledUpdateSpeed;
  62311. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62312. this.stop();
  62313. }
  62314. }
  62315. else {
  62316. newParticles = 0;
  62317. }
  62318. this._update(newParticles);
  62319. // Stopped?
  62320. if (this._stopped) {
  62321. if (!this._alive) {
  62322. this._started = false;
  62323. if (this.onAnimationEnd) {
  62324. this.onAnimationEnd();
  62325. }
  62326. if (this.disposeOnStop) {
  62327. this._scene._toBeDisposed.push(this);
  62328. }
  62329. }
  62330. }
  62331. if (!preWarmOnly) {
  62332. // Update VBO
  62333. var offset = 0;
  62334. for (var index = 0; index < this._particles.length; index++) {
  62335. var particle = this._particles[index];
  62336. this._appendParticleVertices(offset, particle);
  62337. offset += this._useInstancing ? 1 : 4;
  62338. }
  62339. if (this._vertexBuffer) {
  62340. this._vertexBuffer.update(this._vertexData);
  62341. }
  62342. }
  62343. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62344. this.stop();
  62345. }
  62346. };
  62347. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62348. this._appendParticleVertex(offset++, particle, 0, 0);
  62349. if (!this._useInstancing) {
  62350. this._appendParticleVertex(offset++, particle, 1, 0);
  62351. this._appendParticleVertex(offset++, particle, 1, 1);
  62352. this._appendParticleVertex(offset++, particle, 0, 1);
  62353. }
  62354. };
  62355. /**
  62356. * Rebuilds the particle system.
  62357. */
  62358. ParticleSystem.prototype.rebuild = function () {
  62359. this._createIndexBuffer();
  62360. if (this._vertexBuffer) {
  62361. this._vertexBuffer._rebuild();
  62362. }
  62363. };
  62364. /**
  62365. * Is this system ready to be used/rendered
  62366. * @return true if the system is ready
  62367. */
  62368. ParticleSystem.prototype.isReady = function () {
  62369. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62370. return false;
  62371. }
  62372. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62373. if (!this._getEffect(this.blendMode).isReady()) {
  62374. return false;
  62375. }
  62376. }
  62377. else {
  62378. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62379. return false;
  62380. }
  62381. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62382. return false;
  62383. }
  62384. }
  62385. return true;
  62386. };
  62387. ParticleSystem.prototype._render = function (blendMode) {
  62388. var effect = this._getEffect(blendMode);
  62389. var engine = this._scene.getEngine();
  62390. // Render
  62391. engine.enableEffect(effect);
  62392. var viewMatrix = this._scene.getViewMatrix();
  62393. effect.setTexture("diffuseSampler", this.particleTexture);
  62394. effect.setMatrix("view", viewMatrix);
  62395. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62396. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62397. var baseSize = this.particleTexture.getBaseSize();
  62398. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62399. }
  62400. effect.setVector2("translationPivot", this.translationPivot);
  62401. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62402. if (this._isBillboardBased) {
  62403. var camera = this._scene.activeCamera;
  62404. effect.setVector3("eyePosition", camera.globalPosition);
  62405. }
  62406. if (this._rampGradientsTexture) {
  62407. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62408. }
  62409. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62410. var invView = viewMatrix.clone();
  62411. invView.invert();
  62412. effect.setMatrix("invView", invView);
  62413. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62414. }
  62415. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62416. // image processing
  62417. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62418. this._imageProcessingConfiguration.bind(effect);
  62419. }
  62420. // Draw order
  62421. switch (blendMode) {
  62422. case ParticleSystem.BLENDMODE_ADD:
  62423. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62424. break;
  62425. case ParticleSystem.BLENDMODE_ONEONE:
  62426. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62427. break;
  62428. case ParticleSystem.BLENDMODE_STANDARD:
  62429. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62430. break;
  62431. case ParticleSystem.BLENDMODE_MULTIPLY:
  62432. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62433. break;
  62434. }
  62435. if (this._useInstancing) {
  62436. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62437. }
  62438. else {
  62439. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62440. }
  62441. return this._particles.length;
  62442. };
  62443. /**
  62444. * Renders the particle system in its current state.
  62445. * @returns the current number of particles
  62446. */
  62447. ParticleSystem.prototype.render = function () {
  62448. // Check
  62449. if (!this.isReady() || !this._particles.length) {
  62450. return 0;
  62451. }
  62452. var engine = this._scene.getEngine();
  62453. engine.setState(false);
  62454. if (this.forceDepthWrite) {
  62455. engine.setDepthWrite(true);
  62456. }
  62457. var outparticles = 0;
  62458. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62459. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62460. }
  62461. outparticles = this._render(this.blendMode);
  62462. engine.unbindInstanceAttributes();
  62463. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62464. return outparticles;
  62465. };
  62466. /**
  62467. * Disposes the particle system and free the associated resources
  62468. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62469. */
  62470. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62471. if (disposeTexture === void 0) { disposeTexture = true; }
  62472. if (this._vertexBuffer) {
  62473. this._vertexBuffer.dispose();
  62474. this._vertexBuffer = null;
  62475. }
  62476. if (this._spriteBuffer) {
  62477. this._spriteBuffer.dispose();
  62478. this._spriteBuffer = null;
  62479. }
  62480. if (this._indexBuffer) {
  62481. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62482. this._indexBuffer = null;
  62483. }
  62484. if (disposeTexture && this.particleTexture) {
  62485. this.particleTexture.dispose();
  62486. this.particleTexture = null;
  62487. }
  62488. if (disposeTexture && this.noiseTexture) {
  62489. this.noiseTexture.dispose();
  62490. this.noiseTexture = null;
  62491. }
  62492. if (this._rampGradientsTexture) {
  62493. this._rampGradientsTexture.dispose();
  62494. this._rampGradientsTexture = null;
  62495. }
  62496. this._removeFromRoot();
  62497. if (this._subEmitters && this._subEmitters.length) {
  62498. for (var index = 0; index < this._subEmitters.length; index++) {
  62499. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62500. var subEmitter = _a[_i];
  62501. subEmitter.dispose();
  62502. }
  62503. }
  62504. this._subEmitters = [];
  62505. this.subEmitters = [];
  62506. }
  62507. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62508. this.emitter.dispose(true);
  62509. }
  62510. // Remove from scene
  62511. var index = this._scene.particleSystems.indexOf(this);
  62512. if (index > -1) {
  62513. this._scene.particleSystems.splice(index, 1);
  62514. }
  62515. this._scene._activeParticleSystems.dispose();
  62516. // Callback
  62517. this.onDisposeObservable.notifyObservers(this);
  62518. this.onDisposeObservable.clear();
  62519. this.reset();
  62520. };
  62521. // Clone
  62522. /**
  62523. * Clones the particle system.
  62524. * @param name The name of the cloned object
  62525. * @param newEmitter The new emitter to use
  62526. * @returns the cloned particle system
  62527. */
  62528. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62529. var custom = null;
  62530. var program = null;
  62531. if (this.customShader != null) {
  62532. program = this.customShader;
  62533. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62534. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62535. }
  62536. else if (this._customEffect) {
  62537. custom = this._customEffect;
  62538. }
  62539. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62540. result.customShader = program;
  62541. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62542. if (newEmitter === undefined) {
  62543. newEmitter = this.emitter;
  62544. }
  62545. result.noiseTexture = this.noiseTexture;
  62546. result.emitter = newEmitter;
  62547. if (this.particleTexture) {
  62548. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62549. }
  62550. // Clone gradients
  62551. if (this._colorGradients) {
  62552. this._colorGradients.forEach(function (v) {
  62553. result.addColorGradient(v.gradient, v.color1, v.color2);
  62554. });
  62555. }
  62556. if (this._dragGradients) {
  62557. this._dragGradients.forEach(function (v) {
  62558. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62559. });
  62560. }
  62561. if (this._angularSpeedGradients) {
  62562. this._angularSpeedGradients.forEach(function (v) {
  62563. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62564. });
  62565. }
  62566. if (this._emitRateGradients) {
  62567. this._emitRateGradients.forEach(function (v) {
  62568. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62569. });
  62570. }
  62571. if (this._lifeTimeGradients) {
  62572. this._lifeTimeGradients.forEach(function (v) {
  62573. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62574. });
  62575. }
  62576. if (this._limitVelocityGradients) {
  62577. this._limitVelocityGradients.forEach(function (v) {
  62578. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62579. });
  62580. }
  62581. if (this._sizeGradients) {
  62582. this._sizeGradients.forEach(function (v) {
  62583. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62584. });
  62585. }
  62586. if (this._startSizeGradients) {
  62587. this._startSizeGradients.forEach(function (v) {
  62588. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62589. });
  62590. }
  62591. if (this._velocityGradients) {
  62592. this._velocityGradients.forEach(function (v) {
  62593. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62594. });
  62595. }
  62596. if (this._rampGradients) {
  62597. this._rampGradients.forEach(function (v) {
  62598. result.addRampGradient(v.gradient, v.color);
  62599. });
  62600. }
  62601. if (this._colorRemapGradients) {
  62602. this._colorRemapGradients.forEach(function (v) {
  62603. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62604. });
  62605. }
  62606. if (this._alphaRemapGradients) {
  62607. this._alphaRemapGradients.forEach(function (v) {
  62608. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62609. });
  62610. }
  62611. if (!this.preventAutoStart) {
  62612. result.start();
  62613. }
  62614. return result;
  62615. };
  62616. /**
  62617. * Serializes the particle system to a JSON object.
  62618. * @returns the JSON object
  62619. */
  62620. ParticleSystem.prototype.serialize = function () {
  62621. var serializationObject = {};
  62622. ParticleSystem._Serialize(serializationObject, this);
  62623. serializationObject.textureMask = this.textureMask.asArray();
  62624. serializationObject.customShader = this.customShader;
  62625. serializationObject.preventAutoStart = this.preventAutoStart;
  62626. // SubEmitters
  62627. if (this.subEmitters) {
  62628. serializationObject.subEmitters = [];
  62629. if (!this._subEmitters) {
  62630. this._prepareSubEmitterInternalArray();
  62631. }
  62632. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62633. var subs = _a[_i];
  62634. var cell = [];
  62635. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62636. var sub = subs_1[_b];
  62637. cell.push(sub.serialize());
  62638. }
  62639. serializationObject.subEmitters.push(cell);
  62640. }
  62641. }
  62642. return serializationObject;
  62643. };
  62644. /** @hidden */
  62645. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62646. serializationObject.name = particleSystem.name;
  62647. serializationObject.id = particleSystem.id;
  62648. serializationObject.capacity = particleSystem.getCapacity();
  62649. // Emitter
  62650. if (particleSystem.emitter.position) {
  62651. var emitterMesh = particleSystem.emitter;
  62652. serializationObject.emitterId = emitterMesh.id;
  62653. }
  62654. else {
  62655. var emitterPosition = particleSystem.emitter;
  62656. serializationObject.emitter = emitterPosition.asArray();
  62657. }
  62658. // Emitter
  62659. if (particleSystem.particleEmitterType) {
  62660. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62661. }
  62662. if (particleSystem.particleTexture) {
  62663. serializationObject.textureName = particleSystem.particleTexture.name;
  62664. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62665. }
  62666. // Animations
  62667. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62668. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62669. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62670. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62671. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62672. // Particle system
  62673. serializationObject.startDelay = particleSystem.startDelay;
  62674. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62675. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62676. serializationObject.billboardMode = particleSystem.billboardMode;
  62677. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62678. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62679. serializationObject.minSize = particleSystem.minSize;
  62680. serializationObject.maxSize = particleSystem.maxSize;
  62681. serializationObject.minScaleX = particleSystem.minScaleX;
  62682. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62683. serializationObject.minScaleY = particleSystem.minScaleY;
  62684. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62685. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62686. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62687. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62688. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62689. serializationObject.emitRate = particleSystem.emitRate;
  62690. serializationObject.gravity = particleSystem.gravity.asArray();
  62691. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62692. serializationObject.color1 = particleSystem.color1.asArray();
  62693. serializationObject.color2 = particleSystem.color2.asArray();
  62694. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62695. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62696. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62697. serializationObject.blendMode = particleSystem.blendMode;
  62698. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62699. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62700. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62701. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62702. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62703. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62704. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62705. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62706. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62707. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62708. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62709. var colorGradients = particleSystem.getColorGradients();
  62710. if (colorGradients) {
  62711. serializationObject.colorGradients = [];
  62712. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62713. var colorGradient = colorGradients_1[_i];
  62714. var serializedGradient = {
  62715. gradient: colorGradient.gradient,
  62716. color1: colorGradient.color1.asArray()
  62717. };
  62718. if (colorGradient.color2) {
  62719. serializedGradient.color2 = colorGradient.color2.asArray();
  62720. }
  62721. serializationObject.colorGradients.push(serializedGradient);
  62722. }
  62723. }
  62724. var rampGradients = particleSystem.getRampGradients();
  62725. if (rampGradients) {
  62726. serializationObject.rampGradients = [];
  62727. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62728. var rampGradient = rampGradients_1[_a];
  62729. var serializedGradient = {
  62730. gradient: rampGradient.gradient,
  62731. color: rampGradient.color.asArray()
  62732. };
  62733. serializationObject.rampGradients.push(serializedGradient);
  62734. }
  62735. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62736. }
  62737. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62738. if (colorRemapGradients) {
  62739. serializationObject.colorRemapGradients = [];
  62740. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62741. var colorRemapGradient = colorRemapGradients_1[_b];
  62742. var serializedGradient = {
  62743. gradient: colorRemapGradient.gradient,
  62744. factor1: colorRemapGradient.factor1
  62745. };
  62746. if (colorRemapGradient.factor2 !== undefined) {
  62747. serializedGradient.factor2 = colorRemapGradient.factor2;
  62748. }
  62749. serializationObject.colorRemapGradients.push(serializedGradient);
  62750. }
  62751. }
  62752. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62753. if (alphaRemapGradients) {
  62754. serializationObject.alphaRemapGradients = [];
  62755. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62756. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62757. var serializedGradient = {
  62758. gradient: alphaRemapGradient.gradient,
  62759. factor1: alphaRemapGradient.factor1
  62760. };
  62761. if (alphaRemapGradient.factor2 !== undefined) {
  62762. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62763. }
  62764. serializationObject.alphaRemapGradients.push(serializedGradient);
  62765. }
  62766. }
  62767. var sizeGradients = particleSystem.getSizeGradients();
  62768. if (sizeGradients) {
  62769. serializationObject.sizeGradients = [];
  62770. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62771. var sizeGradient = sizeGradients_1[_d];
  62772. var serializedGradient = {
  62773. gradient: sizeGradient.gradient,
  62774. factor1: sizeGradient.factor1
  62775. };
  62776. if (sizeGradient.factor2 !== undefined) {
  62777. serializedGradient.factor2 = sizeGradient.factor2;
  62778. }
  62779. serializationObject.sizeGradients.push(serializedGradient);
  62780. }
  62781. }
  62782. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62783. if (angularSpeedGradients) {
  62784. serializationObject.angularSpeedGradients = [];
  62785. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62786. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62787. var serializedGradient = {
  62788. gradient: angularSpeedGradient.gradient,
  62789. factor1: angularSpeedGradient.factor1
  62790. };
  62791. if (angularSpeedGradient.factor2 !== undefined) {
  62792. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62793. }
  62794. serializationObject.angularSpeedGradients.push(serializedGradient);
  62795. }
  62796. }
  62797. var velocityGradients = particleSystem.getVelocityGradients();
  62798. if (velocityGradients) {
  62799. serializationObject.velocityGradients = [];
  62800. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62801. var velocityGradient = velocityGradients_1[_f];
  62802. var serializedGradient = {
  62803. gradient: velocityGradient.gradient,
  62804. factor1: velocityGradient.factor1
  62805. };
  62806. if (velocityGradient.factor2 !== undefined) {
  62807. serializedGradient.factor2 = velocityGradient.factor2;
  62808. }
  62809. serializationObject.velocityGradients.push(serializedGradient);
  62810. }
  62811. }
  62812. var dragGradients = particleSystem.getDragGradients();
  62813. if (dragGradients) {
  62814. serializationObject.dragyGradients = [];
  62815. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62816. var dragGradient = dragGradients_1[_g];
  62817. var serializedGradient = {
  62818. gradient: dragGradient.gradient,
  62819. factor1: dragGradient.factor1
  62820. };
  62821. if (dragGradient.factor2 !== undefined) {
  62822. serializedGradient.factor2 = dragGradient.factor2;
  62823. }
  62824. serializationObject.dragGradients.push(serializedGradient);
  62825. }
  62826. }
  62827. var emitRateGradients = particleSystem.getEmitRateGradients();
  62828. if (emitRateGradients) {
  62829. serializationObject.emitRateGradients = [];
  62830. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62831. var emitRateGradient = emitRateGradients_1[_h];
  62832. var serializedGradient = {
  62833. gradient: emitRateGradient.gradient,
  62834. factor1: emitRateGradient.factor1
  62835. };
  62836. if (emitRateGradient.factor2 !== undefined) {
  62837. serializedGradient.factor2 = emitRateGradient.factor2;
  62838. }
  62839. serializationObject.emitRateGradients.push(serializedGradient);
  62840. }
  62841. }
  62842. var startSizeGradients = particleSystem.getStartSizeGradients();
  62843. if (startSizeGradients) {
  62844. serializationObject.startSizeGradients = [];
  62845. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62846. var startSizeGradient = startSizeGradients_1[_j];
  62847. var serializedGradient = {
  62848. gradient: startSizeGradient.gradient,
  62849. factor1: startSizeGradient.factor1
  62850. };
  62851. if (startSizeGradient.factor2 !== undefined) {
  62852. serializedGradient.factor2 = startSizeGradient.factor2;
  62853. }
  62854. serializationObject.startSizeGradients.push(serializedGradient);
  62855. }
  62856. }
  62857. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62858. if (lifeTimeGradients) {
  62859. serializationObject.lifeTimeGradients = [];
  62860. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62861. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62862. var serializedGradient = {
  62863. gradient: lifeTimeGradient.gradient,
  62864. factor1: lifeTimeGradient.factor1
  62865. };
  62866. if (lifeTimeGradient.factor2 !== undefined) {
  62867. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62868. }
  62869. serializationObject.lifeTimeGradients.push(serializedGradient);
  62870. }
  62871. }
  62872. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62873. if (limitVelocityGradients) {
  62874. serializationObject.limitVelocityGradients = [];
  62875. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62876. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62877. var serializedGradient = {
  62878. gradient: limitVelocityGradient.gradient,
  62879. factor1: limitVelocityGradient.factor1
  62880. };
  62881. if (limitVelocityGradient.factor2 !== undefined) {
  62882. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62883. }
  62884. serializationObject.limitVelocityGradients.push(serializedGradient);
  62885. }
  62886. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62887. }
  62888. if (particleSystem.noiseTexture) {
  62889. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62890. }
  62891. };
  62892. /** @hidden */
  62893. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62894. // Texture
  62895. if (parsedParticleSystem.textureName) {
  62896. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62897. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62898. }
  62899. // Emitter
  62900. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62901. particleSystem.emitter = BABYLON.Vector3.Zero();
  62902. }
  62903. else if (parsedParticleSystem.emitterId) {
  62904. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62905. }
  62906. else {
  62907. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62908. }
  62909. // Misc.
  62910. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62911. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62912. }
  62913. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62914. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62915. }
  62916. if (parsedParticleSystem.billboardMode !== undefined) {
  62917. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62918. }
  62919. // Animations
  62920. if (parsedParticleSystem.animations) {
  62921. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62922. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62923. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62924. }
  62925. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62926. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62927. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62928. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62929. }
  62930. if (parsedParticleSystem.autoAnimate) {
  62931. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62932. }
  62933. // Particle system
  62934. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62935. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62936. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62937. particleSystem.minSize = parsedParticleSystem.minSize;
  62938. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62939. if (parsedParticleSystem.minScaleX) {
  62940. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62941. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62942. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62943. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62944. }
  62945. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62946. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62947. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62948. }
  62949. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62950. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62951. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62952. }
  62953. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62954. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62955. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62956. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62957. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62958. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62959. if (parsedParticleSystem.noiseStrength) {
  62960. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62961. }
  62962. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62963. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62964. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62965. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62966. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62967. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62968. if (parsedParticleSystem.colorGradients) {
  62969. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62970. var colorGradient = _a[_i];
  62971. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62972. }
  62973. }
  62974. if (parsedParticleSystem.rampGradients) {
  62975. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62976. var rampGradient = _c[_b];
  62977. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62978. }
  62979. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62980. }
  62981. if (parsedParticleSystem.colorRemapGradients) {
  62982. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62983. var colorRemapGradient = _e[_d];
  62984. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62985. }
  62986. }
  62987. if (parsedParticleSystem.alphaRemapGradients) {
  62988. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62989. var alphaRemapGradient = _g[_f];
  62990. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62991. }
  62992. }
  62993. if (parsedParticleSystem.sizeGradients) {
  62994. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62995. var sizeGradient = _j[_h];
  62996. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62997. }
  62998. }
  62999. if (parsedParticleSystem.sizeGradients) {
  63000. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63001. var sizeGradient = _l[_k];
  63002. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63003. }
  63004. }
  63005. if (parsedParticleSystem.angularSpeedGradients) {
  63006. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63007. var angularSpeedGradient = _o[_m];
  63008. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63009. }
  63010. }
  63011. if (parsedParticleSystem.velocityGradients) {
  63012. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63013. var velocityGradient = _q[_p];
  63014. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63015. }
  63016. }
  63017. if (parsedParticleSystem.dragGradients) {
  63018. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63019. var dragGradient = _s[_r];
  63020. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63021. }
  63022. }
  63023. if (parsedParticleSystem.emitRateGradients) {
  63024. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63025. var emitRateGradient = _u[_t];
  63026. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63027. }
  63028. }
  63029. if (parsedParticleSystem.startSizeGradients) {
  63030. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63031. var startSizeGradient = _w[_v];
  63032. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63033. }
  63034. }
  63035. if (parsedParticleSystem.lifeTimeGradients) {
  63036. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63037. var lifeTimeGradient = _y[_x];
  63038. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63039. }
  63040. }
  63041. if (parsedParticleSystem.limitVelocityGradients) {
  63042. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63043. var limitVelocityGradient = _0[_z];
  63044. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63045. }
  63046. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63047. }
  63048. if (parsedParticleSystem.noiseTexture) {
  63049. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63050. }
  63051. // Emitter
  63052. var emitterType;
  63053. if (parsedParticleSystem.particleEmitterType) {
  63054. switch (parsedParticleSystem.particleEmitterType.type) {
  63055. case "SphereParticleEmitter":
  63056. emitterType = new BABYLON.SphereParticleEmitter();
  63057. break;
  63058. case "SphereDirectedParticleEmitter":
  63059. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63060. break;
  63061. case "ConeEmitter":
  63062. case "ConeParticleEmitter":
  63063. emitterType = new BABYLON.ConeParticleEmitter();
  63064. break;
  63065. case "CylinderParticleEmitter":
  63066. emitterType = new BABYLON.CylinderParticleEmitter();
  63067. break;
  63068. case "HemisphericParticleEmitter":
  63069. emitterType = new BABYLON.HemisphericParticleEmitter();
  63070. break;
  63071. case "BoxEmitter":
  63072. case "BoxParticleEmitter":
  63073. default:
  63074. emitterType = new BABYLON.BoxParticleEmitter();
  63075. break;
  63076. }
  63077. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63078. }
  63079. else {
  63080. emitterType = new BABYLON.BoxParticleEmitter();
  63081. emitterType.parse(parsedParticleSystem);
  63082. }
  63083. particleSystem.particleEmitterType = emitterType;
  63084. // Animation sheet
  63085. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63086. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63087. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63088. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63089. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63090. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63091. };
  63092. /**
  63093. * Parses a JSON object to create a particle system.
  63094. * @param parsedParticleSystem The JSON object to parse
  63095. * @param scene The scene to create the particle system in
  63096. * @param rootUrl The root url to use to load external dependencies like texture
  63097. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63098. * @returns the Parsed particle system
  63099. */
  63100. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63101. if (doNotStart === void 0) { doNotStart = false; }
  63102. var name = parsedParticleSystem.name;
  63103. var custom = null;
  63104. var program = null;
  63105. if (parsedParticleSystem.customShader) {
  63106. program = parsedParticleSystem.customShader;
  63107. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63108. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63109. }
  63110. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63111. particleSystem.customShader = program;
  63112. if (parsedParticleSystem.id) {
  63113. particleSystem.id = parsedParticleSystem.id;
  63114. }
  63115. // SubEmitters
  63116. if (parsedParticleSystem.subEmitters) {
  63117. particleSystem.subEmitters = [];
  63118. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63119. var cell = _a[_i];
  63120. var cellArray = [];
  63121. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63122. var sub = cell_1[_b];
  63123. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63124. }
  63125. particleSystem.subEmitters.push(cellArray);
  63126. }
  63127. }
  63128. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63129. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63130. // Auto start
  63131. if (parsedParticleSystem.preventAutoStart) {
  63132. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63133. }
  63134. if (!doNotStart && !particleSystem.preventAutoStart) {
  63135. particleSystem.start();
  63136. }
  63137. return particleSystem;
  63138. };
  63139. /**
  63140. * Billboard mode will only apply to Y axis
  63141. */
  63142. ParticleSystem.BILLBOARDMODE_Y = 2;
  63143. /**
  63144. * Billboard mode will apply to all axes
  63145. */
  63146. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63147. /**
  63148. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63149. */
  63150. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63151. return ParticleSystem;
  63152. }(BABYLON.BaseParticleSystem));
  63153. BABYLON.ParticleSystem = ParticleSystem;
  63154. })(BABYLON || (BABYLON = {}));
  63155. //# sourceMappingURL=babylon.particleSystem.js.map
  63156. var BABYLON;
  63157. (function (BABYLON) {
  63158. /**
  63159. * Particle emitter emitting particles from the inside of a box.
  63160. * It emits the particles randomly between 2 given directions.
  63161. */
  63162. var BoxParticleEmitter = /** @class */ (function () {
  63163. /**
  63164. * Creates a new instance BoxParticleEmitter
  63165. */
  63166. function BoxParticleEmitter() {
  63167. /**
  63168. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63169. */
  63170. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63171. /**
  63172. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63173. */
  63174. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63175. /**
  63176. * 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.
  63177. */
  63178. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63179. /**
  63180. * 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.
  63181. */
  63182. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63183. }
  63184. /**
  63185. * Called by the particle System when the direction is computed for the created particle.
  63186. * @param worldMatrix is the world matrix of the particle system
  63187. * @param directionToUpdate is the direction vector to update with the result
  63188. * @param particle is the particle we are computed the direction for
  63189. */
  63190. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63191. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63192. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63193. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63194. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63195. };
  63196. /**
  63197. * Called by the particle System when the position is computed for the created particle.
  63198. * @param worldMatrix is the world matrix of the particle system
  63199. * @param positionToUpdate is the position vector to update with the result
  63200. * @param particle is the particle we are computed the position for
  63201. */
  63202. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63203. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63204. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63205. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63206. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63207. };
  63208. /**
  63209. * Clones the current emitter and returns a copy of it
  63210. * @returns the new emitter
  63211. */
  63212. BoxParticleEmitter.prototype.clone = function () {
  63213. var newOne = new BoxParticleEmitter();
  63214. BABYLON.Tools.DeepCopy(this, newOne);
  63215. return newOne;
  63216. };
  63217. /**
  63218. * Called by the GPUParticleSystem to setup the update shader
  63219. * @param effect defines the update shader
  63220. */
  63221. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63222. effect.setVector3("direction1", this.direction1);
  63223. effect.setVector3("direction2", this.direction2);
  63224. effect.setVector3("minEmitBox", this.minEmitBox);
  63225. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63226. };
  63227. /**
  63228. * Returns a string to use to update the GPU particles update shader
  63229. * @returns a string containng the defines string
  63230. */
  63231. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63232. return "#define BOXEMITTER";
  63233. };
  63234. /**
  63235. * Returns the string "BoxParticleEmitter"
  63236. * @returns a string containing the class name
  63237. */
  63238. BoxParticleEmitter.prototype.getClassName = function () {
  63239. return "BoxParticleEmitter";
  63240. };
  63241. /**
  63242. * Serializes the particle system to a JSON object.
  63243. * @returns the JSON object
  63244. */
  63245. BoxParticleEmitter.prototype.serialize = function () {
  63246. var serializationObject = {};
  63247. serializationObject.type = this.getClassName();
  63248. serializationObject.direction1 = this.direction1.asArray();
  63249. serializationObject.direction2 = this.direction2.asArray();
  63250. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63251. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63252. return serializationObject;
  63253. };
  63254. /**
  63255. * Parse properties from a JSON object
  63256. * @param serializationObject defines the JSON object
  63257. */
  63258. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63259. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63260. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63261. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63262. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63263. };
  63264. return BoxParticleEmitter;
  63265. }());
  63266. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63267. })(BABYLON || (BABYLON = {}));
  63268. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63269. var BABYLON;
  63270. (function (BABYLON) {
  63271. /**
  63272. * Particle emitter emitting particles from the inside of a cylinder.
  63273. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63274. */
  63275. var CylinderParticleEmitter = /** @class */ (function () {
  63276. /**
  63277. * Creates a new instance CylinderParticleEmitter
  63278. * @param radius the radius of the emission cylinder (1 by default)
  63279. * @param height the height of the emission cylinder (1 by default)
  63280. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63281. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63282. */
  63283. function CylinderParticleEmitter(
  63284. /**
  63285. * The radius of the emission cylinder.
  63286. */
  63287. radius,
  63288. /**
  63289. * The height of the emission cylinder.
  63290. */
  63291. height,
  63292. /**
  63293. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63294. */
  63295. radiusRange,
  63296. /**
  63297. * How much to randomize the particle direction [0-1].
  63298. */
  63299. directionRandomizer) {
  63300. if (radius === void 0) { radius = 1; }
  63301. if (height === void 0) { height = 1; }
  63302. if (radiusRange === void 0) { radiusRange = 1; }
  63303. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63304. this.radius = radius;
  63305. this.height = height;
  63306. this.radiusRange = radiusRange;
  63307. this.directionRandomizer = directionRandomizer;
  63308. }
  63309. /**
  63310. * Called by the particle System when the direction is computed for the created particle.
  63311. * @param worldMatrix is the world matrix of the particle system
  63312. * @param directionToUpdate is the direction vector to update with the result
  63313. * @param particle is the particle we are computed the direction for
  63314. */
  63315. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63316. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63317. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63318. var angle = Math.atan2(direction.x, direction.z);
  63319. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63320. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63321. direction.x = Math.sin(angle);
  63322. direction.z = Math.cos(angle);
  63323. direction.normalize();
  63324. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63325. };
  63326. /**
  63327. * Called by the particle System when the position is computed for the created particle.
  63328. * @param worldMatrix is the world matrix of the particle system
  63329. * @param positionToUpdate is the position vector to update with the result
  63330. * @param particle is the particle we are computed the position for
  63331. */
  63332. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63333. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63334. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63335. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63336. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63337. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63338. var xPos = positionRadius * Math.cos(angle);
  63339. var zPos = positionRadius * Math.sin(angle);
  63340. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63341. };
  63342. /**
  63343. * Clones the current emitter and returns a copy of it
  63344. * @returns the new emitter
  63345. */
  63346. CylinderParticleEmitter.prototype.clone = function () {
  63347. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63348. BABYLON.Tools.DeepCopy(this, newOne);
  63349. return newOne;
  63350. };
  63351. /**
  63352. * Called by the GPUParticleSystem to setup the update shader
  63353. * @param effect defines the update shader
  63354. */
  63355. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63356. effect.setFloat("radius", this.radius);
  63357. effect.setFloat("height", this.height);
  63358. effect.setFloat("radiusRange", this.radiusRange);
  63359. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63360. };
  63361. /**
  63362. * Returns a string to use to update the GPU particles update shader
  63363. * @returns a string containng the defines string
  63364. */
  63365. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63366. return "#define CYLINDEREMITTER";
  63367. };
  63368. /**
  63369. * Returns the string "CylinderParticleEmitter"
  63370. * @returns a string containing the class name
  63371. */
  63372. CylinderParticleEmitter.prototype.getClassName = function () {
  63373. return "CylinderParticleEmitter";
  63374. };
  63375. /**
  63376. * Serializes the particle system to a JSON object.
  63377. * @returns the JSON object
  63378. */
  63379. CylinderParticleEmitter.prototype.serialize = function () {
  63380. var serializationObject = {};
  63381. serializationObject.type = this.getClassName();
  63382. serializationObject.radius = this.radius;
  63383. serializationObject.height = this.height;
  63384. serializationObject.radiusRange = this.radiusRange;
  63385. serializationObject.directionRandomizer = this.directionRandomizer;
  63386. return serializationObject;
  63387. };
  63388. /**
  63389. * Parse properties from a JSON object
  63390. * @param serializationObject defines the JSON object
  63391. */
  63392. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63393. this.radius = serializationObject.radius;
  63394. this.height = serializationObject.height;
  63395. this.radiusRange = serializationObject.radiusRange;
  63396. this.directionRandomizer = serializationObject.directionRandomizer;
  63397. };
  63398. return CylinderParticleEmitter;
  63399. }());
  63400. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63401. /**
  63402. * Particle emitter emitting particles from the inside of a cylinder.
  63403. * It emits the particles randomly between two vectors.
  63404. */
  63405. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63406. __extends(CylinderDirectedParticleEmitter, _super);
  63407. /**
  63408. * Creates a new instance CylinderDirectedParticleEmitter
  63409. * @param radius the radius of the emission cylinder (1 by default)
  63410. * @param height the height of the emission cylinder (1 by default)
  63411. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63412. * @param direction1 the min limit of the emission direction (up vector by default)
  63413. * @param direction2 the max limit of the emission direction (up vector by default)
  63414. */
  63415. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63416. /**
  63417. * The min limit of the emission direction.
  63418. */
  63419. direction1,
  63420. /**
  63421. * The max limit of the emission direction.
  63422. */
  63423. direction2) {
  63424. if (radius === void 0) { radius = 1; }
  63425. if (height === void 0) { height = 1; }
  63426. if (radiusRange === void 0) { radiusRange = 1; }
  63427. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63428. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63429. var _this = _super.call(this, radius, height, radiusRange) || this;
  63430. _this.direction1 = direction1;
  63431. _this.direction2 = direction2;
  63432. return _this;
  63433. }
  63434. /**
  63435. * Called by the particle System when the direction is computed for the created particle.
  63436. * @param worldMatrix is the world matrix of the particle system
  63437. * @param directionToUpdate is the direction vector to update with the result
  63438. * @param particle is the particle we are computed the direction for
  63439. */
  63440. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63441. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63442. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63443. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63444. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63445. };
  63446. /**
  63447. * Clones the current emitter and returns a copy of it
  63448. * @returns the new emitter
  63449. */
  63450. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63451. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63452. BABYLON.Tools.DeepCopy(this, newOne);
  63453. return newOne;
  63454. };
  63455. /**
  63456. * Called by the GPUParticleSystem to setup the update shader
  63457. * @param effect defines the update shader
  63458. */
  63459. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63460. effect.setFloat("radius", this.radius);
  63461. effect.setFloat("height", this.height);
  63462. effect.setFloat("radiusRange", this.radiusRange);
  63463. effect.setVector3("direction1", this.direction1);
  63464. effect.setVector3("direction2", this.direction2);
  63465. };
  63466. /**
  63467. * Returns a string to use to update the GPU particles update shader
  63468. * @returns a string containng the defines string
  63469. */
  63470. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63471. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63472. };
  63473. /**
  63474. * Returns the string "CylinderDirectedParticleEmitter"
  63475. * @returns a string containing the class name
  63476. */
  63477. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63478. return "CylinderDirectedParticleEmitter";
  63479. };
  63480. /**
  63481. * Serializes the particle system to a JSON object.
  63482. * @returns the JSON object
  63483. */
  63484. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63485. var serializationObject = _super.prototype.serialize.call(this);
  63486. serializationObject.direction1 = this.direction1.asArray();
  63487. serializationObject.direction2 = this.direction2.asArray();
  63488. return serializationObject;
  63489. };
  63490. /**
  63491. * Parse properties from a JSON object
  63492. * @param serializationObject defines the JSON object
  63493. */
  63494. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63495. _super.prototype.parse.call(this, serializationObject);
  63496. this.direction1.copyFrom(serializationObject.direction1);
  63497. this.direction2.copyFrom(serializationObject.direction2);
  63498. };
  63499. return CylinderDirectedParticleEmitter;
  63500. }(CylinderParticleEmitter));
  63501. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63502. })(BABYLON || (BABYLON = {}));
  63503. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63504. var BABYLON;
  63505. (function (BABYLON) {
  63506. /**
  63507. * Particle emitter emitting particles from the inside of a cone.
  63508. * It emits the particles alongside the cone volume from the base to the particle.
  63509. * The emission direction might be randomized.
  63510. */
  63511. var ConeParticleEmitter = /** @class */ (function () {
  63512. /**
  63513. * Creates a new instance ConeParticleEmitter
  63514. * @param radius the radius of the emission cone (1 by default)
  63515. * @param angles the cone base angle (PI by default)
  63516. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63517. */
  63518. function ConeParticleEmitter(radius, angle,
  63519. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63520. directionRandomizer) {
  63521. if (radius === void 0) { radius = 1; }
  63522. if (angle === void 0) { angle = Math.PI; }
  63523. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63524. this.directionRandomizer = directionRandomizer;
  63525. /**
  63526. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63527. */
  63528. this.radiusRange = 1;
  63529. /**
  63530. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63531. */
  63532. this.heightRange = 1;
  63533. /**
  63534. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63535. */
  63536. this.emitFromSpawnPointOnly = false;
  63537. this.angle = angle;
  63538. this.radius = radius;
  63539. }
  63540. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63541. /**
  63542. * Gets or sets the radius of the emission cone
  63543. */
  63544. get: function () {
  63545. return this._radius;
  63546. },
  63547. set: function (value) {
  63548. this._radius = value;
  63549. this._buildHeight();
  63550. },
  63551. enumerable: true,
  63552. configurable: true
  63553. });
  63554. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63555. /**
  63556. * Gets or sets the angle of the emission cone
  63557. */
  63558. get: function () {
  63559. return this._angle;
  63560. },
  63561. set: function (value) {
  63562. this._angle = value;
  63563. this._buildHeight();
  63564. },
  63565. enumerable: true,
  63566. configurable: true
  63567. });
  63568. ConeParticleEmitter.prototype._buildHeight = function () {
  63569. if (this._angle !== 0) {
  63570. this._height = this._radius / Math.tan(this._angle / 2);
  63571. }
  63572. else {
  63573. this._height = 1;
  63574. }
  63575. };
  63576. /**
  63577. * Called by the particle System when the direction is computed for the created particle.
  63578. * @param worldMatrix is the world matrix of the particle system
  63579. * @param directionToUpdate is the direction vector to update with the result
  63580. * @param particle is the particle we are computed the direction for
  63581. */
  63582. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63583. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63584. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63585. }
  63586. else {
  63587. // measure the direction Vector from the emitter to the particle.
  63588. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63589. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63590. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63591. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63592. direction.x += randX;
  63593. direction.y += randY;
  63594. direction.z += randZ;
  63595. direction.normalize();
  63596. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63597. }
  63598. };
  63599. /**
  63600. * Called by the particle System when the position is computed for the created particle.
  63601. * @param worldMatrix is the world matrix of the particle system
  63602. * @param positionToUpdate is the position vector to update with the result
  63603. * @param particle is the particle we are computed the position for
  63604. */
  63605. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63606. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63607. var h;
  63608. if (!this.emitFromSpawnPointOnly) {
  63609. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63610. // Better distribution in a cone at normal angles.
  63611. h = 1 - h * h;
  63612. }
  63613. else {
  63614. h = 0.0001;
  63615. }
  63616. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63617. radius = radius * h;
  63618. var randX = radius * Math.sin(s);
  63619. var randZ = radius * Math.cos(s);
  63620. var randY = h * this._height;
  63621. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63622. };
  63623. /**
  63624. * Clones the current emitter and returns a copy of it
  63625. * @returns the new emitter
  63626. */
  63627. ConeParticleEmitter.prototype.clone = function () {
  63628. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63629. BABYLON.Tools.DeepCopy(this, newOne);
  63630. return newOne;
  63631. };
  63632. /**
  63633. * Called by the GPUParticleSystem to setup the update shader
  63634. * @param effect defines the update shader
  63635. */
  63636. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63637. effect.setFloat2("radius", this._radius, this.radiusRange);
  63638. effect.setFloat("coneAngle", this._angle);
  63639. effect.setFloat2("height", this._height, this.heightRange);
  63640. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63641. };
  63642. /**
  63643. * Returns a string to use to update the GPU particles update shader
  63644. * @returns a string containng the defines string
  63645. */
  63646. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63647. var defines = "#define CONEEMITTER";
  63648. if (this.emitFromSpawnPointOnly) {
  63649. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63650. }
  63651. return defines;
  63652. };
  63653. /**
  63654. * Returns the string "ConeParticleEmitter"
  63655. * @returns a string containing the class name
  63656. */
  63657. ConeParticleEmitter.prototype.getClassName = function () {
  63658. return "ConeParticleEmitter";
  63659. };
  63660. /**
  63661. * Serializes the particle system to a JSON object.
  63662. * @returns the JSON object
  63663. */
  63664. ConeParticleEmitter.prototype.serialize = function () {
  63665. var serializationObject = {};
  63666. serializationObject.type = this.getClassName();
  63667. serializationObject.radius = this._radius;
  63668. serializationObject.angle = this._angle;
  63669. serializationObject.directionRandomizer = this.directionRandomizer;
  63670. return serializationObject;
  63671. };
  63672. /**
  63673. * Parse properties from a JSON object
  63674. * @param serializationObject defines the JSON object
  63675. */
  63676. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63677. this.radius = serializationObject.radius;
  63678. this.angle = serializationObject.angle;
  63679. this.directionRandomizer = serializationObject.directionRandomizer;
  63680. };
  63681. return ConeParticleEmitter;
  63682. }());
  63683. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63684. })(BABYLON || (BABYLON = {}));
  63685. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63686. var BABYLON;
  63687. (function (BABYLON) {
  63688. /**
  63689. * Particle emitter emitting particles from the inside of a sphere.
  63690. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63691. */
  63692. var SphereParticleEmitter = /** @class */ (function () {
  63693. /**
  63694. * Creates a new instance SphereParticleEmitter
  63695. * @param radius the radius of the emission sphere (1 by default)
  63696. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63697. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63698. */
  63699. function SphereParticleEmitter(
  63700. /**
  63701. * The radius of the emission sphere.
  63702. */
  63703. radius,
  63704. /**
  63705. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63706. */
  63707. radiusRange,
  63708. /**
  63709. * How much to randomize the particle direction [0-1].
  63710. */
  63711. directionRandomizer) {
  63712. if (radius === void 0) { radius = 1; }
  63713. if (radiusRange === void 0) { radiusRange = 1; }
  63714. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63715. this.radius = radius;
  63716. this.radiusRange = radiusRange;
  63717. this.directionRandomizer = directionRandomizer;
  63718. }
  63719. /**
  63720. * Called by the particle System when the direction is computed for the created particle.
  63721. * @param worldMatrix is the world matrix of the particle system
  63722. * @param directionToUpdate is the direction vector to update with the result
  63723. * @param particle is the particle we are computed the direction for
  63724. */
  63725. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63726. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63727. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63728. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63729. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63730. direction.x += randX;
  63731. direction.y += randY;
  63732. direction.z += randZ;
  63733. direction.normalize();
  63734. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63735. };
  63736. /**
  63737. * Called by the particle System when the position is computed for the created particle.
  63738. * @param worldMatrix is the world matrix of the particle system
  63739. * @param positionToUpdate is the position vector to update with the result
  63740. * @param particle is the particle we are computed the position for
  63741. */
  63742. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63743. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63744. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63745. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63746. var theta = Math.acos(2 * v - 1);
  63747. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63748. var randY = randRadius * Math.cos(theta);
  63749. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63750. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63751. };
  63752. /**
  63753. * Clones the current emitter and returns a copy of it
  63754. * @returns the new emitter
  63755. */
  63756. SphereParticleEmitter.prototype.clone = function () {
  63757. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63758. BABYLON.Tools.DeepCopy(this, newOne);
  63759. return newOne;
  63760. };
  63761. /**
  63762. * Called by the GPUParticleSystem to setup the update shader
  63763. * @param effect defines the update shader
  63764. */
  63765. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63766. effect.setFloat("radius", this.radius);
  63767. effect.setFloat("radiusRange", this.radiusRange);
  63768. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63769. };
  63770. /**
  63771. * Returns a string to use to update the GPU particles update shader
  63772. * @returns a string containng the defines string
  63773. */
  63774. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63775. return "#define SPHEREEMITTER";
  63776. };
  63777. /**
  63778. * Returns the string "SphereParticleEmitter"
  63779. * @returns a string containing the class name
  63780. */
  63781. SphereParticleEmitter.prototype.getClassName = function () {
  63782. return "SphereParticleEmitter";
  63783. };
  63784. /**
  63785. * Serializes the particle system to a JSON object.
  63786. * @returns the JSON object
  63787. */
  63788. SphereParticleEmitter.prototype.serialize = function () {
  63789. var serializationObject = {};
  63790. serializationObject.type = this.getClassName();
  63791. serializationObject.radius = this.radius;
  63792. serializationObject.radiusRange = this.radiusRange;
  63793. serializationObject.directionRandomizer = this.directionRandomizer;
  63794. return serializationObject;
  63795. };
  63796. /**
  63797. * Parse properties from a JSON object
  63798. * @param serializationObject defines the JSON object
  63799. */
  63800. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63801. this.radius = serializationObject.radius;
  63802. this.radiusRange = serializationObject.radiusRange;
  63803. this.directionRandomizer = serializationObject.directionRandomizer;
  63804. };
  63805. return SphereParticleEmitter;
  63806. }());
  63807. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63808. /**
  63809. * Particle emitter emitting particles from the inside of a sphere.
  63810. * It emits the particles randomly between two vectors.
  63811. */
  63812. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63813. __extends(SphereDirectedParticleEmitter, _super);
  63814. /**
  63815. * Creates a new instance SphereDirectedParticleEmitter
  63816. * @param radius the radius of the emission sphere (1 by default)
  63817. * @param direction1 the min limit of the emission direction (up vector by default)
  63818. * @param direction2 the max limit of the emission direction (up vector by default)
  63819. */
  63820. function SphereDirectedParticleEmitter(radius,
  63821. /**
  63822. * The min limit of the emission direction.
  63823. */
  63824. direction1,
  63825. /**
  63826. * The max limit of the emission direction.
  63827. */
  63828. direction2) {
  63829. if (radius === void 0) { radius = 1; }
  63830. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63831. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63832. var _this = _super.call(this, radius) || this;
  63833. _this.direction1 = direction1;
  63834. _this.direction2 = direction2;
  63835. return _this;
  63836. }
  63837. /**
  63838. * Called by the particle System when the direction is computed for the created particle.
  63839. * @param worldMatrix is the world matrix of the particle system
  63840. * @param directionToUpdate is the direction vector to update with the result
  63841. * @param particle is the particle we are computed the direction for
  63842. */
  63843. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63844. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63845. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63846. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63847. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63848. };
  63849. /**
  63850. * Clones the current emitter and returns a copy of it
  63851. * @returns the new emitter
  63852. */
  63853. SphereDirectedParticleEmitter.prototype.clone = function () {
  63854. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63855. BABYLON.Tools.DeepCopy(this, newOne);
  63856. return newOne;
  63857. };
  63858. /**
  63859. * Called by the GPUParticleSystem to setup the update shader
  63860. * @param effect defines the update shader
  63861. */
  63862. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63863. effect.setFloat("radius", this.radius);
  63864. effect.setFloat("radiusRange", this.radiusRange);
  63865. effect.setVector3("direction1", this.direction1);
  63866. effect.setVector3("direction2", this.direction2);
  63867. };
  63868. /**
  63869. * Returns a string to use to update the GPU particles update shader
  63870. * @returns a string containng the defines string
  63871. */
  63872. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63873. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63874. };
  63875. /**
  63876. * Returns the string "SphereDirectedParticleEmitter"
  63877. * @returns a string containing the class name
  63878. */
  63879. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63880. return "SphereDirectedParticleEmitter";
  63881. };
  63882. /**
  63883. * Serializes the particle system to a JSON object.
  63884. * @returns the JSON object
  63885. */
  63886. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63887. var serializationObject = _super.prototype.serialize.call(this);
  63888. serializationObject.direction1 = this.direction1.asArray();
  63889. serializationObject.direction2 = this.direction2.asArray();
  63890. return serializationObject;
  63891. };
  63892. /**
  63893. * Parse properties from a JSON object
  63894. * @param serializationObject defines the JSON object
  63895. */
  63896. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63897. _super.prototype.parse.call(this, serializationObject);
  63898. this.direction1.copyFrom(serializationObject.direction1);
  63899. this.direction2.copyFrom(serializationObject.direction2);
  63900. };
  63901. return SphereDirectedParticleEmitter;
  63902. }(SphereParticleEmitter));
  63903. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63904. })(BABYLON || (BABYLON = {}));
  63905. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63906. var BABYLON;
  63907. (function (BABYLON) {
  63908. /**
  63909. * Particle emitter emitting particles from the inside of a hemisphere.
  63910. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63911. */
  63912. var HemisphericParticleEmitter = /** @class */ (function () {
  63913. /**
  63914. * Creates a new instance HemisphericParticleEmitter
  63915. * @param radius the radius of the emission hemisphere (1 by default)
  63916. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63917. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63918. */
  63919. function HemisphericParticleEmitter(
  63920. /**
  63921. * The radius of the emission hemisphere.
  63922. */
  63923. radius,
  63924. /**
  63925. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63926. */
  63927. radiusRange,
  63928. /**
  63929. * How much to randomize the particle direction [0-1].
  63930. */
  63931. directionRandomizer) {
  63932. if (radius === void 0) { radius = 1; }
  63933. if (radiusRange === void 0) { radiusRange = 1; }
  63934. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63935. this.radius = radius;
  63936. this.radiusRange = radiusRange;
  63937. this.directionRandomizer = directionRandomizer;
  63938. }
  63939. /**
  63940. * Called by the particle System when the direction is computed for the created particle.
  63941. * @param worldMatrix is the world matrix of the particle system
  63942. * @param directionToUpdate is the direction vector to update with the result
  63943. * @param particle is the particle we are computed the direction for
  63944. */
  63945. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63946. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63947. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63948. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63949. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63950. direction.x += randX;
  63951. direction.y += randY;
  63952. direction.z += randZ;
  63953. direction.normalize();
  63954. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63955. };
  63956. /**
  63957. * Called by the particle System when the position is computed for the created particle.
  63958. * @param worldMatrix is the world matrix of the particle system
  63959. * @param positionToUpdate is the position vector to update with the result
  63960. * @param particle is the particle we are computed the position for
  63961. */
  63962. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63963. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63964. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63965. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63966. var theta = Math.acos(2 * v - 1);
  63967. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63968. var randY = randRadius * Math.cos(theta);
  63969. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63970. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63971. };
  63972. /**
  63973. * Clones the current emitter and returns a copy of it
  63974. * @returns the new emitter
  63975. */
  63976. HemisphericParticleEmitter.prototype.clone = function () {
  63977. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63978. BABYLON.Tools.DeepCopy(this, newOne);
  63979. return newOne;
  63980. };
  63981. /**
  63982. * Called by the GPUParticleSystem to setup the update shader
  63983. * @param effect defines the update shader
  63984. */
  63985. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63986. effect.setFloat("radius", this.radius);
  63987. effect.setFloat("radiusRange", this.radiusRange);
  63988. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63989. };
  63990. /**
  63991. * Returns a string to use to update the GPU particles update shader
  63992. * @returns a string containng the defines string
  63993. */
  63994. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63995. return "#define HEMISPHERICEMITTER";
  63996. };
  63997. /**
  63998. * Returns the string "HemisphericParticleEmitter"
  63999. * @returns a string containing the class name
  64000. */
  64001. HemisphericParticleEmitter.prototype.getClassName = function () {
  64002. return "HemisphericParticleEmitter";
  64003. };
  64004. /**
  64005. * Serializes the particle system to a JSON object.
  64006. * @returns the JSON object
  64007. */
  64008. HemisphericParticleEmitter.prototype.serialize = function () {
  64009. var serializationObject = {};
  64010. serializationObject.type = this.getClassName();
  64011. serializationObject.radius = this.radius;
  64012. serializationObject.radiusRange = this.radiusRange;
  64013. serializationObject.directionRandomizer = this.directionRandomizer;
  64014. return serializationObject;
  64015. };
  64016. /**
  64017. * Parse properties from a JSON object
  64018. * @param serializationObject defines the JSON object
  64019. */
  64020. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64021. this.radius = serializationObject.radius;
  64022. this.radiusRange = serializationObject.radiusRange;
  64023. this.directionRandomizer = serializationObject.directionRandomizer;
  64024. };
  64025. return HemisphericParticleEmitter;
  64026. }());
  64027. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64028. })(BABYLON || (BABYLON = {}));
  64029. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64030. var BABYLON;
  64031. (function (BABYLON) {
  64032. /**
  64033. * Particle emitter emitting particles from a point.
  64034. * It emits the particles randomly between 2 given directions.
  64035. */
  64036. var PointParticleEmitter = /** @class */ (function () {
  64037. /**
  64038. * Creates a new instance PointParticleEmitter
  64039. */
  64040. function PointParticleEmitter() {
  64041. /**
  64042. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64043. */
  64044. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64045. /**
  64046. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64047. */
  64048. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64049. }
  64050. /**
  64051. * Called by the particle System when the direction is computed for the created particle.
  64052. * @param worldMatrix is the world matrix of the particle system
  64053. * @param directionToUpdate is the direction vector to update with the result
  64054. * @param particle is the particle we are computed the direction for
  64055. */
  64056. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64057. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64058. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64059. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64060. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64061. };
  64062. /**
  64063. * Called by the particle System when the position is computed for the created particle.
  64064. * @param worldMatrix is the world matrix of the particle system
  64065. * @param positionToUpdate is the position vector to update with the result
  64066. * @param particle is the particle we are computed the position for
  64067. */
  64068. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64069. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64070. };
  64071. /**
  64072. * Clones the current emitter and returns a copy of it
  64073. * @returns the new emitter
  64074. */
  64075. PointParticleEmitter.prototype.clone = function () {
  64076. var newOne = new PointParticleEmitter();
  64077. BABYLON.Tools.DeepCopy(this, newOne);
  64078. return newOne;
  64079. };
  64080. /**
  64081. * Called by the GPUParticleSystem to setup the update shader
  64082. * @param effect defines the update shader
  64083. */
  64084. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64085. effect.setVector3("direction1", this.direction1);
  64086. effect.setVector3("direction2", this.direction2);
  64087. };
  64088. /**
  64089. * Returns a string to use to update the GPU particles update shader
  64090. * @returns a string containng the defines string
  64091. */
  64092. PointParticleEmitter.prototype.getEffectDefines = function () {
  64093. return "#define POINTEMITTER";
  64094. };
  64095. /**
  64096. * Returns the string "PointParticleEmitter"
  64097. * @returns a string containing the class name
  64098. */
  64099. PointParticleEmitter.prototype.getClassName = function () {
  64100. return "PointParticleEmitter";
  64101. };
  64102. /**
  64103. * Serializes the particle system to a JSON object.
  64104. * @returns the JSON object
  64105. */
  64106. PointParticleEmitter.prototype.serialize = function () {
  64107. var serializationObject = {};
  64108. serializationObject.type = this.getClassName();
  64109. serializationObject.direction1 = this.direction1.asArray();
  64110. serializationObject.direction2 = this.direction2.asArray();
  64111. return serializationObject;
  64112. };
  64113. /**
  64114. * Parse properties from a JSON object
  64115. * @param serializationObject defines the JSON object
  64116. */
  64117. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64118. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64119. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64120. };
  64121. return PointParticleEmitter;
  64122. }());
  64123. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64124. })(BABYLON || (BABYLON = {}));
  64125. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64126. var BABYLON;
  64127. (function (BABYLON) {
  64128. // Adds the parsers to the scene parsers.
  64129. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64130. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64131. if (!individualParser) {
  64132. return;
  64133. }
  64134. // Particles Systems
  64135. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64136. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64137. var parsedParticleSystem = parsedData.particleSystems[index];
  64138. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64139. }
  64140. }
  64141. });
  64142. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64143. if (parsedParticleSystem.activeParticleCount) {
  64144. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64145. return ps;
  64146. }
  64147. else {
  64148. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64149. return ps;
  64150. }
  64151. });
  64152. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64153. if (uniformsNames === void 0) { uniformsNames = []; }
  64154. if (samplers === void 0) { samplers = []; }
  64155. if (defines === void 0) { defines = ""; }
  64156. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64157. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64158. if (defines.indexOf(" BILLBOARD") === -1) {
  64159. defines += "\n#define BILLBOARD\n";
  64160. }
  64161. if (samplers.indexOf("diffuseSampler") === -1) {
  64162. samplers.push("diffuseSampler");
  64163. }
  64164. return this.createEffect({
  64165. vertex: "particles",
  64166. fragmentElement: fragmentName
  64167. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64168. };
  64169. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64170. var results = new Array();
  64171. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64172. var particleSystem = this.getScene().particleSystems[index];
  64173. if (particleSystem.emitter === this) {
  64174. results.push(particleSystem);
  64175. }
  64176. }
  64177. return results;
  64178. };
  64179. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64180. var results = new Array();
  64181. var descendants = this.getDescendants();
  64182. descendants.push(this);
  64183. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64184. var particleSystem = this.getScene().particleSystems[index];
  64185. var emitter = particleSystem.emitter;
  64186. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64187. results.push(particleSystem);
  64188. }
  64189. }
  64190. return results;
  64191. };
  64192. })(BABYLON || (BABYLON = {}));
  64193. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64194. var BABYLON;
  64195. (function (BABYLON) {
  64196. /**
  64197. * Type of sub emitter
  64198. */
  64199. var SubEmitterType;
  64200. (function (SubEmitterType) {
  64201. /**
  64202. * Attached to the particle over it's lifetime
  64203. */
  64204. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64205. /**
  64206. * Created when the particle dies
  64207. */
  64208. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64209. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64210. /**
  64211. * Sub emitter class used to emit particles from an existing particle
  64212. */
  64213. var SubEmitter = /** @class */ (function () {
  64214. /**
  64215. * Creates a sub emitter
  64216. * @param particleSystem the particle system to be used by the sub emitter
  64217. */
  64218. function SubEmitter(
  64219. /**
  64220. * the particle system to be used by the sub emitter
  64221. */
  64222. particleSystem) {
  64223. this.particleSystem = particleSystem;
  64224. /**
  64225. * Type of the submitter (Default: END)
  64226. */
  64227. this.type = SubEmitterType.END;
  64228. /**
  64229. * 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)
  64230. * Note: This only is supported when using an emitter of type Mesh
  64231. */
  64232. this.inheritDirection = false;
  64233. /**
  64234. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64235. */
  64236. this.inheritedVelocityAmount = 0;
  64237. // Create mesh as emitter to support rotation
  64238. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64239. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64240. }
  64241. // Automatically dispose of subemitter when system is disposed
  64242. particleSystem.onDisposeObservable.add(function () {
  64243. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64244. particleSystem.emitter.dispose();
  64245. }
  64246. });
  64247. }
  64248. /**
  64249. * Clones the sub emitter
  64250. * @returns the cloned sub emitter
  64251. */
  64252. SubEmitter.prototype.clone = function () {
  64253. // Clone particle system
  64254. var emitter = this.particleSystem.emitter;
  64255. if (!emitter) {
  64256. emitter = new BABYLON.Vector3();
  64257. }
  64258. else if (emitter instanceof BABYLON.Vector3) {
  64259. emitter = emitter.clone();
  64260. }
  64261. else if (emitter instanceof BABYLON.AbstractMesh) {
  64262. emitter = new BABYLON.Mesh("", emitter.getScene());
  64263. emitter.isVisible = false;
  64264. }
  64265. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64266. // Clone properties
  64267. clone.type = this.type;
  64268. clone.inheritDirection = this.inheritDirection;
  64269. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64270. clone.particleSystem._disposeEmitterOnDispose = true;
  64271. clone.particleSystem.disposeOnStop = true;
  64272. return clone;
  64273. };
  64274. /**
  64275. * Serialize current object to a JSON object
  64276. * @returns the serialized object
  64277. */
  64278. SubEmitter.prototype.serialize = function () {
  64279. var serializationObject = {};
  64280. serializationObject.type = this.type;
  64281. serializationObject.inheritDirection = this.inheritDirection;
  64282. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64283. serializationObject.particleSystem = this.particleSystem.serialize();
  64284. return serializationObject;
  64285. };
  64286. /**
  64287. * Creates a new SubEmitter from a serialized JSON version
  64288. * @param serializationObject defines the JSON object to read from
  64289. * @param scene defines the hosting scene
  64290. * @param rootUrl defines the rootUrl for data loading
  64291. * @returns a new SubEmitter
  64292. */
  64293. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64294. var system = serializationObject.particleSystem;
  64295. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64296. subEmitter.type = serializationObject.type;
  64297. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64298. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64299. subEmitter.particleSystem._isSubEmitter = true;
  64300. return subEmitter;
  64301. };
  64302. /** Release associated resources */
  64303. SubEmitter.prototype.dispose = function () {
  64304. this.particleSystem.dispose();
  64305. };
  64306. return SubEmitter;
  64307. }());
  64308. BABYLON.SubEmitter = SubEmitter;
  64309. })(BABYLON || (BABYLON = {}));
  64310. //# sourceMappingURL=babylon.subEmitter.js.map
  64311. var BABYLON;
  64312. (function (BABYLON) {
  64313. /**
  64314. * 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.
  64315. *
  64316. * This returned material effects how the mesh will look based on the code in the shaders.
  64317. *
  64318. * @see http://doc.babylonjs.com/how_to/shader_material
  64319. */
  64320. var ShaderMaterial = /** @class */ (function (_super) {
  64321. __extends(ShaderMaterial, _super);
  64322. /**
  64323. * Instantiate a new shader material.
  64324. * 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.
  64325. * This returned material effects how the mesh will look based on the code in the shaders.
  64326. * @see http://doc.babylonjs.com/how_to/shader_material
  64327. * @param name Define the name of the material in the scene
  64328. * @param scene Define the scene the material belongs to
  64329. * @param shaderPath Defines the route to the shader code in one of three ways:
  64330. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64331. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64332. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64333. * @param options Define the options used to create the shader
  64334. */
  64335. function ShaderMaterial(name, scene, shaderPath, options) {
  64336. if (options === void 0) { options = {}; }
  64337. var _this = _super.call(this, name, scene) || this;
  64338. _this._textures = {};
  64339. _this._textureArrays = {};
  64340. _this._floats = {};
  64341. _this._ints = {};
  64342. _this._floatsArrays = {};
  64343. _this._colors3 = {};
  64344. _this._colors3Arrays = {};
  64345. _this._colors4 = {};
  64346. _this._vectors2 = {};
  64347. _this._vectors3 = {};
  64348. _this._vectors4 = {};
  64349. _this._matrices = {};
  64350. _this._matrices3x3 = {};
  64351. _this._matrices2x2 = {};
  64352. _this._vectors2Arrays = {};
  64353. _this._vectors3Arrays = {};
  64354. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64355. _this._shaderPath = shaderPath;
  64356. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64357. return _this;
  64358. }
  64359. /**
  64360. * Gets the current class name of the material e.g. "ShaderMaterial"
  64361. * Mainly use in serialization.
  64362. * @returns the class name
  64363. */
  64364. ShaderMaterial.prototype.getClassName = function () {
  64365. return "ShaderMaterial";
  64366. };
  64367. /**
  64368. * Specifies if the material will require alpha blending
  64369. * @returns a boolean specifying if alpha blending is needed
  64370. */
  64371. ShaderMaterial.prototype.needAlphaBlending = function () {
  64372. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64373. };
  64374. /**
  64375. * Specifies if this material should be rendered in alpha test mode
  64376. * @returns a boolean specifying if an alpha test is needed.
  64377. */
  64378. ShaderMaterial.prototype.needAlphaTesting = function () {
  64379. return this._options.needAlphaTesting;
  64380. };
  64381. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64382. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64383. this._options.uniforms.push(uniformName);
  64384. }
  64385. };
  64386. /**
  64387. * Set a texture in the shader.
  64388. * @param name Define the name of the uniform samplers as defined in the shader
  64389. * @param texture Define the texture to bind to this sampler
  64390. * @return the material itself allowing "fluent" like uniform updates
  64391. */
  64392. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64393. if (this._options.samplers.indexOf(name) === -1) {
  64394. this._options.samplers.push(name);
  64395. }
  64396. this._textures[name] = texture;
  64397. return this;
  64398. };
  64399. /**
  64400. * Set a texture array in the shader.
  64401. * @param name Define the name of the uniform sampler array as defined in the shader
  64402. * @param textures Define the list of textures to bind to this sampler
  64403. * @return the material itself allowing "fluent" like uniform updates
  64404. */
  64405. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64406. if (this._options.samplers.indexOf(name) === -1) {
  64407. this._options.samplers.push(name);
  64408. }
  64409. this._checkUniform(name);
  64410. this._textureArrays[name] = textures;
  64411. return this;
  64412. };
  64413. /**
  64414. * Set a float in the shader.
  64415. * @param name Define the name of the uniform as defined in the shader
  64416. * @param value Define the value to give to the uniform
  64417. * @return the material itself allowing "fluent" like uniform updates
  64418. */
  64419. ShaderMaterial.prototype.setFloat = function (name, value) {
  64420. this._checkUniform(name);
  64421. this._floats[name] = value;
  64422. return this;
  64423. };
  64424. /**
  64425. * Set a int in the shader.
  64426. * @param name Define the name of the uniform as defined in the shader
  64427. * @param value Define the value to give to the uniform
  64428. * @return the material itself allowing "fluent" like uniform updates
  64429. */
  64430. ShaderMaterial.prototype.setInt = function (name, value) {
  64431. this._checkUniform(name);
  64432. this._ints[name] = value;
  64433. return this;
  64434. };
  64435. /**
  64436. * Set an array of floats in the shader.
  64437. * @param name Define the name of the uniform as defined in the shader
  64438. * @param value Define the value to give to the uniform
  64439. * @return the material itself allowing "fluent" like uniform updates
  64440. */
  64441. ShaderMaterial.prototype.setFloats = function (name, value) {
  64442. this._checkUniform(name);
  64443. this._floatsArrays[name] = value;
  64444. return this;
  64445. };
  64446. /**
  64447. * Set a vec3 in the shader from a Color3.
  64448. * @param name Define the name of the uniform as defined in the shader
  64449. * @param value Define the value to give to the uniform
  64450. * @return the material itself allowing "fluent" like uniform updates
  64451. */
  64452. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64453. this._checkUniform(name);
  64454. this._colors3[name] = value;
  64455. return this;
  64456. };
  64457. /**
  64458. * Set a vec3 array in the shader from a Color3 array.
  64459. * @param name Define the name of the uniform as defined in the shader
  64460. * @param value Define the value to give to the uniform
  64461. * @return the material itself allowing "fluent" like uniform updates
  64462. */
  64463. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64464. this._checkUniform(name);
  64465. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64466. color.toArray(arr, arr.length);
  64467. return arr;
  64468. }, []);
  64469. return this;
  64470. };
  64471. /**
  64472. * Set a vec4 in the shader from a Color4.
  64473. * @param name Define the name of the uniform as defined in the shader
  64474. * @param value Define the value to give to the uniform
  64475. * @return the material itself allowing "fluent" like uniform updates
  64476. */
  64477. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64478. this._checkUniform(name);
  64479. this._colors4[name] = value;
  64480. return this;
  64481. };
  64482. /**
  64483. * Set a vec2 in the shader from a Vector2.
  64484. * @param name Define the name of the uniform as defined in the shader
  64485. * @param value Define the value to give to the uniform
  64486. * @return the material itself allowing "fluent" like uniform updates
  64487. */
  64488. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64489. this._checkUniform(name);
  64490. this._vectors2[name] = value;
  64491. return this;
  64492. };
  64493. /**
  64494. * Set a vec3 in the shader from a Vector3.
  64495. * @param name Define the name of the uniform as defined in the shader
  64496. * @param value Define the value to give to the uniform
  64497. * @return the material itself allowing "fluent" like uniform updates
  64498. */
  64499. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64500. this._checkUniform(name);
  64501. this._vectors3[name] = value;
  64502. return this;
  64503. };
  64504. /**
  64505. * Set a vec4 in the shader from a Vector4.
  64506. * @param name Define the name of the uniform as defined in the shader
  64507. * @param value Define the value to give to the uniform
  64508. * @return the material itself allowing "fluent" like uniform updates
  64509. */
  64510. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64511. this._checkUniform(name);
  64512. this._vectors4[name] = value;
  64513. return this;
  64514. };
  64515. /**
  64516. * Set a mat4 in the shader from a Matrix.
  64517. * @param name Define the name of the uniform as defined in the shader
  64518. * @param value Define the value to give to the uniform
  64519. * @return the material itself allowing "fluent" like uniform updates
  64520. */
  64521. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64522. this._checkUniform(name);
  64523. this._matrices[name] = value;
  64524. return this;
  64525. };
  64526. /**
  64527. * Set a mat3 in the shader from a Float32Array.
  64528. * @param name Define the name of the uniform as defined in the shader
  64529. * @param value Define the value to give to the uniform
  64530. * @return the material itself allowing "fluent" like uniform updates
  64531. */
  64532. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64533. this._checkUniform(name);
  64534. this._matrices3x3[name] = value;
  64535. return this;
  64536. };
  64537. /**
  64538. * Set a mat2 in the shader from a Float32Array.
  64539. * @param name Define the name of the uniform as defined in the shader
  64540. * @param value Define the value to give to the uniform
  64541. * @return the material itself allowing "fluent" like uniform updates
  64542. */
  64543. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64544. this._checkUniform(name);
  64545. this._matrices2x2[name] = value;
  64546. return this;
  64547. };
  64548. /**
  64549. * Set a vec2 array in the shader from a number array.
  64550. * @param name Define the name of the uniform as defined in the shader
  64551. * @param value Define the value to give to the uniform
  64552. * @return the material itself allowing "fluent" like uniform updates
  64553. */
  64554. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64555. this._checkUniform(name);
  64556. this._vectors2Arrays[name] = value;
  64557. return this;
  64558. };
  64559. /**
  64560. * Set a vec3 array in the shader from a number array.
  64561. * @param name Define the name of the uniform as defined in the shader
  64562. * @param value Define the value to give to the uniform
  64563. * @return the material itself allowing "fluent" like uniform updates
  64564. */
  64565. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64566. this._checkUniform(name);
  64567. this._vectors3Arrays[name] = value;
  64568. return this;
  64569. };
  64570. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64571. if (!mesh) {
  64572. return true;
  64573. }
  64574. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64575. return false;
  64576. }
  64577. return false;
  64578. };
  64579. /**
  64580. * Checks if the material is ready to render the requested mesh
  64581. * @param mesh Define the mesh to render
  64582. * @param useInstances Define whether or not the material is used with instances
  64583. * @returns true if ready, otherwise false
  64584. */
  64585. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64586. var scene = this.getScene();
  64587. var engine = scene.getEngine();
  64588. if (!this.checkReadyOnEveryCall) {
  64589. if (this._renderId === scene.getRenderId()) {
  64590. if (this._checkCache(scene, mesh, useInstances)) {
  64591. return true;
  64592. }
  64593. }
  64594. }
  64595. // Instances
  64596. var defines = [];
  64597. var attribs = [];
  64598. var fallbacks = new BABYLON.EffectFallbacks();
  64599. for (var index = 0; index < this._options.defines.length; index++) {
  64600. defines.push(this._options.defines[index]);
  64601. }
  64602. for (var index = 0; index < this._options.attributes.length; index++) {
  64603. attribs.push(this._options.attributes[index]);
  64604. }
  64605. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64606. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64607. defines.push("#define VERTEXCOLOR");
  64608. }
  64609. if (useInstances) {
  64610. defines.push("#define INSTANCES");
  64611. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64612. }
  64613. // Bones
  64614. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64615. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64616. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64617. if (mesh.numBoneInfluencers > 4) {
  64618. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64619. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64620. }
  64621. var skeleton = mesh.skeleton;
  64622. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64623. fallbacks.addCPUSkinningFallback(0, mesh);
  64624. if (skeleton.isUsingTextureForMatrices) {
  64625. defines.push("#define BONETEXTURE");
  64626. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64627. this._options.uniforms.push("boneTextureWidth");
  64628. }
  64629. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64630. this._options.samplers.push("boneSampler");
  64631. }
  64632. }
  64633. else {
  64634. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64635. if (this._options.uniforms.indexOf("mBones") === -1) {
  64636. this._options.uniforms.push("mBones");
  64637. }
  64638. }
  64639. }
  64640. else {
  64641. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64642. }
  64643. // Textures
  64644. for (var name in this._textures) {
  64645. if (!this._textures[name].isReady()) {
  64646. return false;
  64647. }
  64648. }
  64649. // Alpha test
  64650. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64651. defines.push("#define ALPHATEST");
  64652. }
  64653. var previousEffect = this._effect;
  64654. var join = defines.join("\n");
  64655. this._effect = engine.createEffect(this._shaderPath, {
  64656. attributes: attribs,
  64657. uniformsNames: this._options.uniforms,
  64658. uniformBuffersNames: this._options.uniformBuffers,
  64659. samplers: this._options.samplers,
  64660. defines: join,
  64661. fallbacks: fallbacks,
  64662. onCompiled: this.onCompiled,
  64663. onError: this.onError
  64664. }, engine);
  64665. if (!this._effect.isReady()) {
  64666. return false;
  64667. }
  64668. if (previousEffect !== this._effect) {
  64669. scene.resetCachedMaterial();
  64670. }
  64671. this._renderId = scene.getRenderId();
  64672. return true;
  64673. };
  64674. /**
  64675. * Binds the world matrix to the material
  64676. * @param world defines the world transformation matrix
  64677. */
  64678. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64679. var scene = this.getScene();
  64680. if (!this._effect) {
  64681. return;
  64682. }
  64683. if (this._options.uniforms.indexOf("world") !== -1) {
  64684. this._effect.setMatrix("world", world);
  64685. }
  64686. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64687. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64688. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64689. }
  64690. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64691. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64692. }
  64693. };
  64694. /**
  64695. * Binds the material to the mesh
  64696. * @param world defines the world transformation matrix
  64697. * @param mesh defines the mesh to bind the material to
  64698. */
  64699. ShaderMaterial.prototype.bind = function (world, mesh) {
  64700. // Std values
  64701. this.bindOnlyWorldMatrix(world);
  64702. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64703. if (this._options.uniforms.indexOf("view") !== -1) {
  64704. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64705. }
  64706. if (this._options.uniforms.indexOf("projection") !== -1) {
  64707. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64708. }
  64709. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64710. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64711. }
  64712. // Bones
  64713. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64714. var name;
  64715. // Texture
  64716. for (name in this._textures) {
  64717. this._effect.setTexture(name, this._textures[name]);
  64718. }
  64719. // Texture arrays
  64720. for (name in this._textureArrays) {
  64721. this._effect.setTextureArray(name, this._textureArrays[name]);
  64722. }
  64723. // Int
  64724. for (name in this._ints) {
  64725. this._effect.setInt(name, this._ints[name]);
  64726. }
  64727. // Float
  64728. for (name in this._floats) {
  64729. this._effect.setFloat(name, this._floats[name]);
  64730. }
  64731. // Floats
  64732. for (name in this._floatsArrays) {
  64733. this._effect.setArray(name, this._floatsArrays[name]);
  64734. }
  64735. // Color3
  64736. for (name in this._colors3) {
  64737. this._effect.setColor3(name, this._colors3[name]);
  64738. }
  64739. for (name in this._colors3Arrays) {
  64740. this._effect.setArray3(name, this._colors3Arrays[name]);
  64741. }
  64742. // Color4
  64743. for (name in this._colors4) {
  64744. var color = this._colors4[name];
  64745. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64746. }
  64747. // Vector2
  64748. for (name in this._vectors2) {
  64749. this._effect.setVector2(name, this._vectors2[name]);
  64750. }
  64751. // Vector3
  64752. for (name in this._vectors3) {
  64753. this._effect.setVector3(name, this._vectors3[name]);
  64754. }
  64755. // Vector4
  64756. for (name in this._vectors4) {
  64757. this._effect.setVector4(name, this._vectors4[name]);
  64758. }
  64759. // Matrix
  64760. for (name in this._matrices) {
  64761. this._effect.setMatrix(name, this._matrices[name]);
  64762. }
  64763. // Matrix 3x3
  64764. for (name in this._matrices3x3) {
  64765. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64766. }
  64767. // Matrix 2x2
  64768. for (name in this._matrices2x2) {
  64769. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64770. }
  64771. // Vector2Array
  64772. for (name in this._vectors2Arrays) {
  64773. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64774. }
  64775. // Vector3Array
  64776. for (name in this._vectors3Arrays) {
  64777. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64778. }
  64779. }
  64780. this._afterBind(mesh);
  64781. };
  64782. /**
  64783. * Gets the active textures from the material
  64784. * @returns an array of textures
  64785. */
  64786. ShaderMaterial.prototype.getActiveTextures = function () {
  64787. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64788. for (var name in this._textures) {
  64789. activeTextures.push(this._textures[name]);
  64790. }
  64791. for (var name in this._textureArrays) {
  64792. var array = this._textureArrays[name];
  64793. for (var index = 0; index < array.length; index++) {
  64794. activeTextures.push(array[index]);
  64795. }
  64796. }
  64797. return activeTextures;
  64798. };
  64799. /**
  64800. * Specifies if the material uses a texture
  64801. * @param texture defines the texture to check against the material
  64802. * @returns a boolean specifying if the material uses the texture
  64803. */
  64804. ShaderMaterial.prototype.hasTexture = function (texture) {
  64805. if (_super.prototype.hasTexture.call(this, texture)) {
  64806. return true;
  64807. }
  64808. for (var name in this._textures) {
  64809. if (this._textures[name] === texture) {
  64810. return true;
  64811. }
  64812. }
  64813. for (var name in this._textureArrays) {
  64814. var array = this._textureArrays[name];
  64815. for (var index = 0; index < array.length; index++) {
  64816. if (array[index] === texture) {
  64817. return true;
  64818. }
  64819. }
  64820. }
  64821. return false;
  64822. };
  64823. /**
  64824. * Makes a duplicate of the material, and gives it a new name
  64825. * @param name defines the new name for the duplicated material
  64826. * @returns the cloned material
  64827. */
  64828. ShaderMaterial.prototype.clone = function (name) {
  64829. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64830. return newShaderMaterial;
  64831. };
  64832. /**
  64833. * Disposes the material
  64834. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64835. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64836. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64837. */
  64838. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64839. if (forceDisposeTextures) {
  64840. var name;
  64841. for (name in this._textures) {
  64842. this._textures[name].dispose();
  64843. }
  64844. for (name in this._textureArrays) {
  64845. var array = this._textureArrays[name];
  64846. for (var index = 0; index < array.length; index++) {
  64847. array[index].dispose();
  64848. }
  64849. }
  64850. }
  64851. this._textures = {};
  64852. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64853. };
  64854. /**
  64855. * Serializes this material in a JSON representation
  64856. * @returns the serialized material object
  64857. */
  64858. ShaderMaterial.prototype.serialize = function () {
  64859. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64860. serializationObject.customType = "BABYLON.ShaderMaterial";
  64861. serializationObject.options = this._options;
  64862. serializationObject.shaderPath = this._shaderPath;
  64863. var name;
  64864. // Texture
  64865. serializationObject.textures = {};
  64866. for (name in this._textures) {
  64867. serializationObject.textures[name] = this._textures[name].serialize();
  64868. }
  64869. // Texture arrays
  64870. serializationObject.textureArrays = {};
  64871. for (name in this._textureArrays) {
  64872. serializationObject.textureArrays[name] = [];
  64873. var array = this._textureArrays[name];
  64874. for (var index = 0; index < array.length; index++) {
  64875. serializationObject.textureArrays[name].push(array[index].serialize());
  64876. }
  64877. }
  64878. // Float
  64879. serializationObject.floats = {};
  64880. for (name in this._floats) {
  64881. serializationObject.floats[name] = this._floats[name];
  64882. }
  64883. // Float s
  64884. serializationObject.FloatArrays = {};
  64885. for (name in this._floatsArrays) {
  64886. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64887. }
  64888. // Color3
  64889. serializationObject.colors3 = {};
  64890. for (name in this._colors3) {
  64891. serializationObject.colors3[name] = this._colors3[name].asArray();
  64892. }
  64893. // Color3 array
  64894. serializationObject.colors3Arrays = {};
  64895. for (name in this._colors3Arrays) {
  64896. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64897. }
  64898. // Color4
  64899. serializationObject.colors4 = {};
  64900. for (name in this._colors4) {
  64901. serializationObject.colors4[name] = this._colors4[name].asArray();
  64902. }
  64903. // Vector2
  64904. serializationObject.vectors2 = {};
  64905. for (name in this._vectors2) {
  64906. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64907. }
  64908. // Vector3
  64909. serializationObject.vectors3 = {};
  64910. for (name in this._vectors3) {
  64911. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64912. }
  64913. // Vector4
  64914. serializationObject.vectors4 = {};
  64915. for (name in this._vectors4) {
  64916. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64917. }
  64918. // Matrix
  64919. serializationObject.matrices = {};
  64920. for (name in this._matrices) {
  64921. serializationObject.matrices[name] = this._matrices[name].asArray();
  64922. }
  64923. // Matrix 3x3
  64924. serializationObject.matrices3x3 = {};
  64925. for (name in this._matrices3x3) {
  64926. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64927. }
  64928. // Matrix 2x2
  64929. serializationObject.matrices2x2 = {};
  64930. for (name in this._matrices2x2) {
  64931. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64932. }
  64933. // Vector2Array
  64934. serializationObject.vectors2Arrays = {};
  64935. for (name in this._vectors2Arrays) {
  64936. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64937. }
  64938. // Vector3Array
  64939. serializationObject.vectors3Arrays = {};
  64940. for (name in this._vectors3Arrays) {
  64941. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64942. }
  64943. return serializationObject;
  64944. };
  64945. /**
  64946. * Creates a shader material from parsed shader material data
  64947. * @param source defines the JSON represnetation of the material
  64948. * @param scene defines the hosting scene
  64949. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64950. * @returns a new material
  64951. */
  64952. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64953. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64954. var name;
  64955. // Texture
  64956. for (name in source.textures) {
  64957. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64958. }
  64959. // Texture arrays
  64960. for (name in source.textureArrays) {
  64961. var array = source.textureArrays[name];
  64962. var textureArray = new Array();
  64963. for (var index = 0; index < array.length; index++) {
  64964. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64965. }
  64966. material.setTextureArray(name, textureArray);
  64967. }
  64968. // Float
  64969. for (name in source.floats) {
  64970. material.setFloat(name, source.floats[name]);
  64971. }
  64972. // Float s
  64973. for (name in source.floatsArrays) {
  64974. material.setFloats(name, source.floatsArrays[name]);
  64975. }
  64976. // Color3
  64977. for (name in source.colors3) {
  64978. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64979. }
  64980. // Color3 arrays
  64981. for (name in source.colors3Arrays) {
  64982. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64983. if (i % 3 === 0) {
  64984. arr.push([num]);
  64985. }
  64986. else {
  64987. arr[arr.length - 1].push(num);
  64988. }
  64989. return arr;
  64990. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64991. material.setColor3Array(name, colors);
  64992. }
  64993. // Color4
  64994. for (name in source.colors4) {
  64995. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64996. }
  64997. // Vector2
  64998. for (name in source.vectors2) {
  64999. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65000. }
  65001. // Vector3
  65002. for (name in source.vectors3) {
  65003. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65004. }
  65005. // Vector4
  65006. for (name in source.vectors4) {
  65007. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65008. }
  65009. // Matrix
  65010. for (name in source.matrices) {
  65011. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65012. }
  65013. // Matrix 3x3
  65014. for (name in source.matrices3x3) {
  65015. material.setMatrix3x3(name, source.matrices3x3[name]);
  65016. }
  65017. // Matrix 2x2
  65018. for (name in source.matrices2x2) {
  65019. material.setMatrix2x2(name, source.matrices2x2[name]);
  65020. }
  65021. // Vector2Array
  65022. for (name in source.vectors2Arrays) {
  65023. material.setArray2(name, source.vectors2Arrays[name]);
  65024. }
  65025. // Vector3Array
  65026. for (name in source.vectors3Arrays) {
  65027. material.setArray3(name, source.vectors3Arrays[name]);
  65028. }
  65029. return material;
  65030. };
  65031. return ShaderMaterial;
  65032. }(BABYLON.Material));
  65033. BABYLON.ShaderMaterial = ShaderMaterial;
  65034. })(BABYLON || (BABYLON = {}));
  65035. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65036. var BABYLON;
  65037. (function (BABYLON) {
  65038. /**
  65039. * Mesh representing the gorund
  65040. */
  65041. var GroundMesh = /** @class */ (function (_super) {
  65042. __extends(GroundMesh, _super);
  65043. function GroundMesh(name, scene) {
  65044. var _this = _super.call(this, name, scene) || this;
  65045. /** If octree should be generated */
  65046. _this.generateOctree = false;
  65047. return _this;
  65048. }
  65049. /**
  65050. * "GroundMesh"
  65051. * @returns "GroundMesh"
  65052. */
  65053. GroundMesh.prototype.getClassName = function () {
  65054. return "GroundMesh";
  65055. };
  65056. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65057. /**
  65058. * The minimum of x and y subdivisions
  65059. */
  65060. get: function () {
  65061. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65062. },
  65063. enumerable: true,
  65064. configurable: true
  65065. });
  65066. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65067. /**
  65068. * X subdivisions
  65069. */
  65070. get: function () {
  65071. return this._subdivisionsX;
  65072. },
  65073. enumerable: true,
  65074. configurable: true
  65075. });
  65076. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65077. /**
  65078. * Y subdivisions
  65079. */
  65080. get: function () {
  65081. return this._subdivisionsY;
  65082. },
  65083. enumerable: true,
  65084. configurable: true
  65085. });
  65086. /**
  65087. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65088. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65089. * @param chunksCount the number of subdivisions for x and y
  65090. * @param octreeBlocksSize (Default: 32)
  65091. */
  65092. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65093. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65094. this._subdivisionsX = chunksCount;
  65095. this._subdivisionsY = chunksCount;
  65096. this.subdivide(chunksCount);
  65097. // Call the octree system optimization if it is defined.
  65098. var thisAsAny = this;
  65099. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65100. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65101. }
  65102. };
  65103. /**
  65104. * Returns a height (y) value in the Worl system :
  65105. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65106. * @param x x coordinate
  65107. * @param z z coordinate
  65108. * @returns the ground y position if (x, z) are outside the ground surface.
  65109. */
  65110. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65111. var world = this.getWorldMatrix();
  65112. var invMat = BABYLON.Tmp.Matrix[5];
  65113. world.invertToRef(invMat);
  65114. var tmpVect = BABYLON.Tmp.Vector3[8];
  65115. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65116. x = tmpVect.x;
  65117. z = tmpVect.z;
  65118. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65119. return this.position.y;
  65120. }
  65121. if (!this._heightQuads || this._heightQuads.length == 0) {
  65122. this._initHeightQuads();
  65123. this._computeHeightQuads();
  65124. }
  65125. var facet = this._getFacetAt(x, z);
  65126. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65127. // return y in the World system
  65128. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65129. return tmpVect.y;
  65130. };
  65131. /**
  65132. * Returns a normalized vector (Vector3) orthogonal to the ground
  65133. * at the ground coordinates (x, z) expressed in the World system.
  65134. * @param x x coordinate
  65135. * @param z z coordinate
  65136. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65137. */
  65138. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65139. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65140. this.getNormalAtCoordinatesToRef(x, z, normal);
  65141. return normal;
  65142. };
  65143. /**
  65144. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65145. * at the ground coordinates (x, z) expressed in the World system.
  65146. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65147. * @param x x coordinate
  65148. * @param z z coordinate
  65149. * @param ref vector to store the result
  65150. * @returns the GroundMesh.
  65151. */
  65152. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65153. var world = this.getWorldMatrix();
  65154. var tmpMat = BABYLON.Tmp.Matrix[5];
  65155. world.invertToRef(tmpMat);
  65156. var tmpVect = BABYLON.Tmp.Vector3[8];
  65157. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65158. x = tmpVect.x;
  65159. z = tmpVect.z;
  65160. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65161. return this;
  65162. }
  65163. if (!this._heightQuads || this._heightQuads.length == 0) {
  65164. this._initHeightQuads();
  65165. this._computeHeightQuads();
  65166. }
  65167. var facet = this._getFacetAt(x, z);
  65168. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65169. return this;
  65170. };
  65171. /**
  65172. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65173. * if the ground has been updated.
  65174. * This can be used in the render loop.
  65175. * @returns the GroundMesh.
  65176. */
  65177. GroundMesh.prototype.updateCoordinateHeights = function () {
  65178. if (!this._heightQuads || this._heightQuads.length == 0) {
  65179. this._initHeightQuads();
  65180. }
  65181. this._computeHeightQuads();
  65182. return this;
  65183. };
  65184. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65185. GroundMesh.prototype._getFacetAt = function (x, z) {
  65186. // retrieve col and row from x, z coordinates in the ground local system
  65187. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65188. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65189. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65190. var facet;
  65191. if (z < quad.slope.x * x + quad.slope.y) {
  65192. facet = quad.facet1;
  65193. }
  65194. else {
  65195. facet = quad.facet2;
  65196. }
  65197. return facet;
  65198. };
  65199. // Creates and populates the heightMap array with "facet" elements :
  65200. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65201. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65202. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65203. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65204. // Returns the GroundMesh.
  65205. GroundMesh.prototype._initHeightQuads = function () {
  65206. var subdivisionsX = this._subdivisionsX;
  65207. var subdivisionsY = this._subdivisionsY;
  65208. this._heightQuads = new Array();
  65209. for (var row = 0; row < subdivisionsY; row++) {
  65210. for (var col = 0; col < subdivisionsX; col++) {
  65211. 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) };
  65212. this._heightQuads[row * subdivisionsX + col] = quad;
  65213. }
  65214. }
  65215. return this;
  65216. };
  65217. // Compute each quad element values and update the the heightMap array :
  65218. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65219. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65220. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65221. // Returns the GroundMesh.
  65222. GroundMesh.prototype._computeHeightQuads = function () {
  65223. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65224. if (!positions) {
  65225. return this;
  65226. }
  65227. var v1 = BABYLON.Tmp.Vector3[3];
  65228. var v2 = BABYLON.Tmp.Vector3[2];
  65229. var v3 = BABYLON.Tmp.Vector3[1];
  65230. var v4 = BABYLON.Tmp.Vector3[0];
  65231. var v1v2 = BABYLON.Tmp.Vector3[4];
  65232. var v1v3 = BABYLON.Tmp.Vector3[5];
  65233. var v1v4 = BABYLON.Tmp.Vector3[6];
  65234. var norm1 = BABYLON.Tmp.Vector3[7];
  65235. var norm2 = BABYLON.Tmp.Vector3[8];
  65236. var i = 0;
  65237. var j = 0;
  65238. var k = 0;
  65239. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65240. var h = 0;
  65241. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65242. var d2 = 0;
  65243. var subdivisionsX = this._subdivisionsX;
  65244. var subdivisionsY = this._subdivisionsY;
  65245. for (var row = 0; row < subdivisionsY; row++) {
  65246. for (var col = 0; col < subdivisionsX; col++) {
  65247. i = col * 3;
  65248. j = row * (subdivisionsX + 1) * 3;
  65249. k = (row + 1) * (subdivisionsX + 1) * 3;
  65250. v1.x = positions[j + i];
  65251. v1.y = positions[j + i + 1];
  65252. v1.z = positions[j + i + 2];
  65253. v2.x = positions[j + i + 3];
  65254. v2.y = positions[j + i + 4];
  65255. v2.z = positions[j + i + 5];
  65256. v3.x = positions[k + i];
  65257. v3.y = positions[k + i + 1];
  65258. v3.z = positions[k + i + 2];
  65259. v4.x = positions[k + i + 3];
  65260. v4.y = positions[k + i + 4];
  65261. v4.z = positions[k + i + 5];
  65262. // 2D slope V1V4
  65263. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65264. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65265. // facet equations :
  65266. // we compute each facet normal vector
  65267. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65268. // we compute the value d by applying the equation to v1 which belongs to the plane
  65269. // then we store the facet equation in a Vector4
  65270. v2.subtractToRef(v1, v1v2);
  65271. v3.subtractToRef(v1, v1v3);
  65272. v4.subtractToRef(v1, v1v4);
  65273. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65274. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65275. norm1.normalize();
  65276. norm2.normalize();
  65277. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65278. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65279. var quad = this._heightQuads[row * subdivisionsX + col];
  65280. quad.slope.copyFromFloats(cd, h);
  65281. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65282. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65283. }
  65284. }
  65285. return this;
  65286. };
  65287. /**
  65288. * Serializes this ground mesh
  65289. * @param serializationObject object to write serialization to
  65290. */
  65291. GroundMesh.prototype.serialize = function (serializationObject) {
  65292. _super.prototype.serialize.call(this, serializationObject);
  65293. serializationObject.subdivisionsX = this._subdivisionsX;
  65294. serializationObject.subdivisionsY = this._subdivisionsY;
  65295. serializationObject.minX = this._minX;
  65296. serializationObject.maxX = this._maxX;
  65297. serializationObject.minZ = this._minZ;
  65298. serializationObject.maxZ = this._maxZ;
  65299. serializationObject.width = this._width;
  65300. serializationObject.height = this._height;
  65301. };
  65302. /**
  65303. * Parses a serialized ground mesh
  65304. * @param parsedMesh the serialized mesh
  65305. * @param scene the scene to create the ground mesh in
  65306. * @returns the created ground mesh
  65307. */
  65308. GroundMesh.Parse = function (parsedMesh, scene) {
  65309. var result = new GroundMesh(parsedMesh.name, scene);
  65310. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65311. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65312. result._minX = parsedMesh.minX;
  65313. result._maxX = parsedMesh.maxX;
  65314. result._minZ = parsedMesh.minZ;
  65315. result._maxZ = parsedMesh.maxZ;
  65316. result._width = parsedMesh.width;
  65317. result._height = parsedMesh.height;
  65318. return result;
  65319. };
  65320. return GroundMesh;
  65321. }(BABYLON.Mesh));
  65322. BABYLON.GroundMesh = GroundMesh;
  65323. })(BABYLON || (BABYLON = {}));
  65324. //# sourceMappingURL=babylon.groundMesh.js.map
  65325. var BABYLON;
  65326. (function (BABYLON) {
  65327. /**
  65328. * Creates an instance based on a source mesh.
  65329. */
  65330. var InstancedMesh = /** @class */ (function (_super) {
  65331. __extends(InstancedMesh, _super);
  65332. function InstancedMesh(name, source) {
  65333. var _this = _super.call(this, name, source.getScene()) || this;
  65334. /** @hidden */
  65335. _this._indexInSourceMeshInstanceArray = -1;
  65336. source.addInstance(_this);
  65337. _this._sourceMesh = source;
  65338. _this.position.copyFrom(source.position);
  65339. _this.rotation.copyFrom(source.rotation);
  65340. _this.scaling.copyFrom(source.scaling);
  65341. if (source.rotationQuaternion) {
  65342. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65343. }
  65344. _this.infiniteDistance = source.infiniteDistance;
  65345. _this.setPivotMatrix(source.getPivotMatrix());
  65346. _this.refreshBoundingInfo();
  65347. _this._syncSubMeshes();
  65348. return _this;
  65349. }
  65350. /**
  65351. * Returns the string "InstancedMesh".
  65352. */
  65353. InstancedMesh.prototype.getClassName = function () {
  65354. return "InstancedMesh";
  65355. };
  65356. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65357. // Methods
  65358. /**
  65359. * If the source mesh receives shadows
  65360. */
  65361. get: function () {
  65362. return this._sourceMesh.receiveShadows;
  65363. },
  65364. enumerable: true,
  65365. configurable: true
  65366. });
  65367. Object.defineProperty(InstancedMesh.prototype, "material", {
  65368. /**
  65369. * The material of the source mesh
  65370. */
  65371. get: function () {
  65372. return this._sourceMesh.material;
  65373. },
  65374. enumerable: true,
  65375. configurable: true
  65376. });
  65377. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65378. /**
  65379. * Visibility of the source mesh
  65380. */
  65381. get: function () {
  65382. return this._sourceMesh.visibility;
  65383. },
  65384. enumerable: true,
  65385. configurable: true
  65386. });
  65387. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65388. /**
  65389. * Skeleton of the source mesh
  65390. */
  65391. get: function () {
  65392. return this._sourceMesh.skeleton;
  65393. },
  65394. enumerable: true,
  65395. configurable: true
  65396. });
  65397. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65398. /**
  65399. * Rendering ground id of the source mesh
  65400. */
  65401. get: function () {
  65402. return this._sourceMesh.renderingGroupId;
  65403. },
  65404. set: function (value) {
  65405. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65406. return;
  65407. }
  65408. //no-op with warning
  65409. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65410. },
  65411. enumerable: true,
  65412. configurable: true
  65413. });
  65414. /**
  65415. * Returns the total number of vertices (integer).
  65416. */
  65417. InstancedMesh.prototype.getTotalVertices = function () {
  65418. return this._sourceMesh.getTotalVertices();
  65419. };
  65420. /**
  65421. * Returns a positive integer : the total number of indices in this mesh geometry.
  65422. * @returns the numner of indices or zero if the mesh has no geometry.
  65423. */
  65424. InstancedMesh.prototype.getTotalIndices = function () {
  65425. return this._sourceMesh.getTotalIndices();
  65426. };
  65427. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65428. /**
  65429. * The source mesh of the instance
  65430. */
  65431. get: function () {
  65432. return this._sourceMesh;
  65433. },
  65434. enumerable: true,
  65435. configurable: true
  65436. });
  65437. /**
  65438. * Is this node ready to be used/rendered
  65439. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65440. * @return {boolean} is it ready
  65441. */
  65442. InstancedMesh.prototype.isReady = function (completeCheck) {
  65443. if (completeCheck === void 0) { completeCheck = false; }
  65444. return this._sourceMesh.isReady(completeCheck, true);
  65445. };
  65446. /**
  65447. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65448. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65449. * @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.
  65450. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65451. */
  65452. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65453. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65454. };
  65455. /**
  65456. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65457. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65458. * The `data` are either a numeric array either a Float32Array.
  65459. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65460. * 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).
  65461. * Note that a new underlying VertexBuffer object is created each call.
  65462. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65463. *
  65464. * Possible `kind` values :
  65465. * - BABYLON.VertexBuffer.PositionKind
  65466. * - BABYLON.VertexBuffer.UVKind
  65467. * - BABYLON.VertexBuffer.UV2Kind
  65468. * - BABYLON.VertexBuffer.UV3Kind
  65469. * - BABYLON.VertexBuffer.UV4Kind
  65470. * - BABYLON.VertexBuffer.UV5Kind
  65471. * - BABYLON.VertexBuffer.UV6Kind
  65472. * - BABYLON.VertexBuffer.ColorKind
  65473. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65474. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65475. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65476. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65477. *
  65478. * Returns the Mesh.
  65479. */
  65480. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65481. if (this.sourceMesh) {
  65482. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65483. }
  65484. return this.sourceMesh;
  65485. };
  65486. /**
  65487. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65488. * If the mesh has no geometry, it is simply returned as it is.
  65489. * The `data` are either a numeric array either a Float32Array.
  65490. * No new underlying VertexBuffer object is created.
  65491. * 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.
  65492. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65493. *
  65494. * Possible `kind` values :
  65495. * - BABYLON.VertexBuffer.PositionKind
  65496. * - BABYLON.VertexBuffer.UVKind
  65497. * - BABYLON.VertexBuffer.UV2Kind
  65498. * - BABYLON.VertexBuffer.UV3Kind
  65499. * - BABYLON.VertexBuffer.UV4Kind
  65500. * - BABYLON.VertexBuffer.UV5Kind
  65501. * - BABYLON.VertexBuffer.UV6Kind
  65502. * - BABYLON.VertexBuffer.ColorKind
  65503. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65504. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65505. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65506. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65507. *
  65508. * Returns the Mesh.
  65509. */
  65510. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65511. if (this.sourceMesh) {
  65512. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65513. }
  65514. return this.sourceMesh;
  65515. };
  65516. /**
  65517. * Sets the mesh indices.
  65518. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65519. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65520. * This method creates a new index buffer each call.
  65521. * Returns the Mesh.
  65522. */
  65523. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65524. if (totalVertices === void 0) { totalVertices = null; }
  65525. if (this.sourceMesh) {
  65526. this.sourceMesh.setIndices(indices, totalVertices);
  65527. }
  65528. return this.sourceMesh;
  65529. };
  65530. /**
  65531. * Boolean : True if the mesh owns the requested kind of data.
  65532. */
  65533. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65534. return this._sourceMesh.isVerticesDataPresent(kind);
  65535. };
  65536. /**
  65537. * Returns an array of indices (IndicesArray).
  65538. */
  65539. InstancedMesh.prototype.getIndices = function () {
  65540. return this._sourceMesh.getIndices();
  65541. };
  65542. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65543. get: function () {
  65544. return this._sourceMesh._positions;
  65545. },
  65546. enumerable: true,
  65547. configurable: true
  65548. });
  65549. /**
  65550. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65551. * This means the mesh underlying bounding box and sphere are recomputed.
  65552. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65553. * @returns the current mesh
  65554. */
  65555. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65556. if (applySkeleton === void 0) { applySkeleton = false; }
  65557. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65558. return this;
  65559. }
  65560. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65561. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65562. return this;
  65563. };
  65564. /** @hidden */
  65565. InstancedMesh.prototype._preActivate = function () {
  65566. if (this._currentLOD) {
  65567. this._currentLOD._preActivate();
  65568. }
  65569. return this;
  65570. };
  65571. /** @hidden */
  65572. InstancedMesh.prototype._activate = function (renderId) {
  65573. if (this._currentLOD) {
  65574. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65575. }
  65576. return this;
  65577. };
  65578. /**
  65579. * Returns the current associated LOD AbstractMesh.
  65580. */
  65581. InstancedMesh.prototype.getLOD = function (camera) {
  65582. if (!camera) {
  65583. return this;
  65584. }
  65585. var boundingInfo = this.getBoundingInfo();
  65586. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65587. if (this._currentLOD === this.sourceMesh) {
  65588. return this;
  65589. }
  65590. return this._currentLOD;
  65591. };
  65592. /** @hidden */
  65593. InstancedMesh.prototype._syncSubMeshes = function () {
  65594. this.releaseSubMeshes();
  65595. if (this._sourceMesh.subMeshes) {
  65596. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65597. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65598. }
  65599. }
  65600. return this;
  65601. };
  65602. /** @hidden */
  65603. InstancedMesh.prototype._generatePointsArray = function () {
  65604. return this._sourceMesh._generatePointsArray();
  65605. };
  65606. /**
  65607. * Creates a new InstancedMesh from the current mesh.
  65608. * - name (string) : the cloned mesh name
  65609. * - newParent (optional Node) : the optional Node to parent the clone to.
  65610. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65611. *
  65612. * Returns the clone.
  65613. */
  65614. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65615. var result = this._sourceMesh.createInstance(name);
  65616. // Deep copy
  65617. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65618. // Bounding info
  65619. this.refreshBoundingInfo();
  65620. // Parent
  65621. if (newParent) {
  65622. result.parent = newParent;
  65623. }
  65624. if (!doNotCloneChildren) {
  65625. // Children
  65626. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65627. var mesh = this.getScene().meshes[index];
  65628. if (mesh.parent === this) {
  65629. mesh.clone(mesh.name, result);
  65630. }
  65631. }
  65632. }
  65633. result.computeWorldMatrix(true);
  65634. return result;
  65635. };
  65636. /**
  65637. * Disposes the InstancedMesh.
  65638. * Returns nothing.
  65639. */
  65640. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65641. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65642. // Remove from mesh
  65643. this._sourceMesh.removeInstance(this);
  65644. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65645. };
  65646. return InstancedMesh;
  65647. }(BABYLON.AbstractMesh));
  65648. BABYLON.InstancedMesh = InstancedMesh;
  65649. })(BABYLON || (BABYLON = {}));
  65650. //# sourceMappingURL=babylon.instancedMesh.js.map
  65651. var BABYLON;
  65652. (function (BABYLON) {
  65653. /**
  65654. * Line mesh
  65655. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65656. */
  65657. var LinesMesh = /** @class */ (function (_super) {
  65658. __extends(LinesMesh, _super);
  65659. /**
  65660. * Creates a new LinesMesh
  65661. * @param name defines the name
  65662. * @param scene defines the hosting scene
  65663. * @param parent defines the parent mesh if any
  65664. * @param source defines the optional source LinesMesh used to clone data from
  65665. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65666. * When false, achieved by calling a clone(), also passing False.
  65667. * This will make creation of children, recursive.
  65668. * @param useVertexColor defines if this LinesMesh supports vertex color
  65669. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65670. */
  65671. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65672. /**
  65673. * If vertex color should be applied to the mesh
  65674. */
  65675. useVertexColor,
  65676. /**
  65677. * If vertex alpha should be applied to the mesh
  65678. */
  65679. useVertexAlpha) {
  65680. if (scene === void 0) { scene = null; }
  65681. if (parent === void 0) { parent = null; }
  65682. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65683. _this.useVertexColor = useVertexColor;
  65684. _this.useVertexAlpha = useVertexAlpha;
  65685. /**
  65686. * Color of the line (Default: White)
  65687. */
  65688. _this.color = new BABYLON.Color3(1, 1, 1);
  65689. /**
  65690. * Alpha of the line (Default: 1)
  65691. */
  65692. _this.alpha = 1;
  65693. if (source) {
  65694. _this.color = source.color.clone();
  65695. _this.alpha = source.alpha;
  65696. _this.useVertexColor = source.useVertexColor;
  65697. _this.useVertexAlpha = source.useVertexAlpha;
  65698. }
  65699. _this.intersectionThreshold = 0.1;
  65700. var defines = [];
  65701. var options = {
  65702. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65703. uniforms: ["world", "viewProjection"],
  65704. needAlphaBlending: true,
  65705. defines: defines
  65706. };
  65707. if (useVertexAlpha === false) {
  65708. options.needAlphaBlending = false;
  65709. }
  65710. if (!useVertexColor) {
  65711. options.uniforms.push("color");
  65712. }
  65713. else {
  65714. options.defines.push("#define VERTEXCOLOR");
  65715. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65716. }
  65717. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65718. return _this;
  65719. }
  65720. /**
  65721. * Returns the string "LineMesh"
  65722. */
  65723. LinesMesh.prototype.getClassName = function () {
  65724. return "LinesMesh";
  65725. };
  65726. Object.defineProperty(LinesMesh.prototype, "material", {
  65727. /**
  65728. * @hidden
  65729. */
  65730. get: function () {
  65731. return this._colorShader;
  65732. },
  65733. /**
  65734. * @hidden
  65735. */
  65736. set: function (value) {
  65737. // Do nothing
  65738. },
  65739. enumerable: true,
  65740. configurable: true
  65741. });
  65742. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65743. /**
  65744. * @hidden
  65745. */
  65746. get: function () {
  65747. return false;
  65748. },
  65749. enumerable: true,
  65750. configurable: true
  65751. });
  65752. /** @hidden */
  65753. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65754. if (!this._geometry) {
  65755. return this;
  65756. }
  65757. // VBOs
  65758. this._geometry._bind(this._colorShader.getEffect());
  65759. // Color
  65760. if (!this.useVertexColor) {
  65761. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65762. }
  65763. return this;
  65764. };
  65765. /** @hidden */
  65766. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65767. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65768. return this;
  65769. }
  65770. var engine = this.getScene().getEngine();
  65771. // Draw order
  65772. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65773. return this;
  65774. };
  65775. /**
  65776. * Disposes of the line mesh
  65777. * @param doNotRecurse If children should be disposed
  65778. */
  65779. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65780. this._colorShader.dispose(false, false, true);
  65781. _super.prototype.dispose.call(this, doNotRecurse);
  65782. };
  65783. /**
  65784. * Returns a new LineMesh object cloned from the current one.
  65785. */
  65786. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65787. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65788. };
  65789. /**
  65790. * Creates a new InstancedLinesMesh object from the mesh model.
  65791. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65792. * @param name defines the name of the new instance
  65793. * @returns a new InstancedLinesMesh
  65794. */
  65795. LinesMesh.prototype.createInstance = function (name) {
  65796. return new InstancedLinesMesh(name, this);
  65797. };
  65798. return LinesMesh;
  65799. }(BABYLON.Mesh));
  65800. BABYLON.LinesMesh = LinesMesh;
  65801. /**
  65802. * Creates an instance based on a source LinesMesh
  65803. */
  65804. var InstancedLinesMesh = /** @class */ (function (_super) {
  65805. __extends(InstancedLinesMesh, _super);
  65806. function InstancedLinesMesh(name, source) {
  65807. var _this = _super.call(this, name, source) || this;
  65808. _this.intersectionThreshold = source.intersectionThreshold;
  65809. return _this;
  65810. }
  65811. /**
  65812. * Returns the string "InstancedLinesMesh".
  65813. */
  65814. InstancedLinesMesh.prototype.getClassName = function () {
  65815. return "InstancedLinesMesh";
  65816. };
  65817. return InstancedLinesMesh;
  65818. }(BABYLON.InstancedMesh));
  65819. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65820. })(BABYLON || (BABYLON = {}));
  65821. //# sourceMappingURL=babylon.linesMesh.js.map
  65822. var BABYLON;
  65823. (function (BABYLON) {
  65824. /**
  65825. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65826. * The underlying implementation relies on an associative array to ensure the best performances.
  65827. * The value can be anything including 'null' but except 'undefined'
  65828. */
  65829. var StringDictionary = /** @class */ (function () {
  65830. function StringDictionary() {
  65831. this._count = 0;
  65832. this._data = {};
  65833. }
  65834. /**
  65835. * This will clear this dictionary and copy the content from the 'source' one.
  65836. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65837. * @param source the dictionary to take the content from and copy to this dictionary
  65838. */
  65839. StringDictionary.prototype.copyFrom = function (source) {
  65840. var _this = this;
  65841. this.clear();
  65842. source.forEach(function (t, v) { return _this.add(t, v); });
  65843. };
  65844. /**
  65845. * Get a value based from its key
  65846. * @param key the given key to get the matching value from
  65847. * @return the value if found, otherwise undefined is returned
  65848. */
  65849. StringDictionary.prototype.get = function (key) {
  65850. var val = this._data[key];
  65851. if (val !== undefined) {
  65852. return val;
  65853. }
  65854. return undefined;
  65855. };
  65856. /**
  65857. * Get a value from its key or add it if it doesn't exist.
  65858. * This method will ensure you that a given key/data will be present in the dictionary.
  65859. * @param key the given key to get the matching value from
  65860. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65861. * The factory will only be invoked if there's no data for the given key.
  65862. * @return the value corresponding to the key.
  65863. */
  65864. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65865. var val = this.get(key);
  65866. if (val !== undefined) {
  65867. return val;
  65868. }
  65869. val = factory(key);
  65870. if (val) {
  65871. this.add(key, val);
  65872. }
  65873. return val;
  65874. };
  65875. /**
  65876. * Get a value from its key if present in the dictionary otherwise add it
  65877. * @param key the key to get the value from
  65878. * @param val if there's no such key/value pair in the dictionary add it with this value
  65879. * @return the value corresponding to the key
  65880. */
  65881. StringDictionary.prototype.getOrAdd = function (key, val) {
  65882. var curVal = this.get(key);
  65883. if (curVal !== undefined) {
  65884. return curVal;
  65885. }
  65886. this.add(key, val);
  65887. return val;
  65888. };
  65889. /**
  65890. * Check if there's a given key in the dictionary
  65891. * @param key the key to check for
  65892. * @return true if the key is present, false otherwise
  65893. */
  65894. StringDictionary.prototype.contains = function (key) {
  65895. return this._data[key] !== undefined;
  65896. };
  65897. /**
  65898. * Add a new key and its corresponding value
  65899. * @param key the key to add
  65900. * @param value the value corresponding to the key
  65901. * @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
  65902. */
  65903. StringDictionary.prototype.add = function (key, value) {
  65904. if (this._data[key] !== undefined) {
  65905. return false;
  65906. }
  65907. this._data[key] = value;
  65908. ++this._count;
  65909. return true;
  65910. };
  65911. /**
  65912. * Update a specific value associated to a key
  65913. * @param key defines the key to use
  65914. * @param value defines the value to store
  65915. * @returns true if the value was updated (or false if the key was not found)
  65916. */
  65917. StringDictionary.prototype.set = function (key, value) {
  65918. if (this._data[key] === undefined) {
  65919. return false;
  65920. }
  65921. this._data[key] = value;
  65922. return true;
  65923. };
  65924. /**
  65925. * Get the element of the given key and remove it from the dictionary
  65926. * @param key defines the key to search
  65927. * @returns the value associated with the key or null if not found
  65928. */
  65929. StringDictionary.prototype.getAndRemove = function (key) {
  65930. var val = this.get(key);
  65931. if (val !== undefined) {
  65932. delete this._data[key];
  65933. --this._count;
  65934. return val;
  65935. }
  65936. return null;
  65937. };
  65938. /**
  65939. * Remove a key/value from the dictionary.
  65940. * @param key the key to remove
  65941. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65942. */
  65943. StringDictionary.prototype.remove = function (key) {
  65944. if (this.contains(key)) {
  65945. delete this._data[key];
  65946. --this._count;
  65947. return true;
  65948. }
  65949. return false;
  65950. };
  65951. /**
  65952. * Clear the whole content of the dictionary
  65953. */
  65954. StringDictionary.prototype.clear = function () {
  65955. this._data = {};
  65956. this._count = 0;
  65957. };
  65958. Object.defineProperty(StringDictionary.prototype, "count", {
  65959. /**
  65960. * Gets the current count
  65961. */
  65962. get: function () {
  65963. return this._count;
  65964. },
  65965. enumerable: true,
  65966. configurable: true
  65967. });
  65968. /**
  65969. * Execute a callback on each key/val of the dictionary.
  65970. * Note that you can remove any element in this dictionary in the callback implementation
  65971. * @param callback the callback to execute on a given key/value pair
  65972. */
  65973. StringDictionary.prototype.forEach = function (callback) {
  65974. for (var cur in this._data) {
  65975. var val = this._data[cur];
  65976. callback(cur, val);
  65977. }
  65978. };
  65979. /**
  65980. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65981. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65982. * Note that you can remove any element in this dictionary in the callback implementation
  65983. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65984. * @returns the first item
  65985. */
  65986. StringDictionary.prototype.first = function (callback) {
  65987. for (var cur in this._data) {
  65988. var val = this._data[cur];
  65989. var res = callback(cur, val);
  65990. if (res) {
  65991. return res;
  65992. }
  65993. }
  65994. return null;
  65995. };
  65996. return StringDictionary;
  65997. }());
  65998. BABYLON.StringDictionary = StringDictionary;
  65999. })(BABYLON || (BABYLON = {}));
  66000. //# sourceMappingURL=babylon.stringDictionary.js.map
  66001. var BABYLON;
  66002. (function (BABYLON) {
  66003. var Debug;
  66004. (function (Debug) {
  66005. /**
  66006. * Class used to render a debug view of a given skeleton
  66007. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66008. */
  66009. var SkeletonViewer = /** @class */ (function () {
  66010. /**
  66011. * Creates a new SkeletonViewer
  66012. * @param skeleton defines the skeleton to render
  66013. * @param mesh defines the mesh attached to the skeleton
  66014. * @param scene defines the hosting scene
  66015. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66016. * @param renderingGroupId defines the rendering group id to use with the viewer
  66017. */
  66018. function SkeletonViewer(
  66019. /** defines the skeleton to render */
  66020. skeleton,
  66021. /** defines the mesh attached to the skeleton */
  66022. mesh, scene,
  66023. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66024. autoUpdateBonesMatrices,
  66025. /** defines the rendering group id to use with the viewer */
  66026. renderingGroupId) {
  66027. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66028. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66029. this.skeleton = skeleton;
  66030. this.mesh = mesh;
  66031. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66032. this.renderingGroupId = renderingGroupId;
  66033. /** Gets or sets the color used to render the skeleton */
  66034. this.color = BABYLON.Color3.White();
  66035. this._debugLines = new Array();
  66036. this._isEnabled = false;
  66037. this._scene = scene;
  66038. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66039. this._utilityLayer.pickUtilitySceneFirst = false;
  66040. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66041. this.update();
  66042. this._renderFunction = this.update.bind(this);
  66043. }
  66044. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66045. /**
  66046. * Returns the mesh used to render the bones
  66047. */
  66048. get: function () {
  66049. return this._debugMesh;
  66050. },
  66051. enumerable: true,
  66052. configurable: true
  66053. });
  66054. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66055. get: function () {
  66056. return this._isEnabled;
  66057. },
  66058. /** Gets or sets a boolean indicating if the viewer is enabled */
  66059. set: function (value) {
  66060. if (this._isEnabled === value) {
  66061. return;
  66062. }
  66063. this._isEnabled = value;
  66064. if (value) {
  66065. this._scene.registerBeforeRender(this._renderFunction);
  66066. }
  66067. else {
  66068. this._scene.unregisterBeforeRender(this._renderFunction);
  66069. }
  66070. },
  66071. enumerable: true,
  66072. configurable: true
  66073. });
  66074. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66075. if (x === void 0) { x = 0; }
  66076. if (y === void 0) { y = 0; }
  66077. if (z === void 0) { z = 0; }
  66078. var tmat = BABYLON.Tmp.Matrix[0];
  66079. var parentBone = bone.getParent();
  66080. tmat.copyFrom(bone.getLocalMatrix());
  66081. if (x !== 0 || y !== 0 || z !== 0) {
  66082. var tmat2 = BABYLON.Tmp.Matrix[1];
  66083. BABYLON.Matrix.IdentityToRef(tmat2);
  66084. tmat2.setTranslationFromFloats(x, y, z);
  66085. tmat2.multiplyToRef(tmat, tmat);
  66086. }
  66087. if (parentBone) {
  66088. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66089. }
  66090. tmat.multiplyToRef(meshMat, tmat);
  66091. position.x = tmat.m[12];
  66092. position.y = tmat.m[13];
  66093. position.z = tmat.m[14];
  66094. };
  66095. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66096. var len = bones.length;
  66097. var meshPos = this.mesh.position;
  66098. for (var i = 0; i < len; i++) {
  66099. var bone = bones[i];
  66100. var points = this._debugLines[i];
  66101. if (!points) {
  66102. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66103. this._debugLines[i] = points;
  66104. }
  66105. this._getBonePosition(points[0], bone, meshMat);
  66106. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66107. points[0].subtractInPlace(meshPos);
  66108. points[1].subtractInPlace(meshPos);
  66109. }
  66110. };
  66111. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66112. var len = bones.length;
  66113. var boneNum = 0;
  66114. var meshPos = this.mesh.position;
  66115. for (var i = len - 1; i >= 0; i--) {
  66116. var childBone = bones[i];
  66117. var parentBone = childBone.getParent();
  66118. if (!parentBone) {
  66119. continue;
  66120. }
  66121. var points = this._debugLines[boneNum];
  66122. if (!points) {
  66123. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66124. this._debugLines[boneNum] = points;
  66125. }
  66126. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66127. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66128. points[0].subtractInPlace(meshPos);
  66129. points[1].subtractInPlace(meshPos);
  66130. boneNum++;
  66131. }
  66132. };
  66133. /** Update the viewer to sync with current skeleton state */
  66134. SkeletonViewer.prototype.update = function () {
  66135. if (!this._utilityLayer) {
  66136. return;
  66137. }
  66138. if (this.autoUpdateBonesMatrices) {
  66139. this.skeleton.computeAbsoluteTransforms();
  66140. }
  66141. if (this.skeleton.bones[0].length === undefined) {
  66142. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66143. }
  66144. else {
  66145. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66146. }
  66147. var targetScene = this._utilityLayer.utilityLayerScene;
  66148. if (!this._debugMesh) {
  66149. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66150. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66151. }
  66152. else {
  66153. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66154. }
  66155. this._debugMesh.position.copyFrom(this.mesh.position);
  66156. this._debugMesh.color = this.color;
  66157. };
  66158. /** Release associated resources */
  66159. SkeletonViewer.prototype.dispose = function () {
  66160. this.isEnabled = false;
  66161. if (this._debugMesh) {
  66162. this.isEnabled = false;
  66163. this._debugMesh.dispose();
  66164. this._debugMesh = null;
  66165. }
  66166. if (this._utilityLayer) {
  66167. this._utilityLayer.dispose();
  66168. this._utilityLayer = null;
  66169. }
  66170. };
  66171. return SkeletonViewer;
  66172. }());
  66173. Debug.SkeletonViewer = SkeletonViewer;
  66174. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66175. })(BABYLON || (BABYLON = {}));
  66176. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66177. /**
  66178. * Module Debug contains the (visual) components to debug a scene correctly
  66179. */
  66180. var BABYLON;
  66181. (function (BABYLON) {
  66182. var Debug;
  66183. (function (Debug) {
  66184. /**
  66185. * The Axes viewer will show 3 axes in a specific point in space
  66186. */
  66187. var AxesViewer = /** @class */ (function () {
  66188. /**
  66189. * Creates a new AxesViewer
  66190. * @param scene defines the hosting scene
  66191. * @param scaleLines defines a number used to scale line length (1 by default)
  66192. */
  66193. function AxesViewer(scene, scaleLines) {
  66194. if (scaleLines === void 0) { scaleLines = 1; }
  66195. /**
  66196. * Gets or sets a number used to scale line length
  66197. */
  66198. this.scaleLines = 1;
  66199. this.scaleLines = scaleLines;
  66200. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66201. greenColoredMaterial.disableLighting = true;
  66202. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66203. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66204. redColoredMaterial.disableLighting = true;
  66205. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66206. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66207. blueColoredMaterial.disableLighting = true;
  66208. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66209. this._xmesh = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66210. this._ymesh = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66211. this._zmesh = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66212. this._xmesh.rotationQuaternion = new BABYLON.Quaternion();
  66213. this._xmesh.scaling.scaleInPlace(4);
  66214. this._ymesh.rotationQuaternion = new BABYLON.Quaternion();
  66215. this._ymesh.scaling.scaleInPlace(4);
  66216. this._zmesh.rotationQuaternion = new BABYLON.Quaternion();
  66217. this._zmesh.scaling.scaleInPlace(4);
  66218. AxesViewer._recursiveChangeRenderingGroupId(this._xmesh, 2);
  66219. AxesViewer._recursiveChangeRenderingGroupId(this._ymesh, 2);
  66220. AxesViewer._recursiveChangeRenderingGroupId(this._zmesh, 2);
  66221. this.scene = scene;
  66222. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66223. }
  66224. Object.defineProperty(AxesViewer.prototype, "xAxisMesh", {
  66225. /** Gets the mesh used to render x-axis */
  66226. get: function () {
  66227. return this._xmesh;
  66228. },
  66229. enumerable: true,
  66230. configurable: true
  66231. });
  66232. Object.defineProperty(AxesViewer.prototype, "yAxisMesh", {
  66233. /** Gets the mesh used to render x-axis */
  66234. get: function () {
  66235. return this._ymesh;
  66236. },
  66237. enumerable: true,
  66238. configurable: true
  66239. });
  66240. Object.defineProperty(AxesViewer.prototype, "zAxisMesh", {
  66241. /** Gets the mesh used to render x-axis */
  66242. get: function () {
  66243. return this._zmesh;
  66244. },
  66245. enumerable: true,
  66246. configurable: true
  66247. });
  66248. AxesViewer._recursiveChangeRenderingGroupId = function (mesh, id) {
  66249. mesh.renderingGroupId = id;
  66250. mesh.getChildMeshes().forEach(function (m) {
  66251. AxesViewer._recursiveChangeRenderingGroupId(m, id);
  66252. });
  66253. };
  66254. /**
  66255. * Force the viewer to update
  66256. * @param position defines the position of the viewer
  66257. * @param xaxis defines the x axis of the viewer
  66258. * @param yaxis defines the y axis of the viewer
  66259. * @param zaxis defines the z axis of the viewer
  66260. */
  66261. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66262. if (this._xmesh) {
  66263. this._xmesh.position.copyFrom(position);
  66264. var cross = BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), xaxis);
  66265. this._xmesh.rotationQuaternion.set(cross.x, cross.y, cross.z, 1 + BABYLON.Vector3.Dot(BABYLON.Vector3.Forward(), xaxis));
  66266. this._xmesh.rotationQuaternion.normalize();
  66267. }
  66268. if (this._ymesh) {
  66269. this._ymesh.position.copyFrom(position);
  66270. var cross = BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), yaxis);
  66271. this._ymesh.rotationQuaternion.set(cross.x, cross.y, cross.z, 1 + BABYLON.Vector3.Dot(BABYLON.Vector3.Forward(), yaxis));
  66272. this._ymesh.rotationQuaternion.normalize();
  66273. }
  66274. if (this._zmesh) {
  66275. this._zmesh.position.copyFrom(position);
  66276. var cross = BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), zaxis);
  66277. this._zmesh.rotationQuaternion.set(cross.x, cross.y, cross.z, 1 + BABYLON.Vector3.Dot(BABYLON.Vector3.Forward(), zaxis));
  66278. this._zmesh.rotationQuaternion.normalize();
  66279. }
  66280. };
  66281. /** Releases resources */
  66282. AxesViewer.prototype.dispose = function () {
  66283. if (this._xmesh) {
  66284. this._xmesh.dispose();
  66285. }
  66286. if (this._ymesh) {
  66287. this._ymesh.dispose();
  66288. }
  66289. if (this._zmesh) {
  66290. this._zmesh.dispose();
  66291. }
  66292. this._xmesh = null;
  66293. this._ymesh = null;
  66294. this._zmesh = null;
  66295. this.scene = null;
  66296. };
  66297. return AxesViewer;
  66298. }());
  66299. Debug.AxesViewer = AxesViewer;
  66300. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66301. })(BABYLON || (BABYLON = {}));
  66302. //# sourceMappingURL=babylon.axesViewer.js.map
  66303. var BABYLON;
  66304. (function (BABYLON) {
  66305. var Debug;
  66306. (function (Debug) {
  66307. /**
  66308. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66309. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66310. */
  66311. var BoneAxesViewer = /** @class */ (function (_super) {
  66312. __extends(BoneAxesViewer, _super);
  66313. /**
  66314. * Creates a new BoneAxesViewer
  66315. * @param scene defines the hosting scene
  66316. * @param bone defines the target bone
  66317. * @param mesh defines the target mesh
  66318. * @param scaleLines defines a scaling factor for line length (1 by default)
  66319. */
  66320. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66321. if (scaleLines === void 0) { scaleLines = 1; }
  66322. var _this = _super.call(this, scene, scaleLines) || this;
  66323. /** Gets current position */
  66324. _this.pos = BABYLON.Vector3.Zero();
  66325. /** Gets direction of X axis */
  66326. _this.xaxis = BABYLON.Vector3.Zero();
  66327. /** Gets direction of Y axis */
  66328. _this.yaxis = BABYLON.Vector3.Zero();
  66329. /** Gets direction of Z axis */
  66330. _this.zaxis = BABYLON.Vector3.Zero();
  66331. _this.mesh = mesh;
  66332. _this.bone = bone;
  66333. return _this;
  66334. }
  66335. /**
  66336. * Force the viewer to update
  66337. */
  66338. BoneAxesViewer.prototype.update = function () {
  66339. if (!this.mesh || !this.bone) {
  66340. return;
  66341. }
  66342. var bone = this.bone;
  66343. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66344. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66345. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66346. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66347. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66348. };
  66349. /** Releases resources */
  66350. BoneAxesViewer.prototype.dispose = function () {
  66351. if (this.mesh) {
  66352. this.mesh = null;
  66353. this.bone = null;
  66354. _super.prototype.dispose.call(this);
  66355. }
  66356. };
  66357. return BoneAxesViewer;
  66358. }(Debug.AxesViewer));
  66359. Debug.BoneAxesViewer = BoneAxesViewer;
  66360. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66361. })(BABYLON || (BABYLON = {}));
  66362. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66363. var BABYLON;
  66364. (function (BABYLON) {
  66365. /**
  66366. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66367. * in order to better appreciate the issue one might have.
  66368. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66369. */
  66370. var RayHelper = /** @class */ (function () {
  66371. /**
  66372. * Instantiate a new ray helper.
  66373. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66374. * in order to better appreciate the issue one might have.
  66375. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66376. * @param ray Defines the ray we are currently tryin to visualize
  66377. */
  66378. function RayHelper(ray) {
  66379. this.ray = ray;
  66380. }
  66381. /**
  66382. * Helper function to create a colored helper in a scene in one line.
  66383. * @param ray Defines the ray we are currently tryin to visualize
  66384. * @param scene Defines the scene the ray is used in
  66385. * @param color Defines the color we want to see the ray in
  66386. * @returns The newly created ray helper.
  66387. */
  66388. RayHelper.CreateAndShow = function (ray, scene, color) {
  66389. var helper = new RayHelper(ray);
  66390. helper.show(scene, color);
  66391. return helper;
  66392. };
  66393. /**
  66394. * Shows the ray we are willing to debug.
  66395. * @param scene Defines the scene the ray needs to be rendered in
  66396. * @param color Defines the color the ray needs to be rendered in
  66397. */
  66398. RayHelper.prototype.show = function (scene, color) {
  66399. if (!this._renderFunction && this.ray) {
  66400. var ray = this.ray;
  66401. this._renderFunction = this._render.bind(this);
  66402. this._scene = scene;
  66403. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66404. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66405. if (this._renderFunction) {
  66406. this._scene.registerBeforeRender(this._renderFunction);
  66407. }
  66408. }
  66409. if (color && this._renderLine) {
  66410. this._renderLine.color.copyFrom(color);
  66411. }
  66412. };
  66413. /**
  66414. * Hides the ray we are debugging.
  66415. */
  66416. RayHelper.prototype.hide = function () {
  66417. if (this._renderFunction && this._scene) {
  66418. this._scene.unregisterBeforeRender(this._renderFunction);
  66419. this._scene = null;
  66420. this._renderFunction = null;
  66421. if (this._renderLine) {
  66422. this._renderLine.dispose();
  66423. this._renderLine = null;
  66424. }
  66425. this._renderPoints = [];
  66426. }
  66427. };
  66428. RayHelper.prototype._render = function () {
  66429. var ray = this.ray;
  66430. if (!ray) {
  66431. return;
  66432. }
  66433. var point = this._renderPoints[1];
  66434. var len = Math.min(ray.length, 1000000);
  66435. point.copyFrom(ray.direction);
  66436. point.scaleInPlace(len);
  66437. point.addInPlace(ray.origin);
  66438. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66439. };
  66440. /**
  66441. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66442. * @param mesh Defines the mesh we want the helper attached to
  66443. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66444. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66445. * @param length Defines the length of the ray
  66446. */
  66447. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66448. this._attachedToMesh = mesh;
  66449. var ray = this.ray;
  66450. if (!ray) {
  66451. return;
  66452. }
  66453. if (!ray.direction) {
  66454. ray.direction = BABYLON.Vector3.Zero();
  66455. }
  66456. if (!ray.origin) {
  66457. ray.origin = BABYLON.Vector3.Zero();
  66458. }
  66459. if (length) {
  66460. ray.length = length;
  66461. }
  66462. if (!meshSpaceOrigin) {
  66463. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66464. }
  66465. if (!meshSpaceDirection) {
  66466. // -1 so that this will work with Mesh.lookAt
  66467. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66468. }
  66469. if (!this._meshSpaceDirection) {
  66470. this._meshSpaceDirection = meshSpaceDirection.clone();
  66471. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66472. }
  66473. else {
  66474. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66475. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66476. }
  66477. if (!this._updateToMeshFunction) {
  66478. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66479. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66480. }
  66481. this._updateToMesh();
  66482. };
  66483. /**
  66484. * Detach the ray helper from the mesh it has previously been attached to.
  66485. */
  66486. RayHelper.prototype.detachFromMesh = function () {
  66487. if (this._attachedToMesh) {
  66488. if (this._updateToMeshFunction) {
  66489. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66490. }
  66491. this._attachedToMesh = null;
  66492. this._updateToMeshFunction = null;
  66493. }
  66494. };
  66495. RayHelper.prototype._updateToMesh = function () {
  66496. var ray = this.ray;
  66497. if (!this._attachedToMesh || !ray) {
  66498. return;
  66499. }
  66500. if (this._attachedToMesh._isDisposed) {
  66501. this.detachFromMesh();
  66502. return;
  66503. }
  66504. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66505. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66506. };
  66507. /**
  66508. * Dispose the helper and release its associated resources.
  66509. */
  66510. RayHelper.prototype.dispose = function () {
  66511. this.hide();
  66512. this.detachFromMesh();
  66513. this.ray = null;
  66514. };
  66515. return RayHelper;
  66516. }());
  66517. BABYLON.RayHelper = RayHelper;
  66518. })(BABYLON || (BABYLON = {}));
  66519. //# sourceMappingURL=babylon.rayHelper.js.map
  66520. var __assign = (this && this.__assign) || function () {
  66521. __assign = Object.assign || function(t) {
  66522. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66523. s = arguments[i];
  66524. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66525. t[p] = s[p];
  66526. }
  66527. return t;
  66528. };
  66529. return __assign.apply(this, arguments);
  66530. };
  66531. var BABYLON;
  66532. (function (BABYLON) {
  66533. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66534. get: function () {
  66535. if (!this._debugLayer) {
  66536. this._debugLayer = new DebugLayer(this);
  66537. }
  66538. return this._debugLayer;
  66539. },
  66540. enumerable: true,
  66541. configurable: true
  66542. });
  66543. /**
  66544. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66545. * what is happening in your scene
  66546. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66547. */
  66548. var DebugLayer = /** @class */ (function () {
  66549. /**
  66550. * Instantiates a new debug layer.
  66551. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66552. * what is happening in your scene
  66553. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66554. * @param scene Defines the scene to inspect
  66555. */
  66556. function DebugLayer(scene) {
  66557. var _this = this;
  66558. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66559. /**
  66560. * Observable triggered when a property is changed through the inspector.
  66561. */
  66562. this.onPropertyChangedObservable = new BABYLON.Observable();
  66563. this._scene = scene;
  66564. this._scene.onDisposeObservable.add(function () {
  66565. // Debug layer
  66566. if (_this._scene._debugLayer) {
  66567. _this._scene._debugLayer.hide();
  66568. }
  66569. });
  66570. }
  66571. /** Creates the inspector window. */
  66572. DebugLayer.prototype._createInspector = function (config) {
  66573. if (this.isVisible()) {
  66574. return;
  66575. }
  66576. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66577. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66578. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66579. };
  66580. /**
  66581. * Get if the inspector is visible or not.
  66582. * @returns true if visible otherwise, false
  66583. */
  66584. DebugLayer.prototype.isVisible = function () {
  66585. return this.BJSINSPECTOR.Inspector.IsVisible;
  66586. };
  66587. /**
  66588. * Hide the inspector and close its window.
  66589. */
  66590. DebugLayer.prototype.hide = function () {
  66591. this.BJSINSPECTOR.Inspector.Hide();
  66592. };
  66593. /**
  66594. * Launch the debugLayer.
  66595. * @param config Define the configuration of the inspector
  66596. */
  66597. DebugLayer.prototype.show = function (config) {
  66598. if (typeof this.BJSINSPECTOR == 'undefined') {
  66599. // Load inspector and add it to the DOM
  66600. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66601. }
  66602. else {
  66603. // Otherwise creates the inspector
  66604. this._createInspector(config);
  66605. }
  66606. };
  66607. /**
  66608. * Define the url to get the inspector script from.
  66609. * By default it uses the babylonjs CDN.
  66610. * @ignoreNaming
  66611. */
  66612. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66613. return DebugLayer;
  66614. }());
  66615. BABYLON.DebugLayer = DebugLayer;
  66616. })(BABYLON || (BABYLON = {}));
  66617. //# sourceMappingURL=babylon.debugLayer.js.map
  66618. var BABYLON;
  66619. (function (BABYLON) {
  66620. var Debug;
  66621. (function (Debug) {
  66622. /**
  66623. * Used to show the physics impostor around the specific mesh
  66624. */
  66625. var PhysicsViewer = /** @class */ (function () {
  66626. /**
  66627. * Creates a new PhysicsViewer
  66628. * @param scene defines the hosting scene
  66629. */
  66630. function PhysicsViewer(scene) {
  66631. /** @hidden */
  66632. this._impostors = [];
  66633. /** @hidden */
  66634. this._meshes = [];
  66635. /** @hidden */
  66636. this._numMeshes = 0;
  66637. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66638. var physicEngine = this._scene.getPhysicsEngine();
  66639. if (physicEngine) {
  66640. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66641. }
  66642. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66643. this._utilityLayer.pickUtilitySceneFirst = false;
  66644. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66645. }
  66646. /** @hidden */
  66647. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66648. var plugin = this._physicsEnginePlugin;
  66649. for (var i = 0; i < this._numMeshes; i++) {
  66650. var impostor = this._impostors[i];
  66651. if (!impostor) {
  66652. continue;
  66653. }
  66654. if (impostor.isDisposed) {
  66655. this.hideImpostor(this._impostors[i--]);
  66656. }
  66657. else {
  66658. var mesh = this._meshes[i];
  66659. if (mesh && plugin) {
  66660. plugin.syncMeshWithImpostor(mesh, impostor);
  66661. }
  66662. }
  66663. }
  66664. };
  66665. /**
  66666. * Renders a specified physic impostor
  66667. * @param impostor defines the impostor to render
  66668. * @returns the new debug mesh used to render the impostor
  66669. */
  66670. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66671. if (!this._scene) {
  66672. return null;
  66673. }
  66674. for (var i = 0; i < this._numMeshes; i++) {
  66675. if (this._impostors[i] == impostor) {
  66676. return null;
  66677. }
  66678. }
  66679. var debugMesh = this._getDebugMesh(impostor);
  66680. if (debugMesh) {
  66681. this._impostors[this._numMeshes] = impostor;
  66682. this._meshes[this._numMeshes] = debugMesh;
  66683. if (this._numMeshes === 0) {
  66684. this._renderFunction = this._updateDebugMeshes.bind(this);
  66685. this._scene.registerBeforeRender(this._renderFunction);
  66686. }
  66687. this._numMeshes++;
  66688. }
  66689. return debugMesh;
  66690. };
  66691. /**
  66692. * Hides a specified physic impostor
  66693. * @param impostor defines the impostor to hide
  66694. */
  66695. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66696. if (!impostor || !this._scene || !this._utilityLayer) {
  66697. return;
  66698. }
  66699. var removed = false;
  66700. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66701. for (var i = 0; i < this._numMeshes; i++) {
  66702. if (this._impostors[i] == impostor) {
  66703. var mesh = this._meshes[i];
  66704. if (!mesh) {
  66705. continue;
  66706. }
  66707. utilityLayerScene.removeMesh(mesh);
  66708. mesh.dispose();
  66709. this._numMeshes--;
  66710. if (this._numMeshes > 0) {
  66711. this._meshes[i] = this._meshes[this._numMeshes];
  66712. this._impostors[i] = this._impostors[this._numMeshes];
  66713. this._meshes[this._numMeshes] = null;
  66714. this._impostors[this._numMeshes] = null;
  66715. }
  66716. else {
  66717. this._meshes[0] = null;
  66718. this._impostors[0] = null;
  66719. }
  66720. removed = true;
  66721. break;
  66722. }
  66723. }
  66724. if (removed && this._numMeshes === 0) {
  66725. this._scene.unregisterBeforeRender(this._renderFunction);
  66726. }
  66727. };
  66728. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66729. if (!this._debugMaterial) {
  66730. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66731. this._debugMaterial.wireframe = true;
  66732. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  66733. this._debugMaterial.disableLighting = true;
  66734. }
  66735. return this._debugMaterial;
  66736. };
  66737. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66738. if (!this._debugBoxMesh) {
  66739. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66740. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66741. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66742. }
  66743. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66744. };
  66745. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66746. if (!this._debugSphereMesh) {
  66747. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66748. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66749. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66750. }
  66751. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66752. };
  66753. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  66754. if (!this._utilityLayer) {
  66755. return null;
  66756. }
  66757. var mesh = null;
  66758. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66759. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66760. mesh = this._getDebugBoxMesh(utilityLayerScene);
  66761. impostor.getBoxSizeToRef(mesh.scaling);
  66762. }
  66763. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66764. mesh = this._getDebugSphereMesh(utilityLayerScene);
  66765. var radius = impostor.getRadius();
  66766. mesh.scaling.x = radius * 2;
  66767. mesh.scaling.y = radius * 2;
  66768. mesh.scaling.z = radius * 2;
  66769. }
  66770. return mesh;
  66771. };
  66772. /** Releases all resources */
  66773. PhysicsViewer.prototype.dispose = function () {
  66774. for (var i = 0; i < this._numMeshes; i++) {
  66775. this.hideImpostor(this._impostors[i]);
  66776. }
  66777. if (this._debugBoxMesh) {
  66778. this._debugBoxMesh.dispose();
  66779. }
  66780. if (this._debugSphereMesh) {
  66781. this._debugSphereMesh.dispose();
  66782. }
  66783. if (this._debugMaterial) {
  66784. this._debugMaterial.dispose();
  66785. }
  66786. this._impostors.length = 0;
  66787. this._scene = null;
  66788. this._physicsEnginePlugin = null;
  66789. if (this._utilityLayer) {
  66790. this._utilityLayer.dispose();
  66791. this._utilityLayer = null;
  66792. }
  66793. };
  66794. return PhysicsViewer;
  66795. }());
  66796. Debug.PhysicsViewer = PhysicsViewer;
  66797. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66798. })(BABYLON || (BABYLON = {}));
  66799. //# sourceMappingURL=babylon.physicsViewer.js.map
  66800. var BABYLON;
  66801. (function (BABYLON) {
  66802. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66803. get: function () {
  66804. return this._forceShowBoundingBoxes || false;
  66805. },
  66806. set: function (value) {
  66807. this._forceShowBoundingBoxes = value;
  66808. // Lazyly creates a BB renderer if needed.
  66809. if (value) {
  66810. this.getBoundingBoxRenderer();
  66811. }
  66812. },
  66813. enumerable: true,
  66814. configurable: true
  66815. });
  66816. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66817. if (!this._boundingBoxRenderer) {
  66818. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66819. }
  66820. return this._boundingBoxRenderer;
  66821. };
  66822. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66823. get: function () {
  66824. return this._showBoundingBox || false;
  66825. },
  66826. set: function (value) {
  66827. this._showBoundingBox = value;
  66828. // Lazyly creates a BB renderer if needed.
  66829. if (value) {
  66830. this.getScene().getBoundingBoxRenderer();
  66831. }
  66832. },
  66833. enumerable: true,
  66834. configurable: true
  66835. });
  66836. /**
  66837. * Component responsible of rendering the bounding box of the meshes in a scene.
  66838. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66839. */
  66840. var BoundingBoxRenderer = /** @class */ (function () {
  66841. /**
  66842. * Instantiates a new bounding box renderer in a scene.
  66843. * @param scene the scene the renderer renders in
  66844. */
  66845. function BoundingBoxRenderer(scene) {
  66846. /**
  66847. * The component name helpfull to identify the component in the list of scene components.
  66848. */
  66849. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66850. /**
  66851. * Color of the bounding box lines placed in front of an object
  66852. */
  66853. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66854. /**
  66855. * Color of the bounding box lines placed behind an object
  66856. */
  66857. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66858. /**
  66859. * Defines if the renderer should show the back lines or not
  66860. */
  66861. this.showBackLines = true;
  66862. /**
  66863. * @hidden
  66864. */
  66865. this.renderList = new BABYLON.SmartArray(32);
  66866. this._vertexBuffers = {};
  66867. this.scene = scene;
  66868. scene._addComponent(this);
  66869. }
  66870. /**
  66871. * Registers the component in a given scene
  66872. */
  66873. BoundingBoxRenderer.prototype.register = function () {
  66874. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66875. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66876. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66877. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66878. };
  66879. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66880. if (mesh.showSubMeshesBoundingBox) {
  66881. var boundingInfo = subMesh.getBoundingInfo();
  66882. if (boundingInfo !== null && boundingInfo !== undefined) {
  66883. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66884. this.renderList.push(boundingInfo.boundingBox);
  66885. }
  66886. }
  66887. };
  66888. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66889. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66890. var boundingInfo = sourceMesh.getBoundingInfo();
  66891. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66892. this.renderList.push(boundingInfo.boundingBox);
  66893. }
  66894. };
  66895. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66896. if (this._colorShader) {
  66897. return;
  66898. }
  66899. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66900. attributes: [BABYLON.VertexBuffer.PositionKind],
  66901. uniforms: ["world", "viewProjection", "color"]
  66902. });
  66903. var engine = this.scene.getEngine();
  66904. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66905. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66906. this._createIndexBuffer();
  66907. };
  66908. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66909. var engine = this.scene.getEngine();
  66910. 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]);
  66911. };
  66912. /**
  66913. * Rebuilds the elements related to this component in case of
  66914. * context lost for instance.
  66915. */
  66916. BoundingBoxRenderer.prototype.rebuild = function () {
  66917. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66918. if (vb) {
  66919. vb._rebuild();
  66920. }
  66921. this._createIndexBuffer();
  66922. };
  66923. /**
  66924. * @hidden
  66925. */
  66926. BoundingBoxRenderer.prototype.reset = function () {
  66927. this.renderList.reset();
  66928. };
  66929. /**
  66930. * Render the bounding boxes of a specific rendering group
  66931. * @param renderingGroupId defines the rendering group to render
  66932. */
  66933. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66934. if (this.renderList.length === 0) {
  66935. return;
  66936. }
  66937. this._prepareRessources();
  66938. if (!this._colorShader.isReady()) {
  66939. return;
  66940. }
  66941. var engine = this.scene.getEngine();
  66942. engine.setDepthWrite(false);
  66943. this._colorShader._preBind();
  66944. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66945. var boundingBox = this.renderList.data[boundingBoxIndex];
  66946. if (boundingBox._tag !== renderingGroupId) {
  66947. continue;
  66948. }
  66949. var min = boundingBox.minimum;
  66950. var max = boundingBox.maximum;
  66951. var diff = max.subtract(min);
  66952. var median = min.add(diff.scale(0.5));
  66953. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66954. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66955. .multiply(boundingBox.getWorldMatrix());
  66956. // VBOs
  66957. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66958. if (this.showBackLines) {
  66959. // Back
  66960. engine.setDepthFunctionToGreaterOrEqual();
  66961. this.scene.resetCachedMaterial();
  66962. this._colorShader.setColor4("color", this.backColor.toColor4());
  66963. this._colorShader.bind(worldMatrix);
  66964. // Draw order
  66965. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66966. }
  66967. // Front
  66968. engine.setDepthFunctionToLess();
  66969. this.scene.resetCachedMaterial();
  66970. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66971. this._colorShader.bind(worldMatrix);
  66972. // Draw order
  66973. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66974. }
  66975. this._colorShader.unbind();
  66976. engine.setDepthFunctionToLessOrEqual();
  66977. engine.setDepthWrite(true);
  66978. };
  66979. /**
  66980. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66981. * @param mesh Define the mesh to render the occlusion bounding box for
  66982. */
  66983. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66984. this._prepareRessources();
  66985. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66986. return;
  66987. }
  66988. var engine = this.scene.getEngine();
  66989. engine.setDepthWrite(false);
  66990. engine.setColorWrite(false);
  66991. this._colorShader._preBind();
  66992. var boundingBox = mesh._boundingInfo.boundingBox;
  66993. var min = boundingBox.minimum;
  66994. var max = boundingBox.maximum;
  66995. var diff = max.subtract(min);
  66996. var median = min.add(diff.scale(0.5));
  66997. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66998. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66999. .multiply(boundingBox.getWorldMatrix());
  67000. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67001. engine.setDepthFunctionToLess();
  67002. this.scene.resetCachedMaterial();
  67003. this._colorShader.bind(worldMatrix);
  67004. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67005. this._colorShader.unbind();
  67006. engine.setDepthFunctionToLessOrEqual();
  67007. engine.setDepthWrite(true);
  67008. engine.setColorWrite(true);
  67009. };
  67010. /**
  67011. * Dispose and release the resources attached to this renderer.
  67012. */
  67013. BoundingBoxRenderer.prototype.dispose = function () {
  67014. if (!this._colorShader) {
  67015. return;
  67016. }
  67017. this.renderList.dispose();
  67018. this._colorShader.dispose();
  67019. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67020. if (buffer) {
  67021. buffer.dispose();
  67022. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67023. }
  67024. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67025. };
  67026. return BoundingBoxRenderer;
  67027. }());
  67028. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67029. })(BABYLON || (BABYLON = {}));
  67030. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67031. var BABYLON;
  67032. (function (BABYLON) {
  67033. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67034. return this._gl.createTransformFeedback();
  67035. };
  67036. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67037. this._gl.deleteTransformFeedback(value);
  67038. };
  67039. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67040. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67041. };
  67042. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67043. if (usePoints === void 0) { usePoints = true; }
  67044. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67045. };
  67046. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67047. this._gl.endTransformFeedback();
  67048. };
  67049. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67050. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67051. };
  67052. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67053. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67054. };
  67055. })(BABYLON || (BABYLON = {}));
  67056. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67057. var BABYLON;
  67058. (function (BABYLON) {
  67059. /**
  67060. * This represents a GPU particle system in Babylon
  67061. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67062. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67063. */
  67064. var GPUParticleSystem = /** @class */ (function (_super) {
  67065. __extends(GPUParticleSystem, _super);
  67066. /**
  67067. * Instantiates a GPU particle system.
  67068. * 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.
  67069. * @param name The name of the particle system
  67070. * @param options The options used to create the system
  67071. * @param scene The scene the particle system belongs to
  67072. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67073. */
  67074. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67075. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67076. var _this = _super.call(this, name) || this;
  67077. /**
  67078. * The layer mask we are rendering the particles through.
  67079. */
  67080. _this.layerMask = 0x0FFFFFFF;
  67081. _this._accumulatedCount = 0;
  67082. _this._targetIndex = 0;
  67083. _this._currentRenderId = -1;
  67084. _this._started = false;
  67085. _this._stopped = false;
  67086. _this._timeDelta = 0;
  67087. _this._actualFrame = 0;
  67088. _this._rawTextureWidth = 256;
  67089. /**
  67090. * An event triggered when the system is disposed.
  67091. */
  67092. _this.onDisposeObservable = new BABYLON.Observable();
  67093. /**
  67094. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67095. * to override the particles.
  67096. */
  67097. _this.forceDepthWrite = false;
  67098. _this._preWarmDone = false;
  67099. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67100. // Setup the default processing configuration to the scene.
  67101. _this._attachImageProcessingConfiguration(null);
  67102. _this._engine = _this._scene.getEngine();
  67103. if (!options.randomTextureSize) {
  67104. delete options.randomTextureSize;
  67105. }
  67106. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67107. var optionsAsNumber = options;
  67108. if (isFinite(optionsAsNumber)) {
  67109. fullOptions.capacity = optionsAsNumber;
  67110. }
  67111. _this._capacity = fullOptions.capacity;
  67112. _this._activeCount = fullOptions.capacity;
  67113. _this._currentActiveCount = 0;
  67114. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67115. _this._scene.particleSystems.push(_this);
  67116. _this._updateEffectOptions = {
  67117. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67118. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67119. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67120. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67121. uniformBuffersNames: [],
  67122. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67123. defines: "",
  67124. fallbacks: null,
  67125. onCompiled: null,
  67126. onError: null,
  67127. indexParameters: null,
  67128. maxSimultaneousLights: 0,
  67129. transformFeedbackVaryings: []
  67130. };
  67131. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67132. // Random data
  67133. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67134. var d = [];
  67135. for (var i = 0; i < maxTextureSize; ++i) {
  67136. d.push(Math.random());
  67137. d.push(Math.random());
  67138. d.push(Math.random());
  67139. d.push(Math.random());
  67140. }
  67141. _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);
  67142. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67143. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67144. d = [];
  67145. for (var i = 0; i < maxTextureSize; ++i) {
  67146. d.push(Math.random());
  67147. d.push(Math.random());
  67148. d.push(Math.random());
  67149. d.push(Math.random());
  67150. }
  67151. _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);
  67152. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67153. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67154. _this._randomTextureSize = maxTextureSize;
  67155. return _this;
  67156. }
  67157. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67158. /**
  67159. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67160. */
  67161. get: function () {
  67162. if (!BABYLON.Engine.LastCreatedEngine) {
  67163. return false;
  67164. }
  67165. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67166. },
  67167. enumerable: true,
  67168. configurable: true
  67169. });
  67170. /**
  67171. * Gets the maximum number of particles active at the same time.
  67172. * @returns The max number of active particles.
  67173. */
  67174. GPUParticleSystem.prototype.getCapacity = function () {
  67175. return this._capacity;
  67176. };
  67177. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67178. /**
  67179. * Gets or set the number of active particles
  67180. */
  67181. get: function () {
  67182. return this._activeCount;
  67183. },
  67184. set: function (value) {
  67185. this._activeCount = Math.min(value, this._capacity);
  67186. },
  67187. enumerable: true,
  67188. configurable: true
  67189. });
  67190. /**
  67191. * Is this system ready to be used/rendered
  67192. * @return true if the system is ready
  67193. */
  67194. GPUParticleSystem.prototype.isReady = function () {
  67195. if (!this._updateEffect) {
  67196. this._recreateUpdateEffect();
  67197. this._recreateRenderEffect();
  67198. return false;
  67199. }
  67200. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67201. return false;
  67202. }
  67203. return true;
  67204. };
  67205. /**
  67206. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67207. * @returns True if it has been started, otherwise false.
  67208. */
  67209. GPUParticleSystem.prototype.isStarted = function () {
  67210. return this._started;
  67211. };
  67212. /**
  67213. * Starts the particle system and begins to emit
  67214. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67215. */
  67216. GPUParticleSystem.prototype.start = function (delay) {
  67217. var _this = this;
  67218. if (delay === void 0) { delay = this.startDelay; }
  67219. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67220. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67221. }
  67222. if (delay) {
  67223. setTimeout(function () {
  67224. _this.start(0);
  67225. }, delay);
  67226. return;
  67227. }
  67228. this._started = true;
  67229. this._stopped = false;
  67230. this._preWarmDone = false;
  67231. // Animations
  67232. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67233. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67234. }
  67235. };
  67236. /**
  67237. * Stops the particle system.
  67238. */
  67239. GPUParticleSystem.prototype.stop = function () {
  67240. this._stopped = true;
  67241. };
  67242. /**
  67243. * Remove all active particles
  67244. */
  67245. GPUParticleSystem.prototype.reset = function () {
  67246. this._releaseBuffers();
  67247. this._releaseVAOs();
  67248. this._currentActiveCount = 0;
  67249. this._targetIndex = 0;
  67250. };
  67251. /**
  67252. * Returns the string "GPUParticleSystem"
  67253. * @returns a string containing the class name
  67254. */
  67255. GPUParticleSystem.prototype.getClassName = function () {
  67256. return "GPUParticleSystem";
  67257. };
  67258. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67259. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67260. this._releaseBuffers();
  67261. return this;
  67262. };
  67263. /**
  67264. * Adds a new color gradient
  67265. * @param gradient defines the gradient to use (between 0 and 1)
  67266. * @param color1 defines the color to affect to the specified gradient
  67267. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67268. * @returns the current particle system
  67269. */
  67270. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67271. if (!this._colorGradients) {
  67272. this._colorGradients = [];
  67273. }
  67274. var colorGradient = new BABYLON.ColorGradient();
  67275. colorGradient.gradient = gradient;
  67276. colorGradient.color1 = color1;
  67277. this._colorGradients.push(colorGradient);
  67278. this._colorGradients.sort(function (a, b) {
  67279. if (a.gradient < b.gradient) {
  67280. return -1;
  67281. }
  67282. else if (a.gradient > b.gradient) {
  67283. return 1;
  67284. }
  67285. return 0;
  67286. });
  67287. if (this._colorGradientsTexture) {
  67288. this._colorGradientsTexture.dispose();
  67289. this._colorGradientsTexture = null;
  67290. }
  67291. this._releaseBuffers();
  67292. return this;
  67293. };
  67294. /**
  67295. * Remove a specific color gradient
  67296. * @param gradient defines the gradient to remove
  67297. * @returns the current particle system
  67298. */
  67299. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67300. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67301. this._colorGradientsTexture = null;
  67302. return this;
  67303. };
  67304. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67305. var valueGradient = new BABYLON.FactorGradient();
  67306. valueGradient.gradient = gradient;
  67307. valueGradient.factor1 = factor;
  67308. factorGradients.push(valueGradient);
  67309. factorGradients.sort(function (a, b) {
  67310. if (a.gradient < b.gradient) {
  67311. return -1;
  67312. }
  67313. else if (a.gradient > b.gradient) {
  67314. return 1;
  67315. }
  67316. return 0;
  67317. });
  67318. this._releaseBuffers();
  67319. };
  67320. /**
  67321. * Adds a new size gradient
  67322. * @param gradient defines the gradient to use (between 0 and 1)
  67323. * @param factor defines the size factor to affect to the specified gradient
  67324. * @returns the current particle system
  67325. */
  67326. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67327. if (!this._sizeGradients) {
  67328. this._sizeGradients = [];
  67329. }
  67330. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67331. if (this._sizeGradientsTexture) {
  67332. this._sizeGradientsTexture.dispose();
  67333. this._sizeGradientsTexture = null;
  67334. }
  67335. this._releaseBuffers();
  67336. return this;
  67337. };
  67338. /**
  67339. * Remove a specific size gradient
  67340. * @param gradient defines the gradient to remove
  67341. * @returns the current particle system
  67342. */
  67343. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67344. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67345. this._sizeGradientsTexture = null;
  67346. return this;
  67347. };
  67348. /**
  67349. * Adds a new angular speed gradient
  67350. * @param gradient defines the gradient to use (between 0 and 1)
  67351. * @param factor defines the angular speed to affect to the specified gradient
  67352. * @returns the current particle system
  67353. */
  67354. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67355. if (!this._angularSpeedGradients) {
  67356. this._angularSpeedGradients = [];
  67357. }
  67358. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67359. if (this._angularSpeedGradientsTexture) {
  67360. this._angularSpeedGradientsTexture.dispose();
  67361. this._angularSpeedGradientsTexture = null;
  67362. }
  67363. this._releaseBuffers();
  67364. return this;
  67365. };
  67366. /**
  67367. * Remove a specific angular speed gradient
  67368. * @param gradient defines the gradient to remove
  67369. * @returns the current particle system
  67370. */
  67371. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67372. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67373. this._angularSpeedGradientsTexture = null;
  67374. return this;
  67375. };
  67376. /**
  67377. * Adds a new velocity gradient
  67378. * @param gradient defines the gradient to use (between 0 and 1)
  67379. * @param factor defines the velocity to affect to the specified gradient
  67380. * @returns the current particle system
  67381. */
  67382. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67383. if (!this._velocityGradients) {
  67384. this._velocityGradients = [];
  67385. }
  67386. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67387. if (this._velocityGradientsTexture) {
  67388. this._velocityGradientsTexture.dispose();
  67389. this._velocityGradientsTexture = null;
  67390. }
  67391. this._releaseBuffers();
  67392. return this;
  67393. };
  67394. /**
  67395. * Remove a specific velocity gradient
  67396. * @param gradient defines the gradient to remove
  67397. * @returns the current particle system
  67398. */
  67399. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67400. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67401. this._velocityGradientsTexture = null;
  67402. return this;
  67403. };
  67404. /**
  67405. * Adds a new limit velocity gradient
  67406. * @param gradient defines the gradient to use (between 0 and 1)
  67407. * @param factor defines the limit velocity value to affect to the specified gradient
  67408. * @returns the current particle system
  67409. */
  67410. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67411. if (!this._limitVelocityGradients) {
  67412. this._limitVelocityGradients = [];
  67413. }
  67414. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67415. if (this._limitVelocityGradientsTexture) {
  67416. this._limitVelocityGradientsTexture.dispose();
  67417. this._limitVelocityGradientsTexture = null;
  67418. }
  67419. this._releaseBuffers();
  67420. return this;
  67421. };
  67422. /**
  67423. * Remove a specific limit velocity gradient
  67424. * @param gradient defines the gradient to remove
  67425. * @returns the current particle system
  67426. */
  67427. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67428. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67429. this._limitVelocityGradientsTexture = null;
  67430. return this;
  67431. };
  67432. /**
  67433. * Adds a new drag gradient
  67434. * @param gradient defines the gradient to use (between 0 and 1)
  67435. * @param factor defines the drag value to affect to the specified gradient
  67436. * @returns the current particle system
  67437. */
  67438. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67439. if (!this._dragGradients) {
  67440. this._dragGradients = [];
  67441. }
  67442. this._addFactorGradient(this._dragGradients, gradient, factor);
  67443. if (this._dragGradientsTexture) {
  67444. this._dragGradientsTexture.dispose();
  67445. this._dragGradientsTexture = null;
  67446. }
  67447. this._releaseBuffers();
  67448. return this;
  67449. };
  67450. /**
  67451. * Remove a specific drag gradient
  67452. * @param gradient defines the gradient to remove
  67453. * @returns the current particle system
  67454. */
  67455. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67456. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67457. this._dragGradientsTexture = null;
  67458. return this;
  67459. };
  67460. /**
  67461. * Not supported by GPUParticleSystem
  67462. * @param gradient defines the gradient to use (between 0 and 1)
  67463. * @param factor defines the emit rate value to affect to the specified gradient
  67464. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67465. * @returns the current particle system
  67466. */
  67467. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67468. // Do nothing as emit rate is not supported by GPUParticleSystem
  67469. return this;
  67470. };
  67471. /**
  67472. * Not supported by GPUParticleSystem
  67473. * @param gradient defines the gradient to remove
  67474. * @returns the current particle system
  67475. */
  67476. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67477. // Do nothing as emit rate is not supported by GPUParticleSystem
  67478. return this;
  67479. };
  67480. /**
  67481. * Not supported by GPUParticleSystem
  67482. * @param gradient defines the gradient to use (between 0 and 1)
  67483. * @param factor defines the start size value to affect to the specified gradient
  67484. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67485. * @returns the current particle system
  67486. */
  67487. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67488. // Do nothing as start size is not supported by GPUParticleSystem
  67489. return this;
  67490. };
  67491. /**
  67492. * Not supported by GPUParticleSystem
  67493. * @param gradient defines the gradient to remove
  67494. * @returns the current particle system
  67495. */
  67496. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67497. // Do nothing as start size is not supported by GPUParticleSystem
  67498. return this;
  67499. };
  67500. /**
  67501. * Not supported by GPUParticleSystem
  67502. * @param gradient defines the gradient to use (between 0 and 1)
  67503. * @param min defines the color remap minimal range
  67504. * @param max defines the color remap maximal range
  67505. * @returns the current particle system
  67506. */
  67507. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67508. // Do nothing as start size is not supported by GPUParticleSystem
  67509. return this;
  67510. };
  67511. /**
  67512. * Not supported by GPUParticleSystem
  67513. * @param gradient defines the gradient to remove
  67514. * @returns the current particle system
  67515. */
  67516. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67517. // Do nothing as start size is not supported by GPUParticleSystem
  67518. return this;
  67519. };
  67520. /**
  67521. * Not supported by GPUParticleSystem
  67522. * @param gradient defines the gradient to use (between 0 and 1)
  67523. * @param min defines the alpha remap minimal range
  67524. * @param max defines the alpha remap maximal range
  67525. * @returns the current particle system
  67526. */
  67527. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67528. // Do nothing as start size is not supported by GPUParticleSystem
  67529. return this;
  67530. };
  67531. /**
  67532. * Not supported by GPUParticleSystem
  67533. * @param gradient defines the gradient to remove
  67534. * @returns the current particle system
  67535. */
  67536. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67537. // Do nothing as start size is not supported by GPUParticleSystem
  67538. return this;
  67539. };
  67540. /**
  67541. * Not supported by GPUParticleSystem
  67542. * @param gradient defines the gradient to use (between 0 and 1)
  67543. * @param color defines the color to affect to the specified gradient
  67544. * @returns the current particle system
  67545. */
  67546. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67547. //Not supported by GPUParticleSystem
  67548. return this;
  67549. };
  67550. /**
  67551. * Not supported by GPUParticleSystem
  67552. * @param gradient defines the gradient to remove
  67553. * @returns the current particle system
  67554. */
  67555. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67556. //Not supported by GPUParticleSystem
  67557. return this;
  67558. };
  67559. /**
  67560. * Not supported by GPUParticleSystem
  67561. * @returns the list of ramp gradients
  67562. */
  67563. GPUParticleSystem.prototype.getRampGradients = function () {
  67564. return null;
  67565. };
  67566. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67567. /**
  67568. * Not supported by GPUParticleSystem
  67569. * Gets or sets a boolean indicating that ramp gradients must be used
  67570. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67571. */
  67572. get: function () {
  67573. //Not supported by GPUParticleSystem
  67574. return false;
  67575. },
  67576. set: function (value) {
  67577. //Not supported by GPUParticleSystem
  67578. },
  67579. enumerable: true,
  67580. configurable: true
  67581. });
  67582. /**
  67583. * Not supported by GPUParticleSystem
  67584. * @param gradient defines the gradient to use (between 0 and 1)
  67585. * @param factor defines the life time factor to affect to the specified gradient
  67586. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67587. * @returns the current particle system
  67588. */
  67589. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67590. //Not supported by GPUParticleSystem
  67591. return this;
  67592. };
  67593. /**
  67594. * Not supported by GPUParticleSystem
  67595. * @param gradient defines the gradient to remove
  67596. * @returns the current particle system
  67597. */
  67598. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67599. //Not supported by GPUParticleSystem
  67600. return this;
  67601. };
  67602. GPUParticleSystem.prototype._reset = function () {
  67603. this._releaseBuffers();
  67604. };
  67605. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67606. var updateVertexBuffers = {};
  67607. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67608. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67609. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67610. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67611. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67612. var offset = 12;
  67613. if (!this._colorGradientsTexture) {
  67614. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67615. offset += 4;
  67616. }
  67617. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67618. offset += 3;
  67619. if (!this._isBillboardBased) {
  67620. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67621. offset += 3;
  67622. }
  67623. if (this._angularSpeedGradientsTexture) {
  67624. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67625. offset += 1;
  67626. }
  67627. else {
  67628. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67629. offset += 2;
  67630. }
  67631. if (this._isAnimationSheetEnabled) {
  67632. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67633. offset += 1;
  67634. if (this.spriteRandomStartCell) {
  67635. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67636. offset += 1;
  67637. }
  67638. }
  67639. if (this.noiseTexture) {
  67640. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67641. offset += 3;
  67642. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67643. offset += 3;
  67644. }
  67645. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67646. this._engine.bindArrayBuffer(null);
  67647. return vao;
  67648. };
  67649. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67650. var renderVertexBuffers = {};
  67651. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67652. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67653. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67654. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67655. var offset = 12;
  67656. if (!this._colorGradientsTexture) {
  67657. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67658. offset += 4;
  67659. }
  67660. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67661. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67662. }
  67663. offset += 3; // Direction
  67664. if (!this._isBillboardBased) {
  67665. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67666. offset += 3;
  67667. }
  67668. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67669. if (this._angularSpeedGradientsTexture) {
  67670. offset++;
  67671. }
  67672. else {
  67673. offset += 2;
  67674. }
  67675. if (this._isAnimationSheetEnabled) {
  67676. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67677. offset += 1;
  67678. if (this.spriteRandomStartCell) {
  67679. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67680. offset += 1;
  67681. }
  67682. }
  67683. if (this.noiseTexture) {
  67684. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67685. offset += 3;
  67686. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67687. offset += 3;
  67688. }
  67689. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67690. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67691. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67692. this._engine.bindArrayBuffer(null);
  67693. return vao;
  67694. };
  67695. GPUParticleSystem.prototype._initialize = function (force) {
  67696. if (force === void 0) { force = false; }
  67697. if (this._buffer0 && !force) {
  67698. return;
  67699. }
  67700. var engine = this._scene.getEngine();
  67701. var data = new Array();
  67702. this._attributesStrideSize = 21;
  67703. this._targetIndex = 0;
  67704. if (!this.isBillboardBased) {
  67705. this._attributesStrideSize += 3;
  67706. }
  67707. if (this._colorGradientsTexture) {
  67708. this._attributesStrideSize -= 4;
  67709. }
  67710. if (this._angularSpeedGradientsTexture) {
  67711. this._attributesStrideSize -= 1;
  67712. }
  67713. if (this._isAnimationSheetEnabled) {
  67714. this._attributesStrideSize += 1;
  67715. if (this.spriteRandomStartCell) {
  67716. this._attributesStrideSize += 1;
  67717. }
  67718. }
  67719. if (this.noiseTexture) {
  67720. this._attributesStrideSize += 6;
  67721. }
  67722. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67723. // position
  67724. data.push(0.0);
  67725. data.push(0.0);
  67726. data.push(0.0);
  67727. // Age and life
  67728. data.push(0.0); // create the particle as a dead one to create a new one at start
  67729. data.push(0.0);
  67730. // Seed
  67731. data.push(Math.random());
  67732. data.push(Math.random());
  67733. data.push(Math.random());
  67734. data.push(Math.random());
  67735. // Size
  67736. data.push(0.0);
  67737. data.push(0.0);
  67738. data.push(0.0);
  67739. if (!this._colorGradientsTexture) {
  67740. // color
  67741. data.push(0.0);
  67742. data.push(0.0);
  67743. data.push(0.0);
  67744. data.push(0.0);
  67745. }
  67746. // direction
  67747. data.push(0.0);
  67748. data.push(0.0);
  67749. data.push(0.0);
  67750. if (!this.isBillboardBased) {
  67751. // initialDirection
  67752. data.push(0.0);
  67753. data.push(0.0);
  67754. data.push(0.0);
  67755. }
  67756. // angle
  67757. data.push(0.0);
  67758. if (!this._angularSpeedGradientsTexture) {
  67759. data.push(0.0);
  67760. }
  67761. if (this._isAnimationSheetEnabled) {
  67762. data.push(0.0);
  67763. if (this.spriteRandomStartCell) {
  67764. data.push(0.0);
  67765. }
  67766. }
  67767. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67768. data.push(Math.random());
  67769. data.push(Math.random());
  67770. data.push(Math.random());
  67771. data.push(Math.random());
  67772. data.push(Math.random());
  67773. data.push(Math.random());
  67774. }
  67775. }
  67776. // Sprite data
  67777. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67778. -0.5, 0.5, 0, 1,
  67779. -0.5, -0.5, 0, 0,
  67780. 0.5, -0.5, 1, 0]);
  67781. // Buffers
  67782. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67783. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67784. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67785. // Update VAO
  67786. this._updateVAO = [];
  67787. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67788. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67789. // Render VAO
  67790. this._renderVAO = [];
  67791. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67792. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67793. // Links
  67794. this._sourceBuffer = this._buffer0;
  67795. this._targetBuffer = this._buffer1;
  67796. };
  67797. /** @hidden */
  67798. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67799. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67800. if (this._isBillboardBased) {
  67801. defines += "\n#define BILLBOARD";
  67802. }
  67803. if (this._colorGradientsTexture) {
  67804. defines += "\n#define COLORGRADIENTS";
  67805. }
  67806. if (this._sizeGradientsTexture) {
  67807. defines += "\n#define SIZEGRADIENTS";
  67808. }
  67809. if (this._angularSpeedGradientsTexture) {
  67810. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67811. }
  67812. if (this._velocityGradientsTexture) {
  67813. defines += "\n#define VELOCITYGRADIENTS";
  67814. }
  67815. if (this._limitVelocityGradientsTexture) {
  67816. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67817. }
  67818. if (this._dragGradientsTexture) {
  67819. defines += "\n#define DRAGGRADIENTS";
  67820. }
  67821. if (this.isAnimationSheetEnabled) {
  67822. defines += "\n#define ANIMATESHEET";
  67823. if (this.spriteRandomStartCell) {
  67824. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67825. }
  67826. }
  67827. if (this.noiseTexture) {
  67828. defines += "\n#define NOISE";
  67829. }
  67830. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67831. return;
  67832. }
  67833. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67834. if (!this._colorGradientsTexture) {
  67835. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67836. }
  67837. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67838. if (!this._isBillboardBased) {
  67839. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67840. }
  67841. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67842. if (this.isAnimationSheetEnabled) {
  67843. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67844. if (this.spriteRandomStartCell) {
  67845. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67846. }
  67847. }
  67848. if (this.noiseTexture) {
  67849. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67850. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67851. }
  67852. this._updateEffectOptions.defines = defines;
  67853. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67854. };
  67855. /** @hidden */
  67856. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67857. var defines = "";
  67858. if (this._scene.clipPlane) {
  67859. defines = "\n#define CLIPPLANE";
  67860. }
  67861. if (this._scene.clipPlane2) {
  67862. defines = "\n#define CLIPPLANE2";
  67863. }
  67864. if (this._scene.clipPlane3) {
  67865. defines = "\n#define CLIPPLANE3";
  67866. }
  67867. if (this._scene.clipPlane4) {
  67868. defines = "\n#define CLIPPLANE4";
  67869. }
  67870. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67871. defines = "\n#define BLENDMULTIPLYMODE";
  67872. }
  67873. if (this._isBillboardBased) {
  67874. defines += "\n#define BILLBOARD";
  67875. switch (this.billboardMode) {
  67876. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67877. defines += "\n#define BILLBOARDY";
  67878. break;
  67879. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67880. defines += "\n#define BILLBOARDSTRETCHED";
  67881. break;
  67882. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67883. default:
  67884. break;
  67885. }
  67886. }
  67887. if (this._colorGradientsTexture) {
  67888. defines += "\n#define COLORGRADIENTS";
  67889. }
  67890. if (this.isAnimationSheetEnabled) {
  67891. defines += "\n#define ANIMATESHEET";
  67892. }
  67893. if (this._imageProcessingConfiguration) {
  67894. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67895. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67896. }
  67897. if (this._renderEffect && this._renderEffect.defines === defines) {
  67898. return;
  67899. }
  67900. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67901. var samplers = ["textureSampler", "colorGradientSampler"];
  67902. if (BABYLON.ImageProcessingConfiguration) {
  67903. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67904. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67905. }
  67906. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67907. };
  67908. /**
  67909. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67910. * @param preWarm defines if we are in the pre-warmimg phase
  67911. */
  67912. GPUParticleSystem.prototype.animate = function (preWarm) {
  67913. if (preWarm === void 0) { preWarm = false; }
  67914. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67915. this._actualFrame += this._timeDelta;
  67916. if (!this._stopped) {
  67917. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67918. this.stop();
  67919. }
  67920. }
  67921. };
  67922. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67923. var texture = this[textureName];
  67924. if (!factorGradients || !factorGradients.length || texture) {
  67925. return;
  67926. }
  67927. var data = new Float32Array(this._rawTextureWidth);
  67928. for (var x = 0; x < this._rawTextureWidth; x++) {
  67929. var ratio = x / this._rawTextureWidth;
  67930. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67931. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67932. });
  67933. }
  67934. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67935. };
  67936. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67937. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67938. };
  67939. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67940. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67941. };
  67942. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67943. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67944. };
  67945. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67946. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67947. };
  67948. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67949. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67950. };
  67951. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67952. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67953. return;
  67954. }
  67955. var data = new Uint8Array(this._rawTextureWidth * 4);
  67956. var tmpColor = BABYLON.Tmp.Color4[0];
  67957. for (var x = 0; x < this._rawTextureWidth; x++) {
  67958. var ratio = x / this._rawTextureWidth;
  67959. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67960. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67961. data[x * 4] = tmpColor.r * 255;
  67962. data[x * 4 + 1] = tmpColor.g * 255;
  67963. data[x * 4 + 2] = tmpColor.b * 255;
  67964. data[x * 4 + 3] = tmpColor.a * 255;
  67965. });
  67966. }
  67967. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67968. };
  67969. /**
  67970. * Renders the particle system in its current state
  67971. * @param preWarm defines if the system should only update the particles but not render them
  67972. * @returns the current number of particles
  67973. */
  67974. GPUParticleSystem.prototype.render = function (preWarm) {
  67975. if (preWarm === void 0) { preWarm = false; }
  67976. if (!this._started) {
  67977. return 0;
  67978. }
  67979. this._createColorGradientTexture();
  67980. this._createSizeGradientTexture();
  67981. this._createAngularSpeedGradientTexture();
  67982. this._createVelocityGradientTexture();
  67983. this._createLimitVelocityGradientTexture();
  67984. this._createDragGradientTexture();
  67985. this._recreateUpdateEffect();
  67986. this._recreateRenderEffect();
  67987. if (!this.isReady()) {
  67988. return 0;
  67989. }
  67990. if (!preWarm) {
  67991. if (!this._preWarmDone && this.preWarmCycles) {
  67992. for (var index = 0; index < this.preWarmCycles; index++) {
  67993. this.animate(true);
  67994. this.render(true);
  67995. }
  67996. this._preWarmDone = true;
  67997. }
  67998. if (this._currentRenderId === this._scene.getFrameId()) {
  67999. return 0;
  68000. }
  68001. this._currentRenderId = this._scene.getFrameId();
  68002. }
  68003. // Get everything ready to render
  68004. this._initialize();
  68005. this._accumulatedCount += this.emitRate * this._timeDelta;
  68006. if (this._accumulatedCount > 1) {
  68007. var intPart = this._accumulatedCount | 0;
  68008. this._accumulatedCount -= intPart;
  68009. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68010. }
  68011. if (!this._currentActiveCount) {
  68012. return 0;
  68013. }
  68014. // Enable update effect
  68015. this._engine.enableEffect(this._updateEffect);
  68016. this._engine.setState(false);
  68017. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68018. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68019. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68020. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68021. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68022. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68023. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68024. if (!this._colorGradientsTexture) {
  68025. this._updateEffect.setDirectColor4("color1", this.color1);
  68026. this._updateEffect.setDirectColor4("color2", this.color2);
  68027. }
  68028. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68029. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68030. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68031. this._updateEffect.setVector3("gravity", this.gravity);
  68032. if (this._sizeGradientsTexture) {
  68033. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68034. }
  68035. if (this._angularSpeedGradientsTexture) {
  68036. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68037. }
  68038. if (this._velocityGradientsTexture) {
  68039. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68040. }
  68041. if (this._limitVelocityGradientsTexture) {
  68042. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68043. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68044. }
  68045. if (this._dragGradientsTexture) {
  68046. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68047. }
  68048. if (this.particleEmitterType) {
  68049. this.particleEmitterType.applyToShader(this._updateEffect);
  68050. }
  68051. if (this._isAnimationSheetEnabled) {
  68052. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68053. }
  68054. if (this.noiseTexture) {
  68055. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68056. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68057. }
  68058. var emitterWM;
  68059. if (this.emitter.position) {
  68060. var emitterMesh = this.emitter;
  68061. emitterWM = emitterMesh.getWorldMatrix();
  68062. }
  68063. else {
  68064. var emitterPosition = this.emitter;
  68065. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68066. }
  68067. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68068. // Bind source VAO
  68069. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68070. // Update
  68071. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68072. this._engine.setRasterizerState(false);
  68073. this._engine.beginTransformFeedback(true);
  68074. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68075. this._engine.endTransformFeedback();
  68076. this._engine.setRasterizerState(true);
  68077. this._engine.bindTransformFeedbackBuffer(null);
  68078. if (!preWarm) {
  68079. // Enable render effect
  68080. this._engine.enableEffect(this._renderEffect);
  68081. var viewMatrix = this._scene.getViewMatrix();
  68082. this._renderEffect.setMatrix("view", viewMatrix);
  68083. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68084. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68085. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68086. if (this._colorGradientsTexture) {
  68087. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68088. }
  68089. else {
  68090. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68091. }
  68092. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68093. var baseSize = this.particleTexture.getBaseSize();
  68094. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68095. }
  68096. if (this._isBillboardBased) {
  68097. var camera = this._scene.activeCamera;
  68098. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68099. }
  68100. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68101. var invView = viewMatrix.clone();
  68102. invView.invert();
  68103. this._renderEffect.setMatrix("invView", invView);
  68104. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68105. }
  68106. // image processing
  68107. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68108. this._imageProcessingConfiguration.bind(this._renderEffect);
  68109. }
  68110. // Draw order
  68111. switch (this.blendMode) {
  68112. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68113. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68114. break;
  68115. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68116. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68117. break;
  68118. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68119. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68120. break;
  68121. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68122. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68123. break;
  68124. }
  68125. if (this.forceDepthWrite) {
  68126. this._engine.setDepthWrite(true);
  68127. }
  68128. // Bind source VAO
  68129. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68130. // Render
  68131. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68132. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68133. }
  68134. // Switch VAOs
  68135. this._targetIndex++;
  68136. if (this._targetIndex === 2) {
  68137. this._targetIndex = 0;
  68138. }
  68139. // Switch buffers
  68140. var tmpBuffer = this._sourceBuffer;
  68141. this._sourceBuffer = this._targetBuffer;
  68142. this._targetBuffer = tmpBuffer;
  68143. return this._currentActiveCount;
  68144. };
  68145. /**
  68146. * Rebuilds the particle system
  68147. */
  68148. GPUParticleSystem.prototype.rebuild = function () {
  68149. this._initialize(true);
  68150. };
  68151. GPUParticleSystem.prototype._releaseBuffers = function () {
  68152. if (this._buffer0) {
  68153. this._buffer0.dispose();
  68154. this._buffer0 = null;
  68155. }
  68156. if (this._buffer1) {
  68157. this._buffer1.dispose();
  68158. this._buffer1 = null;
  68159. }
  68160. if (this._spriteBuffer) {
  68161. this._spriteBuffer.dispose();
  68162. this._spriteBuffer = null;
  68163. }
  68164. };
  68165. GPUParticleSystem.prototype._releaseVAOs = function () {
  68166. if (!this._updateVAO) {
  68167. return;
  68168. }
  68169. for (var index = 0; index < this._updateVAO.length; index++) {
  68170. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68171. }
  68172. this._updateVAO = [];
  68173. for (var index = 0; index < this._renderVAO.length; index++) {
  68174. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68175. }
  68176. this._renderVAO = [];
  68177. };
  68178. /**
  68179. * Disposes the particle system and free the associated resources
  68180. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68181. */
  68182. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68183. if (disposeTexture === void 0) { disposeTexture = true; }
  68184. var index = this._scene.particleSystems.indexOf(this);
  68185. if (index > -1) {
  68186. this._scene.particleSystems.splice(index, 1);
  68187. }
  68188. this._releaseBuffers();
  68189. this._releaseVAOs();
  68190. if (this._colorGradientsTexture) {
  68191. this._colorGradientsTexture.dispose();
  68192. this._colorGradientsTexture = null;
  68193. }
  68194. if (this._sizeGradientsTexture) {
  68195. this._sizeGradientsTexture.dispose();
  68196. this._sizeGradientsTexture = null;
  68197. }
  68198. if (this._angularSpeedGradientsTexture) {
  68199. this._angularSpeedGradientsTexture.dispose();
  68200. this._angularSpeedGradientsTexture = null;
  68201. }
  68202. if (this._velocityGradientsTexture) {
  68203. this._velocityGradientsTexture.dispose();
  68204. this._velocityGradientsTexture = null;
  68205. }
  68206. if (this._limitVelocityGradientsTexture) {
  68207. this._limitVelocityGradientsTexture.dispose();
  68208. this._limitVelocityGradientsTexture = null;
  68209. }
  68210. if (this._dragGradientsTexture) {
  68211. this._dragGradientsTexture.dispose();
  68212. this._dragGradientsTexture = null;
  68213. }
  68214. if (this._randomTexture) {
  68215. this._randomTexture.dispose();
  68216. this._randomTexture = null;
  68217. }
  68218. if (this._randomTexture2) {
  68219. this._randomTexture2.dispose();
  68220. this._randomTexture2 = null;
  68221. }
  68222. if (disposeTexture && this.particleTexture) {
  68223. this.particleTexture.dispose();
  68224. this.particleTexture = null;
  68225. }
  68226. if (disposeTexture && this.noiseTexture) {
  68227. this.noiseTexture.dispose();
  68228. this.noiseTexture = null;
  68229. }
  68230. // Callback
  68231. this.onDisposeObservable.notifyObservers(this);
  68232. this.onDisposeObservable.clear();
  68233. };
  68234. /**
  68235. * Clones the particle system.
  68236. * @param name The name of the cloned object
  68237. * @param newEmitter The new emitter to use
  68238. * @returns the cloned particle system
  68239. */
  68240. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68241. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68242. BABYLON.Tools.DeepCopy(this, result);
  68243. if (newEmitter === undefined) {
  68244. newEmitter = this.emitter;
  68245. }
  68246. result.emitter = newEmitter;
  68247. if (this.particleTexture) {
  68248. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68249. }
  68250. return result;
  68251. };
  68252. /**
  68253. * Serializes the particle system to a JSON object.
  68254. * @returns the JSON object
  68255. */
  68256. GPUParticleSystem.prototype.serialize = function () {
  68257. var serializationObject = {};
  68258. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68259. serializationObject.activeParticleCount = this.activeParticleCount;
  68260. return serializationObject;
  68261. };
  68262. /**
  68263. * Parses a JSON object to create a GPU particle system.
  68264. * @param parsedParticleSystem The JSON object to parse
  68265. * @param scene The scene to create the particle system in
  68266. * @param rootUrl The root url to use to load external dependencies like texture
  68267. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68268. * @returns the parsed GPU particle system
  68269. */
  68270. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68271. if (doNotStart === void 0) { doNotStart = false; }
  68272. var name = parsedParticleSystem.name;
  68273. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68274. if (parsedParticleSystem.activeParticleCount) {
  68275. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68276. }
  68277. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68278. // Auto start
  68279. if (parsedParticleSystem.preventAutoStart) {
  68280. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68281. }
  68282. if (!doNotStart && !particleSystem.preventAutoStart) {
  68283. particleSystem.start();
  68284. }
  68285. return particleSystem;
  68286. };
  68287. return GPUParticleSystem;
  68288. }(BABYLON.BaseParticleSystem));
  68289. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68290. })(BABYLON || (BABYLON = {}));
  68291. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68292. var BABYLON;
  68293. (function (BABYLON) {
  68294. /**
  68295. * Represents one particle of a solid particle system.
  68296. */
  68297. var SolidParticle = /** @class */ (function () {
  68298. /**
  68299. * Creates a Solid Particle object.
  68300. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68301. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68302. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68303. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68304. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68305. * @param shapeId (integer) is the model shape identifier in the SPS.
  68306. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68307. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68308. */
  68309. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68310. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68311. /**
  68312. * particle global index
  68313. */
  68314. this.idx = 0;
  68315. /**
  68316. * The color of the particle
  68317. */
  68318. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68319. /**
  68320. * The world space position of the particle.
  68321. */
  68322. this.position = BABYLON.Vector3.Zero();
  68323. /**
  68324. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68325. */
  68326. this.rotation = BABYLON.Vector3.Zero();
  68327. /**
  68328. * The scaling of the particle.
  68329. */
  68330. this.scaling = BABYLON.Vector3.One();
  68331. /**
  68332. * The uvs of the particle.
  68333. */
  68334. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68335. /**
  68336. * The current speed of the particle.
  68337. */
  68338. this.velocity = BABYLON.Vector3.Zero();
  68339. /**
  68340. * The pivot point in the particle local space.
  68341. */
  68342. this.pivot = BABYLON.Vector3.Zero();
  68343. /**
  68344. * Must the particle be translated from its pivot point in its local space ?
  68345. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68346. * Default : false
  68347. */
  68348. this.translateFromPivot = false;
  68349. /**
  68350. * Is the particle active or not ?
  68351. */
  68352. this.alive = true;
  68353. /**
  68354. * Is the particle visible or not ?
  68355. */
  68356. this.isVisible = true;
  68357. /**
  68358. * Index of this particle in the global "positions" array (Internal use)
  68359. * @hidden
  68360. */
  68361. this._pos = 0;
  68362. /**
  68363. * @hidden Index of this particle in the global "indices" array (Internal use)
  68364. */
  68365. this._ind = 0;
  68366. /**
  68367. * ModelShape id of this particle
  68368. */
  68369. this.shapeId = 0;
  68370. /**
  68371. * Index of the particle in its shape id (Internal use)
  68372. */
  68373. this.idxInShape = 0;
  68374. /**
  68375. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68376. */
  68377. this._stillInvisible = false;
  68378. /**
  68379. * @hidden Last computed particle rotation matrix
  68380. */
  68381. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68382. /**
  68383. * Parent particle Id, if any.
  68384. * Default null.
  68385. */
  68386. this.parentId = null;
  68387. /**
  68388. * @hidden Internal global position in the SPS.
  68389. */
  68390. this._globalPosition = BABYLON.Vector3.Zero();
  68391. this.idx = particleIndex;
  68392. this._pos = positionIndex;
  68393. this._ind = indiceIndex;
  68394. this._model = model;
  68395. this.shapeId = shapeId;
  68396. this.idxInShape = idxInShape;
  68397. this._sps = sps;
  68398. if (modelBoundingInfo) {
  68399. this._modelBoundingInfo = modelBoundingInfo;
  68400. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68401. }
  68402. }
  68403. Object.defineProperty(SolidParticle.prototype, "scale", {
  68404. /**
  68405. * Legacy support, changed scale to scaling
  68406. */
  68407. get: function () {
  68408. return this.scaling;
  68409. },
  68410. /**
  68411. * Legacy support, changed scale to scaling
  68412. */
  68413. set: function (scale) {
  68414. this.scaling = scale;
  68415. },
  68416. enumerable: true,
  68417. configurable: true
  68418. });
  68419. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68420. /**
  68421. * Legacy support, changed quaternion to rotationQuaternion
  68422. */
  68423. get: function () {
  68424. return this.rotationQuaternion;
  68425. },
  68426. /**
  68427. * Legacy support, changed quaternion to rotationQuaternion
  68428. */
  68429. set: function (q) {
  68430. this.rotationQuaternion = q;
  68431. },
  68432. enumerable: true,
  68433. configurable: true
  68434. });
  68435. /**
  68436. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68437. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68438. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68439. * @returns true if it intersects
  68440. */
  68441. SolidParticle.prototype.intersectsMesh = function (target) {
  68442. if (!this._boundingInfo || !target._boundingInfo) {
  68443. return false;
  68444. }
  68445. if (this._sps._bSphereOnly) {
  68446. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68447. }
  68448. return this._boundingInfo.intersects(target._boundingInfo, false);
  68449. };
  68450. /**
  68451. * get the rotation matrix of the particle
  68452. * @hidden
  68453. */
  68454. SolidParticle.prototype.getRotationMatrix = function (m) {
  68455. var quaternion;
  68456. if (this.rotationQuaternion) {
  68457. quaternion = this.rotationQuaternion;
  68458. }
  68459. else {
  68460. quaternion = BABYLON.Tmp.Quaternion[0];
  68461. var rotation = this.rotation;
  68462. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68463. }
  68464. quaternion.toRotationMatrix(m);
  68465. };
  68466. return SolidParticle;
  68467. }());
  68468. BABYLON.SolidParticle = SolidParticle;
  68469. /**
  68470. * Represents the shape of the model used by one particle of a solid particle system.
  68471. * SPS internal tool, don't use it manually.
  68472. */
  68473. var ModelShape = /** @class */ (function () {
  68474. /**
  68475. * 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.
  68476. * SPS internal tool, don't use it manually.
  68477. * @hidden
  68478. */
  68479. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68480. /**
  68481. * length of the shape in the model indices array (internal use)
  68482. * @hidden
  68483. */
  68484. this._indicesLength = 0;
  68485. this.shapeID = id;
  68486. this._shape = shape;
  68487. this._indicesLength = indicesLength;
  68488. this._shapeUV = shapeUV;
  68489. this._positionFunction = posFunction;
  68490. this._vertexFunction = vtxFunction;
  68491. }
  68492. return ModelShape;
  68493. }());
  68494. BABYLON.ModelShape = ModelShape;
  68495. /**
  68496. * Represents a Depth Sorted Particle in the solid particle system.
  68497. */
  68498. var DepthSortedParticle = /** @class */ (function () {
  68499. function DepthSortedParticle() {
  68500. /**
  68501. * Index of the particle in the "indices" array
  68502. */
  68503. this.ind = 0;
  68504. /**
  68505. * Length of the particle shape in the "indices" array
  68506. */
  68507. this.indicesLength = 0;
  68508. /**
  68509. * Squared distance from the particle to the camera
  68510. */
  68511. this.sqDistance = 0.0;
  68512. }
  68513. return DepthSortedParticle;
  68514. }());
  68515. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68516. })(BABYLON || (BABYLON = {}));
  68517. //# sourceMappingURL=babylon.solidParticle.js.map
  68518. var BABYLON;
  68519. (function (BABYLON) {
  68520. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68521. /**
  68522. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68523. *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.
  68524. * The SPS is also a particle system. It provides some methods to manage the particles.
  68525. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68526. *
  68527. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68528. */
  68529. var SolidParticleSystem = /** @class */ (function () {
  68530. /**
  68531. * Creates a SPS (Solid Particle System) object.
  68532. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68533. * @param scene (Scene) is the scene in which the SPS is added.
  68534. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68535. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68536. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68537. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68538. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68539. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68540. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68541. */
  68542. function SolidParticleSystem(name, scene, options) {
  68543. /**
  68544. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68545. * Example : var p = SPS.particles[i];
  68546. */
  68547. this.particles = new Array();
  68548. /**
  68549. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68550. */
  68551. this.nbParticles = 0;
  68552. /**
  68553. * If the particles must ever face the camera (default false). Useful for planar particles.
  68554. */
  68555. this.billboard = false;
  68556. /**
  68557. * Recompute normals when adding a shape
  68558. */
  68559. this.recomputeNormals = true;
  68560. /**
  68561. * This a counter ofr your own usage. It's not set by any SPS functions.
  68562. */
  68563. this.counter = 0;
  68564. /**
  68565. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68566. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68567. */
  68568. this.vars = {};
  68569. /**
  68570. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68571. * @hidden
  68572. */
  68573. this._bSphereOnly = false;
  68574. /**
  68575. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68576. * @hidden
  68577. */
  68578. this._bSphereRadiusFactor = 1.0;
  68579. this._positions = new Array();
  68580. this._indices = new Array();
  68581. this._normals = new Array();
  68582. this._colors = new Array();
  68583. this._uvs = new Array();
  68584. this._index = 0; // indices index
  68585. this._updatable = true;
  68586. this._pickable = false;
  68587. this._isVisibilityBoxLocked = false;
  68588. this._alwaysVisible = false;
  68589. this._depthSort = false;
  68590. this._shapeCounter = 0;
  68591. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68592. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68593. this._computeParticleColor = true;
  68594. this._computeParticleTexture = true;
  68595. this._computeParticleRotation = true;
  68596. this._computeParticleVertex = false;
  68597. this._computeBoundingBox = false;
  68598. this._depthSortParticles = true;
  68599. this._mustUnrotateFixedNormals = false;
  68600. this._particlesIntersect = false;
  68601. this._needs32Bits = false;
  68602. this.name = name;
  68603. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68604. this._camera = scene.activeCamera;
  68605. this._pickable = options ? options.isPickable : false;
  68606. this._depthSort = options ? options.enableDepthSort : false;
  68607. this._particlesIntersect = options ? options.particleIntersection : false;
  68608. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68609. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68610. if (options && options.updatable !== undefined) {
  68611. this._updatable = options.updatable;
  68612. }
  68613. else {
  68614. this._updatable = true;
  68615. }
  68616. if (this._pickable) {
  68617. this.pickedParticles = [];
  68618. }
  68619. if (this._depthSort) {
  68620. this.depthSortedParticles = [];
  68621. }
  68622. }
  68623. /**
  68624. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68625. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68626. * @returns the created mesh
  68627. */
  68628. SolidParticleSystem.prototype.buildMesh = function () {
  68629. if (this.nbParticles === 0) {
  68630. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68631. this.addShape(triangle, 1);
  68632. triangle.dispose();
  68633. }
  68634. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68635. this._positions32 = new Float32Array(this._positions);
  68636. this._uvs32 = new Float32Array(this._uvs);
  68637. this._colors32 = new Float32Array(this._colors);
  68638. if (this.recomputeNormals) {
  68639. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68640. }
  68641. this._normals32 = new Float32Array(this._normals);
  68642. this._fixedNormal32 = new Float32Array(this._normals);
  68643. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68644. this._unrotateFixedNormals();
  68645. }
  68646. var vertexData = new BABYLON.VertexData();
  68647. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68648. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68649. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68650. if (this._uvs32.length > 0) {
  68651. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68652. }
  68653. if (this._colors32.length > 0) {
  68654. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68655. }
  68656. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68657. vertexData.applyToMesh(mesh, this._updatable);
  68658. this.mesh = mesh;
  68659. this.mesh.isPickable = this._pickable;
  68660. // free memory
  68661. if (!this._depthSort) {
  68662. this._indices = null;
  68663. }
  68664. this._positions = null;
  68665. this._normals = null;
  68666. this._uvs = null;
  68667. this._colors = null;
  68668. if (!this._updatable) {
  68669. this.particles.length = 0;
  68670. }
  68671. return mesh;
  68672. };
  68673. /**
  68674. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68675. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68676. * Thus the particles generated from `digest()` have their property `position` set yet.
  68677. * @param mesh ( Mesh ) is the mesh to be digested
  68678. * @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
  68679. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68680. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68681. * @returns the current SPS
  68682. */
  68683. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68684. var size = (options && options.facetNb) || 1;
  68685. var number = (options && options.number) || 0;
  68686. var delta = (options && options.delta) || 0;
  68687. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68688. var meshInd = mesh.getIndices();
  68689. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68690. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68691. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68692. var f = 0; // facet counter
  68693. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68694. // compute size from number
  68695. if (number) {
  68696. number = (number > totalFacets) ? totalFacets : number;
  68697. size = Math.round(totalFacets / number);
  68698. delta = 0;
  68699. }
  68700. else {
  68701. size = (size > totalFacets) ? totalFacets : size;
  68702. }
  68703. var facetPos = []; // submesh positions
  68704. var facetInd = []; // submesh indices
  68705. var facetUV = []; // submesh UV
  68706. var facetCol = []; // submesh colors
  68707. var barycenter = BABYLON.Vector3.Zero();
  68708. var sizeO = size;
  68709. while (f < totalFacets) {
  68710. size = sizeO + Math.floor((1 + delta) * Math.random());
  68711. if (f > totalFacets - size) {
  68712. size = totalFacets - f;
  68713. }
  68714. // reset temp arrays
  68715. facetPos.length = 0;
  68716. facetInd.length = 0;
  68717. facetUV.length = 0;
  68718. facetCol.length = 0;
  68719. // iterate over "size" facets
  68720. var fi = 0;
  68721. for (var j = f * 3; j < (f + size) * 3; j++) {
  68722. facetInd.push(fi);
  68723. var i = meshInd[j];
  68724. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68725. if (meshUV) {
  68726. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68727. }
  68728. if (meshCol) {
  68729. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68730. }
  68731. fi++;
  68732. }
  68733. // create a model shape for each single particle
  68734. var idx = this.nbParticles;
  68735. var shape = this._posToShape(facetPos);
  68736. var shapeUV = this._uvsToShapeUV(facetUV);
  68737. // compute the barycenter of the shape
  68738. var v;
  68739. for (v = 0; v < shape.length; v++) {
  68740. barycenter.addInPlace(shape[v]);
  68741. }
  68742. barycenter.scaleInPlace(1 / shape.length);
  68743. // shift the shape from its barycenter to the origin
  68744. for (v = 0; v < shape.length; v++) {
  68745. shape[v].subtractInPlace(barycenter);
  68746. }
  68747. var bInfo;
  68748. if (this._particlesIntersect) {
  68749. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68750. }
  68751. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68752. // add the particle in the SPS
  68753. var currentPos = this._positions.length;
  68754. var currentInd = this._indices.length;
  68755. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68756. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68757. // initialize the particle position
  68758. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68759. this._index += shape.length;
  68760. idx++;
  68761. this.nbParticles++;
  68762. this._shapeCounter++;
  68763. f += size;
  68764. }
  68765. return this;
  68766. };
  68767. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68768. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68769. var index = 0;
  68770. var idx = 0;
  68771. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68772. var quaternion = BABYLON.Tmp.Quaternion[0];
  68773. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68774. for (var p = 0; p < this.particles.length; p++) {
  68775. var particle = this.particles[p];
  68776. var shape = particle._model._shape;
  68777. // computing the inverse of the rotation matrix from the quaternion
  68778. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68779. if (particle.rotationQuaternion) {
  68780. particle.rotationQuaternion.conjugateToRef(quaternion);
  68781. }
  68782. else {
  68783. var rotation = particle.rotation;
  68784. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68785. quaternion.conjugateInPlace();
  68786. }
  68787. quaternion.toRotationMatrix(invertedRotMatrix);
  68788. for (var pt = 0; pt < shape.length; pt++) {
  68789. idx = index + pt * 3;
  68790. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68791. tmpNormal.toArray(this._fixedNormal32, idx);
  68792. }
  68793. index = idx + 3;
  68794. }
  68795. };
  68796. //reset copy
  68797. SolidParticleSystem.prototype._resetCopy = function () {
  68798. var copy = this._copy;
  68799. copy.position.setAll(0);
  68800. copy.rotation.setAll(0);
  68801. copy.rotationQuaternion = null;
  68802. copy.scaling.setAll(1);
  68803. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68804. copy.color = null;
  68805. copy.translateFromPivot = false;
  68806. };
  68807. // _meshBuilder : inserts the shape model in the global SPS mesh
  68808. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68809. var i;
  68810. var u = 0;
  68811. var c = 0;
  68812. var n = 0;
  68813. this._resetCopy();
  68814. var copy = this._copy;
  68815. if (options && options.positionFunction) { // call to custom positionFunction
  68816. options.positionFunction(copy, idx, idxInShape);
  68817. this._mustUnrotateFixedNormals = true;
  68818. }
  68819. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68820. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68821. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68822. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68823. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68824. copy.getRotationMatrix(rotMatrix);
  68825. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68826. if (copy.translateFromPivot) {
  68827. pivotBackTranslation.setAll(0.0);
  68828. }
  68829. else {
  68830. pivotBackTranslation.copyFrom(scaledPivot);
  68831. }
  68832. for (i = 0; i < shape.length; i++) {
  68833. tmpVertex.copyFrom(shape[i]);
  68834. if (options && options.vertexFunction) {
  68835. options.vertexFunction(copy, tmpVertex, i);
  68836. }
  68837. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68838. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68839. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68840. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68841. if (meshUV) {
  68842. var copyUvs = copy.uvs;
  68843. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68844. u += 2;
  68845. }
  68846. if (copy.color) {
  68847. this._color = copy.color;
  68848. }
  68849. else {
  68850. var color = this._color;
  68851. if (meshCol && meshCol[c] !== undefined) {
  68852. color.r = meshCol[c];
  68853. color.g = meshCol[c + 1];
  68854. color.b = meshCol[c + 2];
  68855. color.a = meshCol[c + 3];
  68856. }
  68857. else {
  68858. color.r = 1.0;
  68859. color.g = 1.0;
  68860. color.b = 1.0;
  68861. color.a = 1.0;
  68862. }
  68863. }
  68864. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68865. c += 4;
  68866. if (!this.recomputeNormals && meshNor) {
  68867. tmpVertex.x = meshNor[n];
  68868. tmpVertex.y = meshNor[n + 1];
  68869. tmpVertex.z = meshNor[n + 2];
  68870. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68871. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68872. n += 3;
  68873. }
  68874. }
  68875. for (i = 0; i < meshInd.length; i++) {
  68876. var current_ind = p + meshInd[i];
  68877. indices.push(current_ind);
  68878. if (current_ind > 65535) {
  68879. this._needs32Bits = true;
  68880. }
  68881. }
  68882. if (this._pickable) {
  68883. var nbfaces = meshInd.length / 3;
  68884. for (i = 0; i < nbfaces; i++) {
  68885. this.pickedParticles.push({ idx: idx, faceId: i });
  68886. }
  68887. }
  68888. if (this._depthSort) {
  68889. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68890. }
  68891. return copy;
  68892. };
  68893. // returns a shape array from positions array
  68894. SolidParticleSystem.prototype._posToShape = function (positions) {
  68895. var shape = [];
  68896. for (var i = 0; i < positions.length; i += 3) {
  68897. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68898. }
  68899. return shape;
  68900. };
  68901. // returns a shapeUV array from a Vector4 uvs
  68902. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68903. var shapeUV = [];
  68904. if (uvs) {
  68905. for (var i = 0; i < uvs.length; i++) {
  68906. shapeUV.push(uvs[i]);
  68907. }
  68908. }
  68909. return shapeUV;
  68910. };
  68911. // adds a new particle object in the particles array
  68912. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68913. if (bInfo === void 0) { bInfo = null; }
  68914. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68915. this.particles.push(sp);
  68916. return sp;
  68917. };
  68918. /**
  68919. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68920. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68921. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68922. * @param nb (positive integer) the number of particles to be created from this model
  68923. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68924. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68925. * @returns the number of shapes in the system
  68926. */
  68927. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68928. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68929. var meshInd = mesh.getIndices();
  68930. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68931. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68932. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68933. var bbInfo;
  68934. if (this._particlesIntersect) {
  68935. bbInfo = mesh.getBoundingInfo();
  68936. }
  68937. var shape = this._posToShape(meshPos);
  68938. var shapeUV = this._uvsToShapeUV(meshUV);
  68939. var posfunc = options ? options.positionFunction : null;
  68940. var vtxfunc = options ? options.vertexFunction : null;
  68941. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68942. // particles
  68943. var sp;
  68944. var currentCopy;
  68945. var idx = this.nbParticles;
  68946. for (var i = 0; i < nb; i++) {
  68947. var currentPos = this._positions.length;
  68948. var currentInd = this._indices.length;
  68949. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68950. if (this._updatable) {
  68951. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68952. sp.position.copyFrom(currentCopy.position);
  68953. sp.rotation.copyFrom(currentCopy.rotation);
  68954. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68955. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68956. }
  68957. if (currentCopy.color && sp.color) {
  68958. sp.color.copyFrom(currentCopy.color);
  68959. }
  68960. sp.scaling.copyFrom(currentCopy.scaling);
  68961. sp.uvs.copyFrom(currentCopy.uvs);
  68962. }
  68963. this._index += shape.length;
  68964. idx++;
  68965. }
  68966. this.nbParticles += nb;
  68967. this._shapeCounter++;
  68968. return this._shapeCounter - 1;
  68969. };
  68970. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68971. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68972. this._resetCopy();
  68973. var copy = this._copy;
  68974. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68975. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68976. }
  68977. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68978. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68979. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68980. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68981. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68982. copy.getRotationMatrix(rotMatrix);
  68983. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68984. if (copy.translateFromPivot) {
  68985. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68986. }
  68987. else {
  68988. pivotBackTranslation.copyFrom(scaledPivot);
  68989. }
  68990. var shape = particle._model._shape;
  68991. for (var pt = 0; pt < shape.length; pt++) {
  68992. tmpVertex.copyFrom(shape[pt]);
  68993. if (particle._model._vertexFunction) {
  68994. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68995. }
  68996. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68997. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68998. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68999. }
  69000. particle.position.setAll(0.0);
  69001. particle.rotation.setAll(0.0);
  69002. particle.rotationQuaternion = null;
  69003. particle.scaling.setAll(1.0);
  69004. particle.uvs.setAll(0.0);
  69005. particle.pivot.setAll(0.0);
  69006. particle.translateFromPivot = false;
  69007. particle.parentId = null;
  69008. };
  69009. /**
  69010. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69011. * @returns the SPS.
  69012. */
  69013. SolidParticleSystem.prototype.rebuildMesh = function () {
  69014. for (var p = 0; p < this.particles.length; p++) {
  69015. this._rebuildParticle(this.particles[p]);
  69016. }
  69017. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69018. return this;
  69019. };
  69020. /**
  69021. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69022. * This method calls `updateParticle()` for each particle of the SPS.
  69023. * For an animated SPS, it is usually called within the render loop.
  69024. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69025. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69026. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69027. * @returns the SPS.
  69028. */
  69029. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69030. if (start === void 0) { start = 0; }
  69031. if (end === void 0) { end = this.nbParticles - 1; }
  69032. if (update === void 0) { update = true; }
  69033. if (!this._updatable) {
  69034. return this;
  69035. }
  69036. // custom beforeUpdate
  69037. this.beforeUpdateParticles(start, end, update);
  69038. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69039. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69040. var mesh = this.mesh;
  69041. var colors32 = this._colors32;
  69042. var positions32 = this._positions32;
  69043. var normals32 = this._normals32;
  69044. var uvs32 = this._uvs32;
  69045. var indices32 = this._indices32;
  69046. var indices = this._indices;
  69047. var fixedNormal32 = this._fixedNormal32;
  69048. var tempVectors = BABYLON.Tmp.Vector3;
  69049. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69050. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69051. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69052. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69053. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69054. var camInvertedPosition = tempVectors[10].setAll(0);
  69055. // cases when the World Matrix is to be computed first
  69056. if (this.billboard || this._depthSort) {
  69057. this.mesh.computeWorldMatrix(true);
  69058. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69059. }
  69060. // if the particles will always face the camera
  69061. if (this.billboard) {
  69062. // compute the camera position and un-rotate it by the current mesh rotation
  69063. var tmpVertex = tempVectors[0];
  69064. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69065. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69066. camAxisZ.normalize();
  69067. // same for camera up vector extracted from the cam view matrix
  69068. var view = this._camera.getViewMatrix(true);
  69069. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69070. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69071. camAxisY.normalize();
  69072. camAxisX.normalize();
  69073. }
  69074. // if depthSort, compute the camera global position in the mesh local system
  69075. if (this._depthSort) {
  69076. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69077. }
  69078. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69079. var idx = 0; // current position index in the global array positions32
  69080. var index = 0; // position start index in the global array positions32 of the current particle
  69081. var colidx = 0; // current color index in the global array colors32
  69082. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69083. var uvidx = 0; // current uv index in the global array uvs32
  69084. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69085. var pt = 0; // current index in the particle model shape
  69086. if (this.mesh.isFacetDataEnabled) {
  69087. this._computeBoundingBox = true;
  69088. }
  69089. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69090. if (this._computeBoundingBox) {
  69091. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69092. var boundingInfo = this.mesh._boundingInfo;
  69093. if (boundingInfo) {
  69094. minimum.copyFrom(boundingInfo.minimum);
  69095. maximum.copyFrom(boundingInfo.maximum);
  69096. }
  69097. }
  69098. }
  69099. // particle loop
  69100. index = this.particles[start]._pos;
  69101. var vpos = (index / 3) | 0;
  69102. colorIndex = vpos * 4;
  69103. uvIndex = vpos * 2;
  69104. for (var p = start; p <= end; p++) {
  69105. var particle = this.particles[p];
  69106. // call to custom user function to update the particle properties
  69107. this.updateParticle(particle);
  69108. var shape = particle._model._shape;
  69109. var shapeUV = particle._model._shapeUV;
  69110. var particleRotationMatrix = particle._rotationMatrix;
  69111. var particlePosition = particle.position;
  69112. var particleRotation = particle.rotation;
  69113. var particleScaling = particle.scaling;
  69114. var particleGlobalPosition = particle._globalPosition;
  69115. // camera-particle distance for depth sorting
  69116. if (this._depthSort && this._depthSortParticles) {
  69117. var dsp = this.depthSortedParticles[p];
  69118. dsp.ind = particle._ind;
  69119. dsp.indicesLength = particle._model._indicesLength;
  69120. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69121. }
  69122. // skip the computations for inactive or already invisible particles
  69123. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69124. // increment indexes for the next particle
  69125. pt = shape.length;
  69126. index += pt * 3;
  69127. colorIndex += pt * 4;
  69128. uvIndex += pt * 2;
  69129. continue;
  69130. }
  69131. if (particle.isVisible) {
  69132. particle._stillInvisible = false; // un-mark permanent invisibility
  69133. var scaledPivot = tempVectors[12];
  69134. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69135. // particle rotation matrix
  69136. if (this.billboard) {
  69137. particleRotation.x = 0.0;
  69138. particleRotation.y = 0.0;
  69139. }
  69140. if (this._computeParticleRotation || this.billboard) {
  69141. particle.getRotationMatrix(rotMatrix);
  69142. }
  69143. var particleHasParent = (particle.parentId !== null);
  69144. if (particleHasParent) {
  69145. var parent_1 = this.particles[particle.parentId];
  69146. var parentRotationMatrix = parent_1._rotationMatrix;
  69147. var parentGlobalPosition = parent_1._globalPosition;
  69148. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69149. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69150. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69151. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69152. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69153. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69154. if (this._computeParticleRotation || this.billboard) {
  69155. var rotMatrixValues = rotMatrix.m;
  69156. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69157. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69158. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69159. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69160. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69161. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69162. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69163. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69164. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69165. }
  69166. }
  69167. else {
  69168. particleGlobalPosition.x = particlePosition.x;
  69169. particleGlobalPosition.y = particlePosition.y;
  69170. particleGlobalPosition.z = particlePosition.z;
  69171. if (this._computeParticleRotation || this.billboard) {
  69172. var rotMatrixValues = rotMatrix.m;
  69173. particleRotationMatrix[0] = rotMatrixValues[0];
  69174. particleRotationMatrix[1] = rotMatrixValues[1];
  69175. particleRotationMatrix[2] = rotMatrixValues[2];
  69176. particleRotationMatrix[3] = rotMatrixValues[4];
  69177. particleRotationMatrix[4] = rotMatrixValues[5];
  69178. particleRotationMatrix[5] = rotMatrixValues[6];
  69179. particleRotationMatrix[6] = rotMatrixValues[8];
  69180. particleRotationMatrix[7] = rotMatrixValues[9];
  69181. particleRotationMatrix[8] = rotMatrixValues[10];
  69182. }
  69183. }
  69184. var pivotBackTranslation = tempVectors[11];
  69185. if (particle.translateFromPivot) {
  69186. pivotBackTranslation.setAll(0.0);
  69187. }
  69188. else {
  69189. pivotBackTranslation.copyFrom(scaledPivot);
  69190. }
  69191. // particle vertex loop
  69192. for (pt = 0; pt < shape.length; pt++) {
  69193. idx = index + pt * 3;
  69194. colidx = colorIndex + pt * 4;
  69195. uvidx = uvIndex + pt * 2;
  69196. var tmpVertex = tempVectors[0];
  69197. tmpVertex.copyFrom(shape[pt]);
  69198. if (this._computeParticleVertex) {
  69199. this.updateParticleVertex(particle, tmpVertex, pt);
  69200. }
  69201. // positions
  69202. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69203. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69204. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69205. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69206. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69207. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69208. rotatedX += pivotBackTranslation.x;
  69209. rotatedY += pivotBackTranslation.y;
  69210. rotatedZ += pivotBackTranslation.z;
  69211. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69212. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69213. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69214. if (this._computeBoundingBox) {
  69215. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69216. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69217. }
  69218. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69219. if (!this._computeParticleVertex) {
  69220. var normalx = fixedNormal32[idx];
  69221. var normaly = fixedNormal32[idx + 1];
  69222. var normalz = fixedNormal32[idx + 2];
  69223. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69224. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69225. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69226. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69227. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69228. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69229. }
  69230. if (this._computeParticleColor && particle.color) {
  69231. var color = particle.color;
  69232. var colors32_1 = this._colors32;
  69233. colors32_1[colidx] = color.r;
  69234. colors32_1[colidx + 1] = color.g;
  69235. colors32_1[colidx + 2] = color.b;
  69236. colors32_1[colidx + 3] = color.a;
  69237. }
  69238. if (this._computeParticleTexture) {
  69239. var uvs = particle.uvs;
  69240. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69241. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69242. }
  69243. }
  69244. }
  69245. // particle just set invisible : scaled to zero and positioned at the origin
  69246. else {
  69247. particle._stillInvisible = true; // mark the particle as invisible
  69248. for (pt = 0; pt < shape.length; pt++) {
  69249. idx = index + pt * 3;
  69250. colidx = colorIndex + pt * 4;
  69251. uvidx = uvIndex + pt * 2;
  69252. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69253. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69254. if (this._computeParticleColor && particle.color) {
  69255. var color = particle.color;
  69256. colors32[colidx] = color.r;
  69257. colors32[colidx + 1] = color.g;
  69258. colors32[colidx + 2] = color.b;
  69259. colors32[colidx + 3] = color.a;
  69260. }
  69261. if (this._computeParticleTexture) {
  69262. var uvs = particle.uvs;
  69263. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69264. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69265. }
  69266. }
  69267. }
  69268. // if the particle intersections must be computed : update the bbInfo
  69269. if (this._particlesIntersect) {
  69270. var bInfo = particle._boundingInfo;
  69271. var bBox = bInfo.boundingBox;
  69272. var bSphere = bInfo.boundingSphere;
  69273. var modelBoundingInfo = particle._modelBoundingInfo;
  69274. if (!this._bSphereOnly) {
  69275. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69276. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69277. var tempMin = tempVectors[1];
  69278. var tempMax = tempVectors[2];
  69279. tempMin.setAll(Number.MAX_VALUE);
  69280. tempMax.setAll(-Number.MAX_VALUE);
  69281. for (var b = 0; b < 8; b++) {
  69282. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69283. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69284. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69285. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69286. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69287. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69288. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69289. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69290. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69291. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69292. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69293. }
  69294. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69295. }
  69296. // place and scale the particle bouding sphere in the SPS local system, then update it
  69297. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69298. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69299. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  69300. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69301. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69302. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69303. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69304. }
  69305. // increment indexes for the next particle
  69306. index = idx + 3;
  69307. colorIndex = colidx + 4;
  69308. uvIndex = uvidx + 2;
  69309. }
  69310. // if the VBO must be updated
  69311. if (update) {
  69312. if (this._computeParticleColor) {
  69313. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69314. }
  69315. if (this._computeParticleTexture) {
  69316. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69317. }
  69318. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69319. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69320. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69321. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69322. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69323. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69324. for (var i = 0; i < normals32.length; i++) {
  69325. fixedNormal32[i] = normals32[i];
  69326. }
  69327. }
  69328. if (!mesh.areNormalsFrozen) {
  69329. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69330. }
  69331. }
  69332. if (this._depthSort && this._depthSortParticles) {
  69333. var depthSortedParticles = this.depthSortedParticles;
  69334. depthSortedParticles.sort(depthSortFunction);
  69335. var dspl = depthSortedParticles.length;
  69336. var sid = 0;
  69337. for (var sorted = 0; sorted < dspl; sorted++) {
  69338. var lind = depthSortedParticles[sorted].indicesLength;
  69339. var sind = depthSortedParticles[sorted].ind;
  69340. for (var i = 0; i < lind; i++) {
  69341. indices32[sid] = indices[sind + i];
  69342. sid++;
  69343. }
  69344. }
  69345. mesh.updateIndices(indices32);
  69346. }
  69347. }
  69348. if (this._computeBoundingBox) {
  69349. if (mesh._boundingInfo) {
  69350. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69351. }
  69352. else {
  69353. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69354. }
  69355. }
  69356. this.afterUpdateParticles(start, end, update);
  69357. return this;
  69358. };
  69359. /**
  69360. * Disposes the SPS.
  69361. */
  69362. SolidParticleSystem.prototype.dispose = function () {
  69363. this.mesh.dispose();
  69364. this.vars = null;
  69365. // drop references to internal big arrays for the GC
  69366. this._positions = null;
  69367. this._indices = null;
  69368. this._normals = null;
  69369. this._uvs = null;
  69370. this._colors = null;
  69371. this._indices32 = null;
  69372. this._positions32 = null;
  69373. this._normals32 = null;
  69374. this._fixedNormal32 = null;
  69375. this._uvs32 = null;
  69376. this._colors32 = null;
  69377. this.pickedParticles = null;
  69378. };
  69379. /**
  69380. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69381. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69382. * @returns the SPS.
  69383. */
  69384. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69385. if (!this._isVisibilityBoxLocked) {
  69386. this.mesh.refreshBoundingInfo();
  69387. }
  69388. return this;
  69389. };
  69390. /**
  69391. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69392. * @param size the size (float) of the visibility box
  69393. * note : this doesn't lock the SPS mesh bounding box.
  69394. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69395. */
  69396. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69397. var vis = size / 2;
  69398. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69399. };
  69400. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69401. /**
  69402. * Gets whether the SPS as always visible or not
  69403. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69404. */
  69405. get: function () {
  69406. return this._alwaysVisible;
  69407. },
  69408. /**
  69409. * Sets the SPS as always visible or not
  69410. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69411. */
  69412. set: function (val) {
  69413. this._alwaysVisible = val;
  69414. this.mesh.alwaysSelectAsActiveMesh = val;
  69415. },
  69416. enumerable: true,
  69417. configurable: true
  69418. });
  69419. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69420. /**
  69421. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69422. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69423. */
  69424. get: function () {
  69425. return this._isVisibilityBoxLocked;
  69426. },
  69427. /**
  69428. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69429. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69430. */
  69431. set: function (val) {
  69432. this._isVisibilityBoxLocked = val;
  69433. var boundingInfo = this.mesh.getBoundingInfo();
  69434. boundingInfo.isLocked = val;
  69435. },
  69436. enumerable: true,
  69437. configurable: true
  69438. });
  69439. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69440. /**
  69441. * Gets if `setParticles()` computes the particle rotations or not.
  69442. * Default value : true. The SPS is faster when it's set to false.
  69443. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69444. */
  69445. get: function () {
  69446. return this._computeParticleRotation;
  69447. },
  69448. /**
  69449. * Tells to `setParticles()` to compute the particle rotations or not.
  69450. * Default value : true. The SPS is faster when it's set to false.
  69451. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69452. */
  69453. set: function (val) {
  69454. this._computeParticleRotation = val;
  69455. },
  69456. enumerable: true,
  69457. configurable: true
  69458. });
  69459. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69460. /**
  69461. * Gets if `setParticles()` computes the particle colors or not.
  69462. * Default value : true. The SPS is faster when it's set to false.
  69463. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69464. */
  69465. get: function () {
  69466. return this._computeParticleColor;
  69467. },
  69468. /**
  69469. * Tells to `setParticles()` to compute the particle colors or not.
  69470. * Default value : true. The SPS is faster when it's set to false.
  69471. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69472. */
  69473. set: function (val) {
  69474. this._computeParticleColor = val;
  69475. },
  69476. enumerable: true,
  69477. configurable: true
  69478. });
  69479. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69480. /**
  69481. * Gets if `setParticles()` computes the particle textures or not.
  69482. * Default value : true. The SPS is faster when it's set to false.
  69483. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69484. */
  69485. get: function () {
  69486. return this._computeParticleTexture;
  69487. },
  69488. set: function (val) {
  69489. this._computeParticleTexture = val;
  69490. },
  69491. enumerable: true,
  69492. configurable: true
  69493. });
  69494. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69495. /**
  69496. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69497. * Default value : false. The SPS is faster when it's set to false.
  69498. * Note : the particle custom vertex positions aren't stored values.
  69499. */
  69500. get: function () {
  69501. return this._computeParticleVertex;
  69502. },
  69503. /**
  69504. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69505. * Default value : false. The SPS is faster when it's set to false.
  69506. * Note : the particle custom vertex positions aren't stored values.
  69507. */
  69508. set: function (val) {
  69509. this._computeParticleVertex = val;
  69510. },
  69511. enumerable: true,
  69512. configurable: true
  69513. });
  69514. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69515. /**
  69516. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69517. */
  69518. get: function () {
  69519. return this._computeBoundingBox;
  69520. },
  69521. /**
  69522. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69523. */
  69524. set: function (val) {
  69525. this._computeBoundingBox = val;
  69526. },
  69527. enumerable: true,
  69528. configurable: true
  69529. });
  69530. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69531. /**
  69532. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69533. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69534. * Default : `true`
  69535. */
  69536. get: function () {
  69537. return this._depthSortParticles;
  69538. },
  69539. /**
  69540. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69541. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69542. * Default : `true`
  69543. */
  69544. set: function (val) {
  69545. this._depthSortParticles = val;
  69546. },
  69547. enumerable: true,
  69548. configurable: true
  69549. });
  69550. // =======================================================================
  69551. // Particle behavior logic
  69552. // these following methods may be overwritten by the user to fit his needs
  69553. /**
  69554. * This function does nothing. It may be overwritten to set all the particle first values.
  69555. * The SPS doesn't call this function, you may have to call it by your own.
  69556. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69557. */
  69558. SolidParticleSystem.prototype.initParticles = function () {
  69559. };
  69560. /**
  69561. * This function does nothing. It may be overwritten to recycle a particle.
  69562. * The SPS doesn't call this function, you may have to call it by your own.
  69563. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69564. * @param particle The particle to recycle
  69565. * @returns the recycled particle
  69566. */
  69567. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69568. return particle;
  69569. };
  69570. /**
  69571. * Updates a particle : this function should be overwritten by the user.
  69572. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69573. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69574. * @example : just set a particle position or velocity and recycle conditions
  69575. * @param particle The particle to update
  69576. * @returns the updated particle
  69577. */
  69578. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69579. return particle;
  69580. };
  69581. /**
  69582. * Updates a vertex of a particle : it can be overwritten by the user.
  69583. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69584. * @param particle the current particle
  69585. * @param vertex the current index of the current particle
  69586. * @param pt the index of the current vertex in the particle shape
  69587. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69588. * @example : just set a vertex particle position
  69589. * @returns the updated vertex
  69590. */
  69591. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69592. return vertex;
  69593. };
  69594. /**
  69595. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69596. * This does nothing and may be overwritten by the user.
  69597. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69598. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69599. * @param update the boolean update value actually passed to setParticles()
  69600. */
  69601. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69602. };
  69603. /**
  69604. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69605. * This will be passed three parameters.
  69606. * This does nothing and may be overwritten by the user.
  69607. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69608. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69609. * @param update the boolean update value actually passed to setParticles()
  69610. */
  69611. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69612. };
  69613. return SolidParticleSystem;
  69614. }());
  69615. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69616. })(BABYLON || (BABYLON = {}));
  69617. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69618. var BABYLON;
  69619. (function (BABYLON) {
  69620. /**
  69621. * Class containing static functions to help procedurally build meshes
  69622. */
  69623. var MeshBuilder = /** @class */ (function () {
  69624. function MeshBuilder() {
  69625. }
  69626. MeshBuilder.updateSideOrientation = function (orientation) {
  69627. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69628. return BABYLON.Mesh.DOUBLESIDE;
  69629. }
  69630. if (orientation === undefined || orientation === null) {
  69631. return BABYLON.Mesh.FRONTSIDE;
  69632. }
  69633. return orientation;
  69634. };
  69635. /**
  69636. * Creates a box mesh
  69637. * * The parameter `size` sets the size (float) of each box side (default 1)
  69638. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69639. * * 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)
  69640. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69641. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69642. * * 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
  69643. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69644. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69645. * @param name defines the name of the mesh
  69646. * @param options defines the options used to create the mesh
  69647. * @param scene defines the hosting scene
  69648. * @returns the box mesh
  69649. */
  69650. MeshBuilder.CreateBox = function (name, options, scene) {
  69651. if (scene === void 0) { scene = null; }
  69652. var box = new BABYLON.Mesh(name, scene);
  69653. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69654. box._originalBuilderSideOrientation = options.sideOrientation;
  69655. var vertexData = BABYLON.VertexData.CreateBox(options);
  69656. vertexData.applyToMesh(box, options.updatable);
  69657. return box;
  69658. };
  69659. /**
  69660. * Creates a sphere mesh
  69661. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69662. * * 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`)
  69663. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69664. * * 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
  69665. * * 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)
  69666. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69667. * * 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
  69668. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69669. * @param name defines the name of the mesh
  69670. * @param options defines the options used to create the mesh
  69671. * @param scene defines the hosting scene
  69672. * @returns the sphere mesh
  69673. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69674. */
  69675. MeshBuilder.CreateSphere = function (name, options, scene) {
  69676. var sphere = new BABYLON.Mesh(name, scene);
  69677. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69678. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69679. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69680. vertexData.applyToMesh(sphere, options.updatable);
  69681. return sphere;
  69682. };
  69683. /**
  69684. * Creates a plane polygonal mesh. By default, this is a disc
  69685. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69686. * * 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
  69687. * * 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
  69688. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69689. * * 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
  69690. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69691. * @param name defines the name of the mesh
  69692. * @param options defines the options used to create the mesh
  69693. * @param scene defines the hosting scene
  69694. * @returns the plane polygonal mesh
  69695. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69696. */
  69697. MeshBuilder.CreateDisc = function (name, options, scene) {
  69698. if (scene === void 0) { scene = null; }
  69699. var disc = new BABYLON.Mesh(name, scene);
  69700. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69701. disc._originalBuilderSideOrientation = options.sideOrientation;
  69702. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69703. vertexData.applyToMesh(disc, options.updatable);
  69704. return disc;
  69705. };
  69706. /**
  69707. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69708. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69709. * * 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`)
  69710. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69711. * * 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
  69712. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69713. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69714. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69715. * @param name defines the name of the mesh
  69716. * @param options defines the options used to create the mesh
  69717. * @param scene defines the hosting scene
  69718. * @returns the icosahedron mesh
  69719. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69720. */
  69721. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69722. var sphere = new BABYLON.Mesh(name, scene);
  69723. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69724. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69725. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69726. vertexData.applyToMesh(sphere, options.updatable);
  69727. return sphere;
  69728. };
  69729. /**
  69730. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69731. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69732. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69733. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69734. * * 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
  69735. * * 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
  69736. * * 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
  69737. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69738. * * 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
  69739. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69740. * * 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
  69741. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69742. * * 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
  69743. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69744. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69745. * @param name defines the name of the mesh
  69746. * @param options defines the options used to create the mesh
  69747. * @param scene defines the hosting scene
  69748. * @returns the ribbon mesh
  69749. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69750. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69751. */
  69752. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69753. if (scene === void 0) { scene = null; }
  69754. var pathArray = options.pathArray;
  69755. var closeArray = options.closeArray;
  69756. var closePath = options.closePath;
  69757. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69758. var instance = options.instance;
  69759. var updatable = options.updatable;
  69760. if (instance) { // existing ribbon instance update
  69761. // positionFunction : ribbon case
  69762. // only pathArray and sideOrientation parameters are taken into account for positions update
  69763. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69764. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69765. var positionFunction = function (positions) {
  69766. var minlg = pathArray[0].length;
  69767. var mesh = instance;
  69768. var i = 0;
  69769. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69770. for (var si = 1; si <= ns; ++si) {
  69771. for (var p = 0; p < pathArray.length; ++p) {
  69772. var path = pathArray[p];
  69773. var l = path.length;
  69774. minlg = (minlg < l) ? minlg : l;
  69775. for (var j = 0; j < minlg; ++j) {
  69776. var pathPoint = path[j];
  69777. positions[i] = pathPoint.x;
  69778. positions[i + 1] = pathPoint.y;
  69779. positions[i + 2] = pathPoint.z;
  69780. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69781. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69782. i += 3;
  69783. }
  69784. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69785. var pathPoint = path[0];
  69786. positions[i] = pathPoint.x;
  69787. positions[i + 1] = pathPoint.y;
  69788. positions[i + 2] = pathPoint.z;
  69789. i += 3;
  69790. }
  69791. }
  69792. }
  69793. };
  69794. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69795. positionFunction(positions);
  69796. if (instance._boundingInfo) {
  69797. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69798. }
  69799. else {
  69800. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69801. }
  69802. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69803. if (options.colors) {
  69804. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69805. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69806. var color = options.colors[c];
  69807. colors[colorIndex] = color.r;
  69808. colors[colorIndex + 1] = color.g;
  69809. colors[colorIndex + 2] = color.b;
  69810. colors[colorIndex + 3] = color.a;
  69811. }
  69812. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69813. }
  69814. if (options.uvs) {
  69815. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69816. for (var i = 0; i < options.uvs.length; i++) {
  69817. uvs[i * 2] = options.uvs[i].x;
  69818. uvs[i * 2 + 1] = options.uvs[i].y;
  69819. }
  69820. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69821. }
  69822. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69823. var indices = instance.getIndices();
  69824. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69825. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69826. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69827. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69828. var indexFirst = 0;
  69829. var indexLast = 0;
  69830. for (var p = 0; p < pathArray.length; p++) {
  69831. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69832. if (p + 1 < pathArray.length) {
  69833. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69834. }
  69835. else {
  69836. indexLast = normals.length - 3;
  69837. }
  69838. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69839. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69840. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69841. normals[indexLast] = normals[indexFirst];
  69842. normals[indexLast + 1] = normals[indexFirst + 1];
  69843. normals[indexLast + 2] = normals[indexFirst + 2];
  69844. }
  69845. }
  69846. if (!(instance.areNormalsFrozen)) {
  69847. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69848. }
  69849. }
  69850. return instance;
  69851. }
  69852. else { // new ribbon creation
  69853. var ribbon = new BABYLON.Mesh(name, scene);
  69854. ribbon._originalBuilderSideOrientation = sideOrientation;
  69855. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69856. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69857. if (closePath) {
  69858. ribbon._creationDataStorage.idx = vertexData._idx;
  69859. }
  69860. ribbon._creationDataStorage.closePath = closePath;
  69861. ribbon._creationDataStorage.closeArray = closeArray;
  69862. vertexData.applyToMesh(ribbon, updatable);
  69863. return ribbon;
  69864. }
  69865. };
  69866. /**
  69867. * Creates a cylinder or a cone mesh
  69868. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69869. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69870. * * 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.
  69871. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69872. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69873. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69874. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69875. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69876. * * 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).
  69877. * * 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
  69878. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69879. * * 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
  69880. * * 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.
  69881. * * If `enclose` is false, a ring surface is one element.
  69882. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69883. * * 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
  69884. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69885. * * 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
  69886. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69887. * @param name defines the name of the mesh
  69888. * @param options defines the options used to create the mesh
  69889. * @param scene defines the hosting scene
  69890. * @returns the cylinder mesh
  69891. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69892. */
  69893. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69894. var cylinder = new BABYLON.Mesh(name, scene);
  69895. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69896. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69897. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69898. vertexData.applyToMesh(cylinder, options.updatable);
  69899. return cylinder;
  69900. };
  69901. /**
  69902. * Creates a torus mesh
  69903. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69904. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69905. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69906. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69907. * * 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
  69908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69909. * @param name defines the name of the mesh
  69910. * @param options defines the options used to create the mesh
  69911. * @param scene defines the hosting scene
  69912. * @returns the torus mesh
  69913. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  69914. */
  69915. MeshBuilder.CreateTorus = function (name, options, scene) {
  69916. var torus = new BABYLON.Mesh(name, scene);
  69917. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69918. torus._originalBuilderSideOrientation = options.sideOrientation;
  69919. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69920. vertexData.applyToMesh(torus, options.updatable);
  69921. return torus;
  69922. };
  69923. /**
  69924. * Creates a torus knot mesh
  69925. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69926. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69927. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69928. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69929. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69930. * * 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
  69931. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69932. * @param name defines the name of the mesh
  69933. * @param options defines the options used to create the mesh
  69934. * @param scene defines the hosting scene
  69935. * @returns the torus knot mesh
  69936. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  69937. */
  69938. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69939. var torusKnot = new BABYLON.Mesh(name, scene);
  69940. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69941. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69942. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69943. vertexData.applyToMesh(torusKnot, options.updatable);
  69944. return torusKnot;
  69945. };
  69946. /**
  69947. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69948. * * 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
  69949. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69950. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69951. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69952. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69953. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69954. * * 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
  69955. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69956. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69957. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69958. * @param name defines the name of the new line system
  69959. * @param options defines the options used to create the line system
  69960. * @param scene defines the hosting scene
  69961. * @returns a new line system mesh
  69962. */
  69963. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69964. var instance = options.instance;
  69965. var lines = options.lines;
  69966. var colors = options.colors;
  69967. if (instance) { // lines update
  69968. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69969. var vertexColor;
  69970. var lineColors;
  69971. if (colors) {
  69972. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69973. }
  69974. var i = 0;
  69975. var c = 0;
  69976. for (var l = 0; l < lines.length; l++) {
  69977. var points = lines[l];
  69978. for (var p = 0; p < points.length; p++) {
  69979. positions[i] = points[p].x;
  69980. positions[i + 1] = points[p].y;
  69981. positions[i + 2] = points[p].z;
  69982. if (colors && vertexColor) {
  69983. lineColors = colors[l];
  69984. vertexColor[c] = lineColors[p].r;
  69985. vertexColor[c + 1] = lineColors[p].g;
  69986. vertexColor[c + 2] = lineColors[p].b;
  69987. vertexColor[c + 3] = lineColors[p].a;
  69988. c += 4;
  69989. }
  69990. i += 3;
  69991. }
  69992. }
  69993. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69994. if (colors && vertexColor) {
  69995. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69996. }
  69997. return instance;
  69998. }
  69999. // line system creation
  70000. var useVertexColor = (colors) ? true : false;
  70001. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70002. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70003. vertexData.applyToMesh(lineSystem, options.updatable);
  70004. return lineSystem;
  70005. };
  70006. /**
  70007. * Creates a line mesh
  70008. * 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
  70009. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70010. * * The parameter `points` is an array successive Vector3
  70011. * * 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
  70012. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70013. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70014. * * When updating an instance, remember that only point positions can change, not the number of points
  70015. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70016. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70017. * @param name defines the name of the new line system
  70018. * @param options defines the options used to create the line system
  70019. * @param scene defines the hosting scene
  70020. * @returns a new line mesh
  70021. */
  70022. MeshBuilder.CreateLines = function (name, options, scene) {
  70023. if (scene === void 0) { scene = null; }
  70024. var colors = (options.colors) ? [options.colors] : null;
  70025. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70026. return lines;
  70027. };
  70028. /**
  70029. * Creates a dashed line mesh
  70030. * * 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
  70031. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70032. * * The parameter `points` is an array successive Vector3
  70033. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70034. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70035. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70036. * * 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
  70037. * * When updating an instance, remember that only point positions can change, not the number of points
  70038. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70039. * @param name defines the name of the mesh
  70040. * @param options defines the options used to create the mesh
  70041. * @param scene defines the hosting scene
  70042. * @returns the dashed line mesh
  70043. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70044. */
  70045. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70046. if (scene === void 0) { scene = null; }
  70047. var points = options.points;
  70048. var instance = options.instance;
  70049. var gapSize = options.gapSize || 1;
  70050. var dashSize = options.dashSize || 3;
  70051. if (instance) { // dashed lines update
  70052. var positionFunction = function (positions) {
  70053. var curvect = BABYLON.Vector3.Zero();
  70054. var nbSeg = positions.length / 6;
  70055. var lg = 0;
  70056. var nb = 0;
  70057. var shft = 0;
  70058. var dashshft = 0;
  70059. var curshft = 0;
  70060. var p = 0;
  70061. var i = 0;
  70062. var j = 0;
  70063. for (i = 0; i < points.length - 1; i++) {
  70064. points[i + 1].subtractToRef(points[i], curvect);
  70065. lg += curvect.length();
  70066. }
  70067. shft = lg / nbSeg;
  70068. var dashSize = instance._creationDataStorage.dashSize;
  70069. var gapSize = instance._creationDataStorage.gapSize;
  70070. dashshft = dashSize * shft / (dashSize + gapSize);
  70071. for (i = 0; i < points.length - 1; i++) {
  70072. points[i + 1].subtractToRef(points[i], curvect);
  70073. nb = Math.floor(curvect.length() / shft);
  70074. curvect.normalize();
  70075. j = 0;
  70076. while (j < nb && p < positions.length) {
  70077. curshft = shft * j;
  70078. positions[p] = points[i].x + curshft * curvect.x;
  70079. positions[p + 1] = points[i].y + curshft * curvect.y;
  70080. positions[p + 2] = points[i].z + curshft * curvect.z;
  70081. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70082. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70083. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70084. p += 6;
  70085. j++;
  70086. }
  70087. }
  70088. while (p < positions.length) {
  70089. positions[p] = points[i].x;
  70090. positions[p + 1] = points[i].y;
  70091. positions[p + 2] = points[i].z;
  70092. p += 3;
  70093. }
  70094. };
  70095. instance.updateMeshPositions(positionFunction, false);
  70096. return instance;
  70097. }
  70098. // dashed lines creation
  70099. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70100. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70101. vertexData.applyToMesh(dashedLines, options.updatable);
  70102. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70103. dashedLines._creationDataStorage.dashSize = dashSize;
  70104. dashedLines._creationDataStorage.gapSize = gapSize;
  70105. return dashedLines;
  70106. };
  70107. /**
  70108. * 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.
  70109. * * 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.
  70110. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70111. * * 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.
  70112. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70113. * * 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
  70114. * * 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
  70115. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70116. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70117. * * 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
  70118. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70119. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70120. * @param name defines the name of the mesh
  70121. * @param options defines the options used to create the mesh
  70122. * @param scene defines the hosting scene
  70123. * @returns the extruded shape mesh
  70124. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70125. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70126. */
  70127. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70128. if (scene === void 0) { scene = null; }
  70129. var path = options.path;
  70130. var shape = options.shape;
  70131. var scale = options.scale || 1;
  70132. var rotation = options.rotation || 0;
  70133. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70134. var updatable = options.updatable;
  70135. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70136. var instance = options.instance || null;
  70137. var invertUV = options.invertUV || false;
  70138. 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);
  70139. };
  70140. /**
  70141. * Creates an custom extruded shape mesh.
  70142. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70143. * * 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.
  70144. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70145. * * 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
  70146. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70147. * * 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
  70148. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70149. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70150. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70151. * * 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
  70152. * * 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
  70153. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70154. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70155. * * 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
  70156. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70157. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70158. * @param name defines the name of the mesh
  70159. * @param options defines the options used to create the mesh
  70160. * @param scene defines the hosting scene
  70161. * @returns the custom extruded shape mesh
  70162. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70163. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70164. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70165. */
  70166. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70167. var path = options.path;
  70168. var shape = options.shape;
  70169. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70170. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70171. var ribbonCloseArray = options.ribbonCloseArray || false;
  70172. var ribbonClosePath = options.ribbonClosePath || false;
  70173. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70174. var updatable = options.updatable;
  70175. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70176. var instance = options.instance;
  70177. var invertUV = options.invertUV || false;
  70178. 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);
  70179. };
  70180. /**
  70181. * Creates lathe mesh.
  70182. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70183. * * 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
  70184. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70185. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70186. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70187. * * 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
  70188. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70189. * * 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
  70190. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70191. * * 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
  70192. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70193. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70194. * @param name defines the name of the mesh
  70195. * @param options defines the options used to create the mesh
  70196. * @param scene defines the hosting scene
  70197. * @returns the lathe mesh
  70198. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70199. */
  70200. MeshBuilder.CreateLathe = function (name, options, scene) {
  70201. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70202. var closed = (options.closed === undefined) ? true : options.closed;
  70203. var shape = options.shape;
  70204. var radius = options.radius || 1;
  70205. var tessellation = options.tessellation || 64;
  70206. var clip = options.clip || 0;
  70207. var updatable = options.updatable;
  70208. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70209. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70210. var pi2 = Math.PI * 2;
  70211. var paths = new Array();
  70212. var invertUV = options.invertUV || false;
  70213. var i = 0;
  70214. var p = 0;
  70215. var step = pi2 / tessellation * arc;
  70216. var rotated;
  70217. var path = new Array();
  70218. for (i = 0; i <= tessellation - clip; i++) {
  70219. var path = [];
  70220. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70221. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70222. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70223. }
  70224. for (p = 0; p < shape.length; p++) {
  70225. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70226. path.push(rotated);
  70227. }
  70228. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70229. 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));
  70230. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70231. }
  70232. paths.push(path);
  70233. }
  70234. // lathe ribbon
  70235. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70236. return lathe;
  70237. };
  70238. /**
  70239. * Creates a plane mesh
  70240. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70241. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70242. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70243. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70244. * * 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
  70245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70246. * @param name defines the name of the mesh
  70247. * @param options defines the options used to create the mesh
  70248. * @param scene defines the hosting scene
  70249. * @returns the plane mesh
  70250. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70251. */
  70252. MeshBuilder.CreatePlane = function (name, options, scene) {
  70253. var plane = new BABYLON.Mesh(name, scene);
  70254. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70255. plane._originalBuilderSideOrientation = options.sideOrientation;
  70256. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70257. vertexData.applyToMesh(plane, options.updatable);
  70258. if (options.sourcePlane) {
  70259. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70260. plane.setDirection(options.sourcePlane.normal);
  70261. }
  70262. return plane;
  70263. };
  70264. /**
  70265. * Creates a ground mesh
  70266. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70267. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70268. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70269. * @param name defines the name of the mesh
  70270. * @param options defines the options used to create the mesh
  70271. * @param scene defines the hosting scene
  70272. * @returns the ground mesh
  70273. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70274. */
  70275. MeshBuilder.CreateGround = function (name, options, scene) {
  70276. var ground = new BABYLON.GroundMesh(name, scene);
  70277. ground._setReady(false);
  70278. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70279. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70280. ground._width = options.width || 1;
  70281. ground._height = options.height || 1;
  70282. ground._maxX = ground._width / 2;
  70283. ground._maxZ = ground._height / 2;
  70284. ground._minX = -ground._maxX;
  70285. ground._minZ = -ground._maxZ;
  70286. var vertexData = BABYLON.VertexData.CreateGround(options);
  70287. vertexData.applyToMesh(ground, options.updatable);
  70288. ground._setReady(true);
  70289. return ground;
  70290. };
  70291. /**
  70292. * Creates a tiled ground mesh
  70293. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70294. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70295. * * 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
  70296. * * 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
  70297. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70298. * @param name defines the name of the mesh
  70299. * @param options defines the options used to create the mesh
  70300. * @param scene defines the hosting scene
  70301. * @returns the tiled ground mesh
  70302. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70303. */
  70304. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70305. var tiledGround = new BABYLON.Mesh(name, scene);
  70306. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70307. vertexData.applyToMesh(tiledGround, options.updatable);
  70308. return tiledGround;
  70309. };
  70310. /**
  70311. * Creates a ground mesh from a height map
  70312. * * The parameter `url` sets the URL of the height map image resource.
  70313. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70314. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70315. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70316. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70317. * * 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.
  70318. * * 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).
  70319. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70320. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70321. * @param name defines the name of the mesh
  70322. * @param url defines the url to the height map
  70323. * @param options defines the options used to create the mesh
  70324. * @param scene defines the hosting scene
  70325. * @returns the ground mesh
  70326. * @see https://doc.babylonjs.com/babylon101/height_map
  70327. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70328. */
  70329. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70330. var width = options.width || 10.0;
  70331. var height = options.height || 10.0;
  70332. var subdivisions = options.subdivisions || 1 | 0;
  70333. var minHeight = options.minHeight || 0.0;
  70334. var maxHeight = options.maxHeight || 1.0;
  70335. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70336. var alphaFilter = options.alphaFilter || 0.0;
  70337. var updatable = options.updatable;
  70338. var onReady = options.onReady;
  70339. var ground = new BABYLON.GroundMesh(name, scene);
  70340. ground._subdivisionsX = subdivisions;
  70341. ground._subdivisionsY = subdivisions;
  70342. ground._width = width;
  70343. ground._height = height;
  70344. ground._maxX = ground._width / 2.0;
  70345. ground._maxZ = ground._height / 2.0;
  70346. ground._minX = -ground._maxX;
  70347. ground._minZ = -ground._maxZ;
  70348. ground._setReady(false);
  70349. var onload = function (img) {
  70350. // Getting height map data
  70351. var canvas = document.createElement("canvas");
  70352. var context = canvas.getContext("2d");
  70353. if (!context) {
  70354. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70355. }
  70356. if (scene.isDisposed) {
  70357. return;
  70358. }
  70359. var bufferWidth = img.width;
  70360. var bufferHeight = img.height;
  70361. canvas.width = bufferWidth;
  70362. canvas.height = bufferHeight;
  70363. context.drawImage(img, 0, 0);
  70364. // Create VertexData from map data
  70365. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70366. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70367. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70368. width: width, height: height,
  70369. subdivisions: subdivisions,
  70370. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70371. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70372. alphaFilter: alphaFilter
  70373. });
  70374. vertexData.applyToMesh(ground, updatable);
  70375. //execute ready callback, if set
  70376. if (onReady) {
  70377. onReady(ground);
  70378. }
  70379. ground._setReady(true);
  70380. };
  70381. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70382. return ground;
  70383. };
  70384. /**
  70385. * Creates a polygon mesh
  70386. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70387. * * 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
  70388. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70389. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70390. * * 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)
  70391. * * Remember you can only change the shape positions, not their number when updating a polygon
  70392. * @param name defines the name of the mesh
  70393. * @param options defines the options used to create the mesh
  70394. * @param scene defines the hosting scene
  70395. * @returns the polygon mesh
  70396. */
  70397. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70398. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70399. var shape = options.shape;
  70400. var holes = options.holes || [];
  70401. var depth = options.depth || 0;
  70402. var contours = [];
  70403. var hole = [];
  70404. for (var i = 0; i < shape.length; i++) {
  70405. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70406. }
  70407. var epsilon = 0.00000001;
  70408. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70409. contours.pop();
  70410. }
  70411. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70412. for (var hNb = 0; hNb < holes.length; hNb++) {
  70413. hole = [];
  70414. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70415. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70416. }
  70417. polygonTriangulation.addHole(hole);
  70418. }
  70419. var polygon = polygonTriangulation.build(options.updatable, depth);
  70420. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70421. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70422. vertexData.applyToMesh(polygon, options.updatable);
  70423. return polygon;
  70424. };
  70425. /**
  70426. * Creates an extruded polygon mesh, with depth in the Y direction.
  70427. * * 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)
  70428. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70429. * @param name defines the name of the mesh
  70430. * @param options defines the options used to create the mesh
  70431. * @param scene defines the hosting scene
  70432. * @returns the polygon mesh
  70433. */
  70434. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70435. return MeshBuilder.CreatePolygon(name, options, scene);
  70436. };
  70437. /**
  70438. * Creates a tube mesh.
  70439. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70440. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70441. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70442. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70443. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70444. * * 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)
  70445. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70446. * * 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
  70447. * * 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
  70448. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70449. * * 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
  70450. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70452. * @param name defines the name of the mesh
  70453. * @param options defines the options used to create the mesh
  70454. * @param scene defines the hosting scene
  70455. * @returns the tube mesh
  70456. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70457. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70458. */
  70459. MeshBuilder.CreateTube = function (name, options, scene) {
  70460. var path = options.path;
  70461. var instance = options.instance;
  70462. var radius = 1.0;
  70463. if (options.radius !== undefined) {
  70464. radius = options.radius;
  70465. }
  70466. else if (instance) {
  70467. radius = instance._creationDataStorage.radius;
  70468. }
  70469. var tessellation = options.tessellation || 64 | 0;
  70470. var radiusFunction = options.radiusFunction || null;
  70471. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70472. var invertUV = options.invertUV || false;
  70473. var updatable = options.updatable;
  70474. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70475. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70476. // tube geometry
  70477. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70478. var tangents = path3D.getTangents();
  70479. var normals = path3D.getNormals();
  70480. var distances = path3D.getDistances();
  70481. var pi2 = Math.PI * 2;
  70482. var step = pi2 / tessellation * arc;
  70483. var returnRadius = function () { return radius; };
  70484. var radiusFunctionFinal = radiusFunction || returnRadius;
  70485. var circlePath;
  70486. var rad;
  70487. var normal;
  70488. var rotated;
  70489. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70490. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70491. for (var i = 0; i < path.length; i++) {
  70492. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70493. circlePath = Array(); // current circle array
  70494. normal = normals[i]; // current normal
  70495. for (var t = 0; t < tessellation; t++) {
  70496. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70497. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70498. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70499. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70500. circlePath[t] = rotated;
  70501. }
  70502. circlePaths[index] = circlePath;
  70503. index++;
  70504. }
  70505. // cap
  70506. var capPath = function (nbPoints, pathIndex) {
  70507. var pointCap = Array();
  70508. for (var i = 0; i < nbPoints; i++) {
  70509. pointCap.push(path[pathIndex]);
  70510. }
  70511. return pointCap;
  70512. };
  70513. switch (cap) {
  70514. case BABYLON.Mesh.NO_CAP:
  70515. break;
  70516. case BABYLON.Mesh.CAP_START:
  70517. circlePaths[0] = capPath(tessellation, 0);
  70518. circlePaths[1] = circlePaths[2].slice(0);
  70519. break;
  70520. case BABYLON.Mesh.CAP_END:
  70521. circlePaths[index] = circlePaths[index - 1].slice(0);
  70522. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70523. break;
  70524. case BABYLON.Mesh.CAP_ALL:
  70525. circlePaths[0] = capPath(tessellation, 0);
  70526. circlePaths[1] = circlePaths[2].slice(0);
  70527. circlePaths[index] = circlePaths[index - 1].slice(0);
  70528. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70529. break;
  70530. default:
  70531. break;
  70532. }
  70533. return circlePaths;
  70534. };
  70535. var path3D;
  70536. var pathArray;
  70537. if (instance) { // tube update
  70538. var storage = instance._creationDataStorage;
  70539. var arc = options.arc || storage.arc;
  70540. path3D = storage.path3D.update(path);
  70541. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70542. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70543. // Update mode, no need to recreate the storage.
  70544. storage.path3D = path3D;
  70545. storage.pathArray = pathArray;
  70546. storage.arc = arc;
  70547. storage.radius = radius;
  70548. return instance;
  70549. }
  70550. // tube creation
  70551. path3D = new BABYLON.Path3D(path);
  70552. var newPathArray = new Array();
  70553. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70554. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70555. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70556. tube._creationDataStorage.pathArray = pathArray;
  70557. tube._creationDataStorage.path3D = path3D;
  70558. tube._creationDataStorage.tessellation = tessellation;
  70559. tube._creationDataStorage.cap = cap;
  70560. tube._creationDataStorage.arc = options.arc;
  70561. tube._creationDataStorage.radius = radius;
  70562. return tube;
  70563. };
  70564. /**
  70565. * Creates a polyhedron mesh
  70566. * * 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
  70567. * * The parameter `size` (positive float, default 1) sets the polygon size
  70568. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70569. * * 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`
  70570. * * 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
  70571. * * 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)`)
  70572. * * 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
  70573. * * 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
  70574. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70575. * * 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
  70576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70577. * @param name defines the name of the mesh
  70578. * @param options defines the options used to create the mesh
  70579. * @param scene defines the hosting scene
  70580. * @returns the polyhedron mesh
  70581. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70582. */
  70583. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70584. var polyhedron = new BABYLON.Mesh(name, scene);
  70585. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70586. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70587. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70588. vertexData.applyToMesh(polyhedron, options.updatable);
  70589. return polyhedron;
  70590. };
  70591. /**
  70592. * Creates a decal mesh.
  70593. * 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
  70594. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70595. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70596. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70597. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70598. * @param name defines the name of the mesh
  70599. * @param sourceMesh defines the mesh where the decal must be applied
  70600. * @param options defines the options used to create the mesh
  70601. * @param scene defines the hosting scene
  70602. * @returns the decal mesh
  70603. * @see https://doc.babylonjs.com/how_to/decals
  70604. */
  70605. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70606. var indices = sourceMesh.getIndices();
  70607. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70608. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70609. var position = options.position || BABYLON.Vector3.Zero();
  70610. var normal = options.normal || BABYLON.Vector3.Up();
  70611. var size = options.size || BABYLON.Vector3.One();
  70612. var angle = options.angle || 0;
  70613. // Getting correct rotation
  70614. if (!normal) {
  70615. var target = new BABYLON.Vector3(0, 0, 1);
  70616. var camera = sourceMesh.getScene().activeCamera;
  70617. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70618. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70619. }
  70620. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70621. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70622. var pitch = Math.atan2(normal.y, len);
  70623. // Matrix
  70624. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70625. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70626. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70627. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70628. var vertexData = new BABYLON.VertexData();
  70629. vertexData.indices = [];
  70630. vertexData.positions = [];
  70631. vertexData.normals = [];
  70632. vertexData.uvs = [];
  70633. var currentVertexDataIndex = 0;
  70634. var extractDecalVector3 = function (indexId) {
  70635. var result = new BABYLON.PositionNormalVertex();
  70636. if (!indices || !positions || !normals) {
  70637. return result;
  70638. }
  70639. var vertexId = indices[indexId];
  70640. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70641. // Send vector to decal local world
  70642. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70643. // Get normal
  70644. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70645. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70646. return result;
  70647. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70648. var clip = function (vertices, axis) {
  70649. if (vertices.length === 0) {
  70650. return vertices;
  70651. }
  70652. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70653. var clipVertices = function (v0, v1) {
  70654. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70655. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70656. };
  70657. var result = new Array();
  70658. for (var index = 0; index < vertices.length; index += 3) {
  70659. var v1Out;
  70660. var v2Out;
  70661. var v3Out;
  70662. var total = 0;
  70663. var nV1 = null;
  70664. var nV2 = null;
  70665. var nV3 = null;
  70666. var nV4 = null;
  70667. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70668. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70669. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70670. v1Out = d1 > 0;
  70671. v2Out = d2 > 0;
  70672. v3Out = d3 > 0;
  70673. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70674. switch (total) {
  70675. case 0:
  70676. result.push(vertices[index]);
  70677. result.push(vertices[index + 1]);
  70678. result.push(vertices[index + 2]);
  70679. break;
  70680. case 1:
  70681. if (v1Out) {
  70682. nV1 = vertices[index + 1];
  70683. nV2 = vertices[index + 2];
  70684. nV3 = clipVertices(vertices[index], nV1);
  70685. nV4 = clipVertices(vertices[index], nV2);
  70686. }
  70687. if (v2Out) {
  70688. nV1 = vertices[index];
  70689. nV2 = vertices[index + 2];
  70690. nV3 = clipVertices(vertices[index + 1], nV1);
  70691. nV4 = clipVertices(vertices[index + 1], nV2);
  70692. result.push(nV3);
  70693. result.push(nV2.clone());
  70694. result.push(nV1.clone());
  70695. result.push(nV2.clone());
  70696. result.push(nV3.clone());
  70697. result.push(nV4);
  70698. break;
  70699. }
  70700. if (v3Out) {
  70701. nV1 = vertices[index];
  70702. nV2 = vertices[index + 1];
  70703. nV3 = clipVertices(vertices[index + 2], nV1);
  70704. nV4 = clipVertices(vertices[index + 2], nV2);
  70705. }
  70706. if (nV1 && nV2 && nV3 && nV4) {
  70707. result.push(nV1.clone());
  70708. result.push(nV2.clone());
  70709. result.push(nV3);
  70710. result.push(nV4);
  70711. result.push(nV3.clone());
  70712. result.push(nV2.clone());
  70713. }
  70714. break;
  70715. case 2:
  70716. if (!v1Out) {
  70717. nV1 = vertices[index].clone();
  70718. nV2 = clipVertices(nV1, vertices[index + 1]);
  70719. nV3 = clipVertices(nV1, vertices[index + 2]);
  70720. result.push(nV1);
  70721. result.push(nV2);
  70722. result.push(nV3);
  70723. }
  70724. if (!v2Out) {
  70725. nV1 = vertices[index + 1].clone();
  70726. nV2 = clipVertices(nV1, vertices[index + 2]);
  70727. nV3 = clipVertices(nV1, vertices[index]);
  70728. result.push(nV1);
  70729. result.push(nV2);
  70730. result.push(nV3);
  70731. }
  70732. if (!v3Out) {
  70733. nV1 = vertices[index + 2].clone();
  70734. nV2 = clipVertices(nV1, vertices[index]);
  70735. nV3 = clipVertices(nV1, vertices[index + 1]);
  70736. result.push(nV1);
  70737. result.push(nV2);
  70738. result.push(nV3);
  70739. }
  70740. break;
  70741. case 3:
  70742. break;
  70743. }
  70744. }
  70745. return result;
  70746. };
  70747. for (var index = 0; index < indices.length; index += 3) {
  70748. var faceVertices = new Array();
  70749. faceVertices.push(extractDecalVector3(index));
  70750. faceVertices.push(extractDecalVector3(index + 1));
  70751. faceVertices.push(extractDecalVector3(index + 2));
  70752. // Clip
  70753. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70754. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70755. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70756. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70757. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70758. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70759. if (faceVertices.length === 0) {
  70760. continue;
  70761. }
  70762. // Add UVs and get back to world
  70763. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70764. var vertex = faceVertices[vIndex];
  70765. //TODO check for Int32Array | Uint32Array | Uint16Array
  70766. vertexData.indices.push(currentVertexDataIndex);
  70767. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70768. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70769. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70770. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70771. currentVertexDataIndex++;
  70772. }
  70773. }
  70774. // Return mesh
  70775. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70776. vertexData.applyToMesh(decal);
  70777. decal.position = position.clone();
  70778. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70779. return decal;
  70780. };
  70781. // Privates
  70782. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70783. // extrusion geometry
  70784. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70785. var tangents = path3D.getTangents();
  70786. var normals = path3D.getNormals();
  70787. var binormals = path3D.getBinormals();
  70788. var distances = path3D.getDistances();
  70789. var angle = 0;
  70790. var returnScale = function () { return scale !== null ? scale : 1; };
  70791. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70792. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70793. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70794. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70795. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70796. for (var i = 0; i < curve.length; i++) {
  70797. var shapePath = new Array();
  70798. var angleStep = rotate(i, distances[i]);
  70799. var scaleRatio = scl(i, distances[i]);
  70800. for (var p = 0; p < shape.length; p++) {
  70801. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70802. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70803. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70804. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70805. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70806. shapePath[p] = rotated;
  70807. }
  70808. shapePaths[index] = shapePath;
  70809. angle += angleStep;
  70810. index++;
  70811. }
  70812. // cap
  70813. var capPath = function (shapePath) {
  70814. var pointCap = Array();
  70815. var barycenter = BABYLON.Vector3.Zero();
  70816. var i;
  70817. for (i = 0; i < shapePath.length; i++) {
  70818. barycenter.addInPlace(shapePath[i]);
  70819. }
  70820. barycenter.scaleInPlace(1.0 / shapePath.length);
  70821. for (i = 0; i < shapePath.length; i++) {
  70822. pointCap.push(barycenter);
  70823. }
  70824. return pointCap;
  70825. };
  70826. switch (cap) {
  70827. case BABYLON.Mesh.NO_CAP:
  70828. break;
  70829. case BABYLON.Mesh.CAP_START:
  70830. shapePaths[0] = capPath(shapePaths[2]);
  70831. shapePaths[1] = shapePaths[2];
  70832. break;
  70833. case BABYLON.Mesh.CAP_END:
  70834. shapePaths[index] = shapePaths[index - 1];
  70835. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70836. break;
  70837. case BABYLON.Mesh.CAP_ALL:
  70838. shapePaths[0] = capPath(shapePaths[2]);
  70839. shapePaths[1] = shapePaths[2];
  70840. shapePaths[index] = shapePaths[index - 1];
  70841. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70842. break;
  70843. default:
  70844. break;
  70845. }
  70846. return shapePaths;
  70847. };
  70848. var path3D;
  70849. var pathArray;
  70850. if (instance) { // instance update
  70851. var storage = instance._creationDataStorage;
  70852. path3D = storage.path3D.update(curve);
  70853. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70854. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70855. return instance;
  70856. }
  70857. // extruded shape creation
  70858. path3D = new BABYLON.Path3D(curve);
  70859. var newShapePaths = new Array();
  70860. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70861. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70862. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70863. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70864. extrudedGeneric._creationDataStorage.path3D = path3D;
  70865. extrudedGeneric._creationDataStorage.cap = cap;
  70866. return extrudedGeneric;
  70867. };
  70868. return MeshBuilder;
  70869. }());
  70870. BABYLON.MeshBuilder = MeshBuilder;
  70871. })(BABYLON || (BABYLON = {}));
  70872. //# sourceMappingURL=babylon.meshBuilder.js.map
  70873. var BABYLON;
  70874. (function (BABYLON) {
  70875. /**
  70876. * Draco compression (https://google.github.io/draco/)
  70877. *
  70878. * This class wraps the Draco module.
  70879. *
  70880. * **Encoder**
  70881. *
  70882. * The encoder is not currently implemented.
  70883. *
  70884. * **Decoder**
  70885. *
  70886. * 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.
  70887. *
  70888. * To update the configuration, use the following code:
  70889. * ```javascript
  70890. * BABYLON.DracoCompression.Configuration = {
  70891. * decoder: {
  70892. * wasmUrl: "<url to the WebAssembly library>",
  70893. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70894. * fallbackUrl: "<url to the fallback JavaScript library>",
  70895. * }
  70896. * };
  70897. * ```
  70898. *
  70899. * 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.
  70900. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70901. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70902. *
  70903. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70904. * ```javascript
  70905. * var dracoCompression = new BABYLON.DracoCompression();
  70906. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70907. * [BABYLON.VertexBuffer.PositionKind]: 0
  70908. * });
  70909. * ```
  70910. *
  70911. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70912. */
  70913. var DracoCompression = /** @class */ (function () {
  70914. /**
  70915. * Constructor
  70916. */
  70917. function DracoCompression() {
  70918. }
  70919. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70920. /**
  70921. * Returns true if the decoder is available.
  70922. */
  70923. get: function () {
  70924. if (typeof DracoDecoderModule !== "undefined") {
  70925. return true;
  70926. }
  70927. var decoder = DracoCompression.Configuration.decoder;
  70928. if (decoder) {
  70929. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70930. return true;
  70931. }
  70932. if (decoder.fallbackUrl) {
  70933. return true;
  70934. }
  70935. }
  70936. return false;
  70937. },
  70938. enumerable: true,
  70939. configurable: true
  70940. });
  70941. /**
  70942. * Stop all async operations and release resources.
  70943. */
  70944. DracoCompression.prototype.dispose = function () {
  70945. };
  70946. /**
  70947. * Decode Draco compressed mesh data to vertex data.
  70948. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70949. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70950. * @returns A promise that resolves with the decoded vertex data
  70951. */
  70952. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70953. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70954. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70955. var module = wrappedModule.module;
  70956. var vertexData = new BABYLON.VertexData();
  70957. var buffer = new module.DecoderBuffer();
  70958. buffer.Init(dataView, dataView.byteLength);
  70959. var decoder = new module.Decoder();
  70960. var geometry;
  70961. var status;
  70962. try {
  70963. var type = decoder.GetEncodedGeometryType(buffer);
  70964. switch (type) {
  70965. case module.TRIANGULAR_MESH:
  70966. geometry = new module.Mesh();
  70967. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70968. break;
  70969. case module.POINT_CLOUD:
  70970. geometry = new module.PointCloud();
  70971. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70972. break;
  70973. default:
  70974. throw new Error("Invalid geometry type " + type);
  70975. }
  70976. if (!status.ok() || !geometry.ptr) {
  70977. throw new Error(status.error_msg());
  70978. }
  70979. var numPoints = geometry.num_points();
  70980. if (type === module.TRIANGULAR_MESH) {
  70981. var numFaces = geometry.num_faces();
  70982. var faceIndices = new module.DracoInt32Array();
  70983. try {
  70984. var indices = new Uint32Array(numFaces * 3);
  70985. for (var i = 0; i < numFaces; i++) {
  70986. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70987. var offset = i * 3;
  70988. indices[offset + 0] = faceIndices.GetValue(0);
  70989. indices[offset + 1] = faceIndices.GetValue(1);
  70990. indices[offset + 2] = faceIndices.GetValue(2);
  70991. }
  70992. vertexData.indices = indices;
  70993. }
  70994. finally {
  70995. module.destroy(faceIndices);
  70996. }
  70997. }
  70998. for (var kind in attributes) {
  70999. var uniqueId = attributes[kind];
  71000. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71001. var dracoData = new module.DracoFloat32Array();
  71002. try {
  71003. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71004. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71005. for (var i = 0; i < babylonData.length; i++) {
  71006. babylonData[i] = dracoData.GetValue(i);
  71007. }
  71008. vertexData.set(babylonData, kind);
  71009. }
  71010. finally {
  71011. module.destroy(dracoData);
  71012. }
  71013. }
  71014. }
  71015. finally {
  71016. if (geometry) {
  71017. module.destroy(geometry);
  71018. }
  71019. module.destroy(decoder);
  71020. module.destroy(buffer);
  71021. }
  71022. return vertexData;
  71023. });
  71024. };
  71025. DracoCompression._GetDecoderModule = function () {
  71026. if (!DracoCompression._DecoderModulePromise) {
  71027. var promise = null;
  71028. var config_1 = {};
  71029. if (typeof DracoDecoderModule !== "undefined") {
  71030. promise = Promise.resolve();
  71031. }
  71032. else {
  71033. var decoder = DracoCompression.Configuration.decoder;
  71034. if (decoder) {
  71035. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71036. promise = Promise.all([
  71037. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71038. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71039. config_1.wasmBinary = data;
  71040. })
  71041. ]);
  71042. }
  71043. else if (decoder.fallbackUrl) {
  71044. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71045. }
  71046. }
  71047. }
  71048. if (!promise) {
  71049. throw new Error("Draco decoder module is not available");
  71050. }
  71051. DracoCompression._DecoderModulePromise = promise.then(function () {
  71052. return new Promise(function (resolve) {
  71053. config_1.onModuleLoaded = function (decoderModule) {
  71054. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71055. resolve({ module: decoderModule });
  71056. };
  71057. DracoDecoderModule(config_1);
  71058. });
  71059. });
  71060. }
  71061. return DracoCompression._DecoderModulePromise;
  71062. };
  71063. DracoCompression._LoadScriptAsync = function (url) {
  71064. return new Promise(function (resolve, reject) {
  71065. BABYLON.Tools.LoadScript(url, function () {
  71066. resolve();
  71067. }, function (message) {
  71068. reject(new Error(message));
  71069. });
  71070. });
  71071. };
  71072. DracoCompression._LoadFileAsync = function (url) {
  71073. return new Promise(function (resolve, reject) {
  71074. BABYLON.Tools.LoadFile(url, function (data) {
  71075. resolve(data);
  71076. }, undefined, undefined, true, function (request, exception) {
  71077. reject(exception);
  71078. });
  71079. });
  71080. };
  71081. /**
  71082. * The configuration. Defaults to the following urls:
  71083. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71084. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71085. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71086. */
  71087. DracoCompression.Configuration = {
  71088. decoder: {
  71089. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71090. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71091. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71092. }
  71093. };
  71094. return DracoCompression;
  71095. }());
  71096. BABYLON.DracoCompression = DracoCompression;
  71097. })(BABYLON || (BABYLON = {}));
  71098. //# sourceMappingURL=babylon.dracoCompression.js.map
  71099. var BABYLON;
  71100. (function (BABYLON) {
  71101. // Sets the default audio engine to Babylon.js
  71102. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71103. /**
  71104. * This represents the default audio engine used in babylon.
  71105. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71106. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71107. */
  71108. var AudioEngine = /** @class */ (function () {
  71109. /**
  71110. * Instantiates a new audio engine.
  71111. *
  71112. * There should be only one per page as some browsers restrict the number
  71113. * of audio contexts you can create.
  71114. * @param hostElement defines the host element where to display the mute icon if necessary
  71115. */
  71116. function AudioEngine(hostElement) {
  71117. if (hostElement === void 0) { hostElement = null; }
  71118. var _this = this;
  71119. this._audioContext = null;
  71120. this._audioContextInitialized = false;
  71121. this._muteButton = null;
  71122. /**
  71123. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71124. */
  71125. this.canUseWebAudio = false;
  71126. /**
  71127. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71128. * @ignoreNaming
  71129. */
  71130. this.WarnedWebAudioUnsupported = false;
  71131. /**
  71132. * Gets whether or not mp3 are supported by your browser.
  71133. */
  71134. this.isMP3supported = false;
  71135. /**
  71136. * Gets whether or not ogg are supported by your browser.
  71137. */
  71138. this.isOGGsupported = false;
  71139. /**
  71140. * Gets whether audio has been unlocked on the device.
  71141. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71142. * a user interaction has happened.
  71143. */
  71144. this.unlocked = true;
  71145. /**
  71146. * Defines if the audio engine relies on a custom unlocked button.
  71147. * In this case, the embedded button will not be displayed.
  71148. */
  71149. this.useCustomUnlockedButton = false;
  71150. /**
  71151. * Event raised when audio has been unlocked on the browser.
  71152. */
  71153. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71154. /**
  71155. * Event raised when audio has been locked on the browser.
  71156. */
  71157. this.onAudioLockedObservable = new BABYLON.Observable();
  71158. this._tryToRun = false;
  71159. this._onResize = function () {
  71160. _this._moveButtonToTopLeft();
  71161. };
  71162. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71163. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71164. this.canUseWebAudio = true;
  71165. }
  71166. var audioElem = document.createElement('audio');
  71167. this._hostElement = hostElement;
  71168. try {
  71169. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71170. this.isMP3supported = true;
  71171. }
  71172. }
  71173. catch (e) {
  71174. // protect error during capability check.
  71175. }
  71176. try {
  71177. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71178. this.isOGGsupported = true;
  71179. }
  71180. }
  71181. catch (e) {
  71182. // protect error during capability check.
  71183. }
  71184. }
  71185. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71186. /**
  71187. * Gets the current AudioContext if available.
  71188. */
  71189. get: function () {
  71190. if (!this._audioContextInitialized) {
  71191. this._initializeAudioContext();
  71192. }
  71193. else {
  71194. if (!this.unlocked && !this._muteButton) {
  71195. this._displayMuteButton();
  71196. }
  71197. }
  71198. return this._audioContext;
  71199. },
  71200. enumerable: true,
  71201. configurable: true
  71202. });
  71203. /**
  71204. * Flags the audio engine in Locked state.
  71205. * This happens due to new browser policies preventing audio to autoplay.
  71206. */
  71207. AudioEngine.prototype.lock = function () {
  71208. this._triggerSuspendedState();
  71209. };
  71210. /**
  71211. * Unlocks the audio engine once a user action has been done on the dom.
  71212. * This is helpful to resume play once browser policies have been satisfied.
  71213. */
  71214. AudioEngine.prototype.unlock = function () {
  71215. this._triggerRunningState();
  71216. };
  71217. AudioEngine.prototype._resumeAudioContext = function () {
  71218. var result;
  71219. if (this._audioContext.resume) {
  71220. result = this._audioContext.resume();
  71221. }
  71222. return result || Promise.resolve();
  71223. };
  71224. AudioEngine.prototype._initializeAudioContext = function () {
  71225. try {
  71226. if (this.canUseWebAudio) {
  71227. this._audioContext = new AudioContext();
  71228. // create a global volume gain node
  71229. this.masterGain = this._audioContext.createGain();
  71230. this.masterGain.gain.value = 1;
  71231. this.masterGain.connect(this._audioContext.destination);
  71232. this._audioContextInitialized = true;
  71233. if (this._audioContext.state === "running") {
  71234. // Do not wait for the promise to unlock.
  71235. this._triggerRunningState();
  71236. }
  71237. }
  71238. }
  71239. catch (e) {
  71240. this.canUseWebAudio = false;
  71241. BABYLON.Tools.Error("Web Audio: " + e.message);
  71242. }
  71243. };
  71244. AudioEngine.prototype._triggerRunningState = function () {
  71245. var _this = this;
  71246. if (this._tryToRun) {
  71247. return;
  71248. }
  71249. this._tryToRun = true;
  71250. this._resumeAudioContext()
  71251. .then(function () {
  71252. _this._tryToRun = false;
  71253. if (_this._muteButton) {
  71254. _this._hideMuteButton();
  71255. }
  71256. }).catch(function () {
  71257. _this._tryToRun = false;
  71258. _this.unlocked = false;
  71259. });
  71260. // Notify users that the audio stack is unlocked/unmuted
  71261. this.unlocked = true;
  71262. this.onAudioUnlockedObservable.notifyObservers(this);
  71263. };
  71264. AudioEngine.prototype._triggerSuspendedState = function () {
  71265. this.unlocked = false;
  71266. this.onAudioLockedObservable.notifyObservers(this);
  71267. this._displayMuteButton();
  71268. };
  71269. AudioEngine.prototype._displayMuteButton = function () {
  71270. var _this = this;
  71271. if (this.useCustomUnlockedButton) {
  71272. return;
  71273. }
  71274. this._muteButton = document.createElement("BUTTON");
  71275. this._muteButton.className = "babylonUnmuteIcon";
  71276. this._muteButton.id = "babylonUnmuteIconBtn";
  71277. this._muteButton.title = "Unmute";
  71278. 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) }";
  71279. var style = document.createElement('style');
  71280. style.appendChild(document.createTextNode(css));
  71281. document.getElementsByTagName('head')[0].appendChild(style);
  71282. document.body.appendChild(this._muteButton);
  71283. this._moveButtonToTopLeft();
  71284. this._muteButton.addEventListener('touchend', function () {
  71285. _this._triggerRunningState();
  71286. }, true);
  71287. this._muteButton.addEventListener('click', function () {
  71288. _this._triggerRunningState();
  71289. }, true);
  71290. window.addEventListener("resize", this._onResize);
  71291. };
  71292. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71293. if (this._hostElement && this._muteButton) {
  71294. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71295. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71296. }
  71297. };
  71298. AudioEngine.prototype._hideMuteButton = function () {
  71299. if (this._muteButton) {
  71300. document.body.removeChild(this._muteButton);
  71301. this._muteButton = null;
  71302. }
  71303. };
  71304. /**
  71305. * Destroy and release the resources associated with the audio ccontext.
  71306. */
  71307. AudioEngine.prototype.dispose = function () {
  71308. if (this.canUseWebAudio && this._audioContextInitialized) {
  71309. if (this._connectedAnalyser && this._audioContext) {
  71310. this._connectedAnalyser.stopDebugCanvas();
  71311. this._connectedAnalyser.dispose();
  71312. this.masterGain.disconnect();
  71313. this.masterGain.connect(this._audioContext.destination);
  71314. this._connectedAnalyser = null;
  71315. }
  71316. this.masterGain.gain.value = 1;
  71317. }
  71318. this.WarnedWebAudioUnsupported = false;
  71319. this._hideMuteButton();
  71320. window.removeEventListener("resize", this._onResize);
  71321. this.onAudioUnlockedObservable.clear();
  71322. this.onAudioLockedObservable.clear();
  71323. };
  71324. /**
  71325. * Gets the global volume sets on the master gain.
  71326. * @returns the global volume if set or -1 otherwise
  71327. */
  71328. AudioEngine.prototype.getGlobalVolume = function () {
  71329. if (this.canUseWebAudio && this._audioContextInitialized) {
  71330. return this.masterGain.gain.value;
  71331. }
  71332. else {
  71333. return -1;
  71334. }
  71335. };
  71336. /**
  71337. * Sets the global volume of your experience (sets on the master gain).
  71338. * @param newVolume Defines the new global volume of the application
  71339. */
  71340. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71341. if (this.canUseWebAudio && this._audioContextInitialized) {
  71342. this.masterGain.gain.value = newVolume;
  71343. }
  71344. };
  71345. /**
  71346. * Connect the audio engine to an audio analyser allowing some amazing
  71347. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71348. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71349. * @param analyser The analyser to connect to the engine
  71350. */
  71351. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71352. if (this._connectedAnalyser) {
  71353. this._connectedAnalyser.stopDebugCanvas();
  71354. }
  71355. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71356. this._connectedAnalyser = analyser;
  71357. this.masterGain.disconnect();
  71358. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71359. }
  71360. };
  71361. return AudioEngine;
  71362. }());
  71363. BABYLON.AudioEngine = AudioEngine;
  71364. })(BABYLON || (BABYLON = {}));
  71365. //# sourceMappingURL=babylon.audioEngine.js.map
  71366. var BABYLON;
  71367. (function (BABYLON) {
  71368. /**
  71369. * Defines a sound that can be played in the application.
  71370. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71371. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71372. */
  71373. var Sound = /** @class */ (function () {
  71374. /**
  71375. * Create a sound and attach it to a scene
  71376. * @param name Name of your sound
  71377. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71378. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71379. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71380. */
  71381. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71382. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71383. var _this = this;
  71384. /**
  71385. * Does the sound autoplay once loaded.
  71386. */
  71387. this.autoplay = false;
  71388. /**
  71389. * Does the sound loop after it finishes playing once.
  71390. */
  71391. this.loop = false;
  71392. /**
  71393. * Does the sound use a custom attenuation curve to simulate the falloff
  71394. * happening when the source gets further away from the camera.
  71395. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71396. */
  71397. this.useCustomAttenuation = false;
  71398. /**
  71399. * Is this sound currently played.
  71400. */
  71401. this.isPlaying = false;
  71402. /**
  71403. * Is this sound currently paused.
  71404. */
  71405. this.isPaused = false;
  71406. /**
  71407. * Does this sound enables spatial sound.
  71408. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71409. */
  71410. this.spatialSound = false;
  71411. /**
  71412. * Define the reference distance the sound should be heard perfectly.
  71413. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71414. */
  71415. this.refDistance = 1;
  71416. /**
  71417. * Define the roll off factor of spatial sounds.
  71418. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71419. */
  71420. this.rolloffFactor = 1;
  71421. /**
  71422. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71423. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71424. */
  71425. this.maxDistance = 100;
  71426. /**
  71427. * Define the distance attenuation model the sound will follow.
  71428. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71429. */
  71430. this.distanceModel = "linear";
  71431. /**
  71432. * Observable event when the current playing sound finishes.
  71433. */
  71434. this.onEndedObservable = new BABYLON.Observable();
  71435. this._panningModel = "equalpower";
  71436. this._playbackRate = 1;
  71437. this._streaming = false;
  71438. this._startTime = 0;
  71439. this._startOffset = 0;
  71440. this._position = BABYLON.Vector3.Zero();
  71441. /** @hidden */
  71442. this._positionInEmitterSpace = false;
  71443. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71444. this._volume = 1;
  71445. this._isReadyToPlay = false;
  71446. this._isDirectional = false;
  71447. // Used if you'd like to create a directional sound.
  71448. // If not set, the sound will be omnidirectional
  71449. this._coneInnerAngle = 360;
  71450. this._coneOuterAngle = 360;
  71451. this._coneOuterGain = 0;
  71452. this._isOutputConnected = false;
  71453. this._urlType = "Unknown";
  71454. this.name = name;
  71455. this._scene = scene;
  71456. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71457. if (!compo) {
  71458. compo = new BABYLON.AudioSceneComponent(scene);
  71459. scene._addComponent(compo);
  71460. }
  71461. this._readyToPlayCallback = readyToPlayCallback;
  71462. // Default custom attenuation function is a linear attenuation
  71463. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71464. if (currentDistance < maxDistance) {
  71465. return currentVolume * (1 - currentDistance / maxDistance);
  71466. }
  71467. else {
  71468. return 0;
  71469. }
  71470. };
  71471. if (options) {
  71472. this.autoplay = options.autoplay || false;
  71473. this.loop = options.loop || false;
  71474. // if volume === 0, we need another way to check this option
  71475. if (options.volume !== undefined) {
  71476. this._volume = options.volume;
  71477. }
  71478. this.spatialSound = options.spatialSound || false;
  71479. this.maxDistance = options.maxDistance || 100;
  71480. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71481. this.rolloffFactor = options.rolloffFactor || 1;
  71482. this.refDistance = options.refDistance || 1;
  71483. this.distanceModel = options.distanceModel || "linear";
  71484. this._playbackRate = options.playbackRate || 1;
  71485. this._streaming = options.streaming || false;
  71486. }
  71487. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71488. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71489. this._soundGain.gain.value = this._volume;
  71490. this._inputAudioNode = this._soundGain;
  71491. this._outputAudioNode = this._soundGain;
  71492. if (this.spatialSound) {
  71493. this._createSpatialParameters();
  71494. }
  71495. this._scene.mainSoundTrack.AddSound(this);
  71496. var validParameter = true;
  71497. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71498. if (urlOrArrayBuffer) {
  71499. try {
  71500. if (typeof (urlOrArrayBuffer) === "string") {
  71501. this._urlType = "String";
  71502. }
  71503. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71504. this._urlType = "ArrayBuffer";
  71505. }
  71506. else if (urlOrArrayBuffer instanceof MediaStream) {
  71507. this._urlType = "MediaStream";
  71508. }
  71509. else if (Array.isArray(urlOrArrayBuffer)) {
  71510. this._urlType = "Array";
  71511. }
  71512. var urls = [];
  71513. var codecSupportedFound = false;
  71514. switch (this._urlType) {
  71515. case "MediaStream":
  71516. this._streaming = true;
  71517. this._isReadyToPlay = true;
  71518. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71519. if (this.autoplay) {
  71520. this.play();
  71521. }
  71522. if (this._readyToPlayCallback) {
  71523. this._readyToPlayCallback();
  71524. }
  71525. break;
  71526. case "ArrayBuffer":
  71527. if (urlOrArrayBuffer.byteLength > 0) {
  71528. codecSupportedFound = true;
  71529. this._soundLoaded(urlOrArrayBuffer);
  71530. }
  71531. break;
  71532. case "String":
  71533. urls.push(urlOrArrayBuffer);
  71534. case "Array":
  71535. if (urls.length === 0) {
  71536. urls = urlOrArrayBuffer;
  71537. }
  71538. // If we found a supported format, we load it immediately and stop the loop
  71539. for (var i = 0; i < urls.length; i++) {
  71540. var url = urls[i];
  71541. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71542. codecSupportedFound = true;
  71543. }
  71544. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71545. codecSupportedFound = true;
  71546. }
  71547. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71548. codecSupportedFound = true;
  71549. }
  71550. if (url.indexOf("blob:") !== -1) {
  71551. codecSupportedFound = true;
  71552. }
  71553. if (codecSupportedFound) {
  71554. // Loading sound using XHR2
  71555. if (!this._streaming) {
  71556. this._scene._loadFile(url, function (data) {
  71557. _this._soundLoaded(data);
  71558. }, undefined, true, true, function (exception) {
  71559. if (exception) {
  71560. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71561. }
  71562. BABYLON.Tools.Error("Sound creation aborted.");
  71563. _this._scene.mainSoundTrack.RemoveSound(_this);
  71564. });
  71565. }
  71566. // Streaming sound using HTML5 Audio tag
  71567. else {
  71568. this._htmlAudioElement = new Audio(url);
  71569. this._htmlAudioElement.controls = false;
  71570. this._htmlAudioElement.loop = this.loop;
  71571. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71572. this._htmlAudioElement.preload = "auto";
  71573. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71574. _this._isReadyToPlay = true;
  71575. if (_this.autoplay) {
  71576. _this.play();
  71577. }
  71578. if (_this._readyToPlayCallback) {
  71579. _this._readyToPlayCallback();
  71580. }
  71581. });
  71582. document.body.appendChild(this._htmlAudioElement);
  71583. this._htmlAudioElement.load();
  71584. }
  71585. break;
  71586. }
  71587. }
  71588. break;
  71589. default:
  71590. validParameter = false;
  71591. break;
  71592. }
  71593. if (!validParameter) {
  71594. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71595. }
  71596. else {
  71597. if (!codecSupportedFound) {
  71598. this._isReadyToPlay = true;
  71599. // Simulating a ready to play event to avoid breaking code path
  71600. if (this._readyToPlayCallback) {
  71601. window.setTimeout(function () {
  71602. if (_this._readyToPlayCallback) {
  71603. _this._readyToPlayCallback();
  71604. }
  71605. }, 1000);
  71606. }
  71607. }
  71608. }
  71609. }
  71610. catch (ex) {
  71611. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71612. this._scene.mainSoundTrack.RemoveSound(this);
  71613. }
  71614. }
  71615. }
  71616. else {
  71617. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71618. this._scene.mainSoundTrack.AddSound(this);
  71619. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71620. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71621. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71622. }
  71623. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71624. if (this._readyToPlayCallback) {
  71625. window.setTimeout(function () {
  71626. if (_this._readyToPlayCallback) {
  71627. _this._readyToPlayCallback();
  71628. }
  71629. }, 1000);
  71630. }
  71631. }
  71632. }
  71633. /**
  71634. * Release the sound and its associated resources
  71635. */
  71636. Sound.prototype.dispose = function () {
  71637. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71638. if (this.isPlaying) {
  71639. this.stop();
  71640. }
  71641. this._isReadyToPlay = false;
  71642. if (this.soundTrackId === -1) {
  71643. this._scene.mainSoundTrack.RemoveSound(this);
  71644. }
  71645. else if (this._scene.soundTracks) {
  71646. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71647. }
  71648. if (this._soundGain) {
  71649. this._soundGain.disconnect();
  71650. this._soundGain = null;
  71651. }
  71652. if (this._soundPanner) {
  71653. this._soundPanner.disconnect();
  71654. this._soundPanner = null;
  71655. }
  71656. if (this._soundSource) {
  71657. this._soundSource.disconnect();
  71658. this._soundSource = null;
  71659. }
  71660. this._audioBuffer = null;
  71661. if (this._htmlAudioElement) {
  71662. this._htmlAudioElement.pause();
  71663. this._htmlAudioElement.src = "";
  71664. document.body.removeChild(this._htmlAudioElement);
  71665. }
  71666. if (this._streamingSource) {
  71667. this._streamingSource.disconnect();
  71668. }
  71669. if (this._connectedTransformNode && this._registerFunc) {
  71670. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71671. this._connectedTransformNode = null;
  71672. }
  71673. }
  71674. };
  71675. /**
  71676. * Gets if the sounds is ready to be played or not.
  71677. * @returns true if ready, otherwise false
  71678. */
  71679. Sound.prototype.isReady = function () {
  71680. return this._isReadyToPlay;
  71681. };
  71682. Sound.prototype._soundLoaded = function (audioData) {
  71683. var _this = this;
  71684. if (!BABYLON.Engine.audioEngine.audioContext) {
  71685. return;
  71686. }
  71687. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71688. _this._audioBuffer = buffer;
  71689. _this._isReadyToPlay = true;
  71690. if (_this.autoplay) {
  71691. _this.play();
  71692. }
  71693. if (_this._readyToPlayCallback) {
  71694. _this._readyToPlayCallback();
  71695. }
  71696. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71697. };
  71698. /**
  71699. * Sets the data of the sound from an audiobuffer
  71700. * @param audioBuffer The audioBuffer containing the data
  71701. */
  71702. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71703. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71704. this._audioBuffer = audioBuffer;
  71705. this._isReadyToPlay = true;
  71706. }
  71707. };
  71708. /**
  71709. * Updates the current sounds options such as maxdistance, loop...
  71710. * @param options A JSON object containing values named as the object properties
  71711. */
  71712. Sound.prototype.updateOptions = function (options) {
  71713. if (options) {
  71714. this.loop = options.loop || this.loop;
  71715. this.maxDistance = options.maxDistance || this.maxDistance;
  71716. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71717. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71718. this.refDistance = options.refDistance || this.refDistance;
  71719. this.distanceModel = options.distanceModel || this.distanceModel;
  71720. this._playbackRate = options.playbackRate || this._playbackRate;
  71721. this._updateSpatialParameters();
  71722. if (this.isPlaying) {
  71723. if (this._streaming && this._htmlAudioElement) {
  71724. this._htmlAudioElement.playbackRate = this._playbackRate;
  71725. }
  71726. else {
  71727. if (this._soundSource) {
  71728. this._soundSource.playbackRate.value = this._playbackRate;
  71729. }
  71730. }
  71731. }
  71732. }
  71733. };
  71734. Sound.prototype._createSpatialParameters = function () {
  71735. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71736. if (this._scene.headphone) {
  71737. this._panningModel = "HRTF";
  71738. }
  71739. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71740. this._updateSpatialParameters();
  71741. this._soundPanner.connect(this._outputAudioNode);
  71742. this._inputAudioNode = this._soundPanner;
  71743. }
  71744. };
  71745. Sound.prototype._updateSpatialParameters = function () {
  71746. if (this.spatialSound && this._soundPanner) {
  71747. if (this.useCustomAttenuation) {
  71748. // Tricks to disable in a way embedded Web Audio attenuation
  71749. this._soundPanner.distanceModel = "linear";
  71750. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71751. this._soundPanner.refDistance = 1;
  71752. this._soundPanner.rolloffFactor = 1;
  71753. this._soundPanner.panningModel = this._panningModel;
  71754. }
  71755. else {
  71756. this._soundPanner.distanceModel = this.distanceModel;
  71757. this._soundPanner.maxDistance = this.maxDistance;
  71758. this._soundPanner.refDistance = this.refDistance;
  71759. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71760. this._soundPanner.panningModel = this._panningModel;
  71761. }
  71762. }
  71763. };
  71764. /**
  71765. * Switch the panning model to HRTF:
  71766. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71767. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71768. */
  71769. Sound.prototype.switchPanningModelToHRTF = function () {
  71770. this._panningModel = "HRTF";
  71771. this._switchPanningModel();
  71772. };
  71773. /**
  71774. * Switch the panning model to Equal Power:
  71775. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71776. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71777. */
  71778. Sound.prototype.switchPanningModelToEqualPower = function () {
  71779. this._panningModel = "equalpower";
  71780. this._switchPanningModel();
  71781. };
  71782. Sound.prototype._switchPanningModel = function () {
  71783. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71784. this._soundPanner.panningModel = this._panningModel;
  71785. }
  71786. };
  71787. /**
  71788. * Connect this sound to a sound track audio node like gain...
  71789. * @param soundTrackAudioNode the sound track audio node to connect to
  71790. */
  71791. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71792. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71793. if (this._isOutputConnected) {
  71794. this._outputAudioNode.disconnect();
  71795. }
  71796. this._outputAudioNode.connect(soundTrackAudioNode);
  71797. this._isOutputConnected = true;
  71798. }
  71799. };
  71800. /**
  71801. * Transform this sound into a directional source
  71802. * @param coneInnerAngle Size of the inner cone in degree
  71803. * @param coneOuterAngle Size of the outer cone in degree
  71804. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71805. */
  71806. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71807. if (coneOuterAngle < coneInnerAngle) {
  71808. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71809. return;
  71810. }
  71811. this._coneInnerAngle = coneInnerAngle;
  71812. this._coneOuterAngle = coneOuterAngle;
  71813. this._coneOuterGain = coneOuterGain;
  71814. this._isDirectional = true;
  71815. if (this.isPlaying && this.loop) {
  71816. this.stop();
  71817. this.play();
  71818. }
  71819. };
  71820. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71821. /**
  71822. * Gets or sets the inner angle for the directional cone.
  71823. */
  71824. get: function () {
  71825. return this._coneInnerAngle;
  71826. },
  71827. /**
  71828. * Gets or sets the inner angle for the directional cone.
  71829. */
  71830. set: function (value) {
  71831. if (value != this._coneInnerAngle) {
  71832. if (this._coneOuterAngle < value) {
  71833. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71834. return;
  71835. }
  71836. this._coneInnerAngle = value;
  71837. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71838. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71839. }
  71840. }
  71841. },
  71842. enumerable: true,
  71843. configurable: true
  71844. });
  71845. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71846. /**
  71847. * Gets or sets the outer angle for the directional cone.
  71848. */
  71849. get: function () {
  71850. return this._coneOuterAngle;
  71851. },
  71852. /**
  71853. * Gets or sets the outer angle for the directional cone.
  71854. */
  71855. set: function (value) {
  71856. if (value != this._coneOuterAngle) {
  71857. if (value < this._coneInnerAngle) {
  71858. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71859. return;
  71860. }
  71861. this._coneOuterAngle = value;
  71862. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71863. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71864. }
  71865. }
  71866. },
  71867. enumerable: true,
  71868. configurable: true
  71869. });
  71870. /**
  71871. * Sets the position of the emitter if spatial sound is enabled
  71872. * @param newPosition Defines the new posisiton
  71873. */
  71874. Sound.prototype.setPosition = function (newPosition) {
  71875. this._position = newPosition;
  71876. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71877. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71878. }
  71879. };
  71880. /**
  71881. * Sets the local direction of the emitter if spatial sound is enabled
  71882. * @param newLocalDirection Defines the new local direction
  71883. */
  71884. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71885. this._localDirection = newLocalDirection;
  71886. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71887. this._updateDirection();
  71888. }
  71889. };
  71890. Sound.prototype._updateDirection = function () {
  71891. if (!this._connectedTransformNode || !this._soundPanner) {
  71892. return;
  71893. }
  71894. var mat = this._connectedTransformNode.getWorldMatrix();
  71895. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71896. direction.normalize();
  71897. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71898. };
  71899. /** @hidden */
  71900. Sound.prototype.updateDistanceFromListener = function () {
  71901. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71902. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71903. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71904. }
  71905. };
  71906. /**
  71907. * Sets a new custom attenuation function for the sound.
  71908. * @param callback Defines the function used for the attenuation
  71909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71910. */
  71911. Sound.prototype.setAttenuationFunction = function (callback) {
  71912. this._customAttenuationFunction = callback;
  71913. };
  71914. /**
  71915. * Play the sound
  71916. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71917. * @param offset (optional) Start the sound setting it at a specific time
  71918. */
  71919. Sound.prototype.play = function (time, offset) {
  71920. var _this = this;
  71921. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71922. try {
  71923. if (this._startOffset < 0) {
  71924. time = -this._startOffset;
  71925. this._startOffset = 0;
  71926. }
  71927. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71928. if (!this._soundSource || !this._streamingSource) {
  71929. if (this.spatialSound && this._soundPanner) {
  71930. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71931. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71932. }
  71933. if (this._isDirectional) {
  71934. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71935. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71936. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71937. if (this._connectedTransformNode) {
  71938. this._updateDirection();
  71939. }
  71940. else {
  71941. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71942. }
  71943. }
  71944. }
  71945. }
  71946. if (this._streaming) {
  71947. if (!this._streamingSource) {
  71948. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71949. this._htmlAudioElement.onended = function () { _this._onended(); };
  71950. this._htmlAudioElement.playbackRate = this._playbackRate;
  71951. }
  71952. this._streamingSource.disconnect();
  71953. this._streamingSource.connect(this._inputAudioNode);
  71954. if (this._htmlAudioElement) {
  71955. // required to manage properly the new suspended default state of Chrome
  71956. // When the option 'streaming: true' is used, we need first to wait for
  71957. // the audio engine to be unlocked by a user gesture before trying to play
  71958. // an HTML Audio elememt
  71959. var tryToPlay = function () {
  71960. if (BABYLON.Engine.audioEngine.unlocked) {
  71961. var playPromise = _this._htmlAudioElement.play();
  71962. // In browsers that don’t yet support this functionality,
  71963. // playPromise won’t be defined.
  71964. if (playPromise !== undefined) {
  71965. playPromise.catch(function (error) {
  71966. // Automatic playback failed.
  71967. // Waiting for the audio engine to be unlocked by user click on unmute
  71968. BABYLON.Engine.audioEngine.lock();
  71969. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71970. });
  71971. }
  71972. }
  71973. else {
  71974. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71975. }
  71976. };
  71977. tryToPlay();
  71978. }
  71979. }
  71980. else {
  71981. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71982. this._soundSource.buffer = this._audioBuffer;
  71983. this._soundSource.connect(this._inputAudioNode);
  71984. this._soundSource.loop = this.loop;
  71985. this._soundSource.playbackRate.value = this._playbackRate;
  71986. this._soundSource.onended = function () { _this._onended(); };
  71987. if (this._soundSource.buffer) {
  71988. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71989. }
  71990. }
  71991. this._startTime = startTime;
  71992. this.isPlaying = true;
  71993. this.isPaused = false;
  71994. }
  71995. catch (ex) {
  71996. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71997. }
  71998. }
  71999. };
  72000. Sound.prototype._onended = function () {
  72001. this.isPlaying = false;
  72002. if (this.onended) {
  72003. this.onended();
  72004. }
  72005. this.onEndedObservable.notifyObservers(this);
  72006. };
  72007. /**
  72008. * Stop the sound
  72009. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72010. */
  72011. Sound.prototype.stop = function (time) {
  72012. if (this.isPlaying) {
  72013. if (this._streaming) {
  72014. if (this._htmlAudioElement) {
  72015. this._htmlAudioElement.pause();
  72016. // Test needed for Firefox or it will generate an Invalid State Error
  72017. if (this._htmlAudioElement.currentTime > 0) {
  72018. this._htmlAudioElement.currentTime = 0;
  72019. }
  72020. }
  72021. else {
  72022. this._streamingSource.disconnect();
  72023. }
  72024. }
  72025. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72026. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72027. this._soundSource.stop(stopTime);
  72028. this._soundSource.onended = function () { };
  72029. if (!this.isPaused) {
  72030. this._startOffset = 0;
  72031. }
  72032. }
  72033. this.isPlaying = false;
  72034. }
  72035. };
  72036. /**
  72037. * Put the sound in pause
  72038. */
  72039. Sound.prototype.pause = function () {
  72040. if (this.isPlaying) {
  72041. this.isPaused = true;
  72042. if (this._streaming) {
  72043. if (this._htmlAudioElement) {
  72044. this._htmlAudioElement.pause();
  72045. }
  72046. else {
  72047. this._streamingSource.disconnect();
  72048. }
  72049. }
  72050. else if (BABYLON.Engine.audioEngine.audioContext) {
  72051. this.stop(0);
  72052. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72053. }
  72054. }
  72055. };
  72056. /**
  72057. * Sets a dedicated volume for this sounds
  72058. * @param newVolume Define the new volume of the sound
  72059. * @param time Define in how long the sound should be at this value
  72060. */
  72061. Sound.prototype.setVolume = function (newVolume, time) {
  72062. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72063. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72064. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72065. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72066. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72067. }
  72068. else {
  72069. this._soundGain.gain.value = newVolume;
  72070. }
  72071. }
  72072. this._volume = newVolume;
  72073. };
  72074. /**
  72075. * Set the sound play back rate
  72076. * @param newPlaybackRate Define the playback rate the sound should be played at
  72077. */
  72078. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72079. this._playbackRate = newPlaybackRate;
  72080. if (this.isPlaying) {
  72081. if (this._streaming && this._htmlAudioElement) {
  72082. this._htmlAudioElement.playbackRate = this._playbackRate;
  72083. }
  72084. else if (this._soundSource) {
  72085. this._soundSource.playbackRate.value = this._playbackRate;
  72086. }
  72087. }
  72088. };
  72089. /**
  72090. * Gets the volume of the sound.
  72091. * @returns the volume of the sound
  72092. */
  72093. Sound.prototype.getVolume = function () {
  72094. return this._volume;
  72095. };
  72096. /**
  72097. * Attach the sound to a dedicated mesh
  72098. * @param transformNode The transform node to connect the sound with
  72099. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72100. */
  72101. Sound.prototype.attachToMesh = function (transformNode) {
  72102. var _this = this;
  72103. if (this._connectedTransformNode && this._registerFunc) {
  72104. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72105. this._registerFunc = null;
  72106. }
  72107. this._connectedTransformNode = transformNode;
  72108. if (!this.spatialSound) {
  72109. this.spatialSound = true;
  72110. this._createSpatialParameters();
  72111. if (this.isPlaying && this.loop) {
  72112. this.stop();
  72113. this.play();
  72114. }
  72115. }
  72116. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72117. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72118. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72119. };
  72120. /**
  72121. * Detach the sound from the previously attached mesh
  72122. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72123. */
  72124. Sound.prototype.detachFromMesh = function () {
  72125. if (this._connectedTransformNode && this._registerFunc) {
  72126. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72127. this._registerFunc = null;
  72128. this._connectedTransformNode = null;
  72129. }
  72130. };
  72131. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72132. if (!node.getBoundingInfo) {
  72133. return;
  72134. }
  72135. var mesh = node;
  72136. if (this._positionInEmitterSpace) {
  72137. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72138. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72139. }
  72140. else {
  72141. var boundingInfo = mesh.getBoundingInfo();
  72142. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72143. }
  72144. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72145. this._updateDirection();
  72146. }
  72147. };
  72148. /**
  72149. * Clone the current sound in the scene.
  72150. * @returns the new sound clone
  72151. */
  72152. Sound.prototype.clone = function () {
  72153. var _this = this;
  72154. if (!this._streaming) {
  72155. var setBufferAndRun = function () {
  72156. if (_this._isReadyToPlay) {
  72157. clonedSound._audioBuffer = _this.getAudioBuffer();
  72158. clonedSound._isReadyToPlay = true;
  72159. if (clonedSound.autoplay) {
  72160. clonedSound.play();
  72161. }
  72162. }
  72163. else {
  72164. window.setTimeout(setBufferAndRun, 300);
  72165. }
  72166. };
  72167. var currentOptions = {
  72168. autoplay: this.autoplay, loop: this.loop,
  72169. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72170. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72171. refDistance: this.refDistance, distanceModel: this.distanceModel
  72172. };
  72173. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72174. if (this.useCustomAttenuation) {
  72175. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72176. }
  72177. clonedSound.setPosition(this._position);
  72178. clonedSound.setPlaybackRate(this._playbackRate);
  72179. setBufferAndRun();
  72180. return clonedSound;
  72181. }
  72182. // Can't clone a streaming sound
  72183. else {
  72184. return null;
  72185. }
  72186. };
  72187. /**
  72188. * Gets the current underlying audio buffer containing the data
  72189. * @returns the audio buffer
  72190. */
  72191. Sound.prototype.getAudioBuffer = function () {
  72192. return this._audioBuffer;
  72193. };
  72194. /**
  72195. * Serializes the Sound in a JSON representation
  72196. * @returns the JSON representation of the sound
  72197. */
  72198. Sound.prototype.serialize = function () {
  72199. var serializationObject = {
  72200. name: this.name,
  72201. url: this.name,
  72202. autoplay: this.autoplay,
  72203. loop: this.loop,
  72204. volume: this._volume,
  72205. spatialSound: this.spatialSound,
  72206. maxDistance: this.maxDistance,
  72207. rolloffFactor: this.rolloffFactor,
  72208. refDistance: this.refDistance,
  72209. distanceModel: this.distanceModel,
  72210. playbackRate: this._playbackRate,
  72211. panningModel: this._panningModel,
  72212. soundTrackId: this.soundTrackId
  72213. };
  72214. if (this.spatialSound) {
  72215. if (this._connectedTransformNode) {
  72216. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72217. }
  72218. serializationObject.position = this._position.asArray();
  72219. serializationObject.refDistance = this.refDistance;
  72220. serializationObject.distanceModel = this.distanceModel;
  72221. serializationObject.isDirectional = this._isDirectional;
  72222. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72223. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72224. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72225. serializationObject.coneOuterGain = this._coneOuterGain;
  72226. }
  72227. return serializationObject;
  72228. };
  72229. /**
  72230. * Parse a JSON representation of a sound to innstantiate in a given scene
  72231. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72232. * @param scene Define the scene the new parsed sound should be created in
  72233. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72234. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72235. * @returns the newly parsed sound
  72236. */
  72237. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72238. var soundName = parsedSound.name;
  72239. var soundUrl;
  72240. if (parsedSound.url) {
  72241. soundUrl = rootUrl + parsedSound.url;
  72242. }
  72243. else {
  72244. soundUrl = rootUrl + soundName;
  72245. }
  72246. var options = {
  72247. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72248. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72249. rolloffFactor: parsedSound.rolloffFactor,
  72250. refDistance: parsedSound.refDistance,
  72251. distanceModel: parsedSound.distanceModel,
  72252. playbackRate: parsedSound.playbackRate
  72253. };
  72254. var newSound;
  72255. if (!sourceSound) {
  72256. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72257. scene._addPendingData(newSound);
  72258. }
  72259. else {
  72260. var setBufferAndRun = function () {
  72261. if (sourceSound._isReadyToPlay) {
  72262. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72263. newSound._isReadyToPlay = true;
  72264. if (newSound.autoplay) {
  72265. newSound.play();
  72266. }
  72267. }
  72268. else {
  72269. window.setTimeout(setBufferAndRun, 300);
  72270. }
  72271. };
  72272. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72273. setBufferAndRun();
  72274. }
  72275. if (parsedSound.position) {
  72276. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72277. newSound.setPosition(soundPosition);
  72278. }
  72279. if (parsedSound.isDirectional) {
  72280. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72281. if (parsedSound.localDirectionToMesh) {
  72282. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72283. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72284. }
  72285. }
  72286. if (parsedSound.connectedMeshId) {
  72287. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72288. if (connectedMesh) {
  72289. newSound.attachToMesh(connectedMesh);
  72290. }
  72291. }
  72292. return newSound;
  72293. };
  72294. return Sound;
  72295. }());
  72296. BABYLON.Sound = Sound;
  72297. })(BABYLON || (BABYLON = {}));
  72298. //# sourceMappingURL=babylon.sound.js.map
  72299. var BABYLON;
  72300. (function (BABYLON) {
  72301. /**
  72302. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72303. * It will be also used in a future release to apply effects on a specific track.
  72304. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72305. */
  72306. var SoundTrack = /** @class */ (function () {
  72307. /**
  72308. * Creates a new sound track.
  72309. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72310. * @param scene Define the scene the sound track belongs to
  72311. * @param options
  72312. */
  72313. function SoundTrack(scene, options) {
  72314. if (options === void 0) { options = {}; }
  72315. /**
  72316. * The unique identifier of the sound track in the scene.
  72317. */
  72318. this.id = -1;
  72319. this._isMainTrack = false;
  72320. this._isInitialized = false;
  72321. this._scene = scene;
  72322. this.soundCollection = new Array();
  72323. this._options = options;
  72324. if (!this._isMainTrack && this._scene.soundTracks) {
  72325. this._scene.soundTracks.push(this);
  72326. this.id = this._scene.soundTracks.length - 1;
  72327. }
  72328. }
  72329. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72330. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72331. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72332. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72333. if (this._options) {
  72334. if (this._options.volume) {
  72335. this._outputAudioNode.gain.value = this._options.volume;
  72336. }
  72337. if (this._options.mainTrack) {
  72338. this._isMainTrack = this._options.mainTrack;
  72339. }
  72340. }
  72341. this._isInitialized = true;
  72342. }
  72343. };
  72344. /**
  72345. * Release the sound track and its associated resources
  72346. */
  72347. SoundTrack.prototype.dispose = function () {
  72348. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72349. if (this._connectedAnalyser) {
  72350. this._connectedAnalyser.stopDebugCanvas();
  72351. }
  72352. while (this.soundCollection.length) {
  72353. this.soundCollection[0].dispose();
  72354. }
  72355. if (this._outputAudioNode) {
  72356. this._outputAudioNode.disconnect();
  72357. }
  72358. this._outputAudioNode = null;
  72359. }
  72360. };
  72361. /**
  72362. * Adds a sound to this sound track
  72363. * @param sound define the cound to add
  72364. * @ignoreNaming
  72365. */
  72366. SoundTrack.prototype.AddSound = function (sound) {
  72367. if (!this._isInitialized) {
  72368. this._initializeSoundTrackAudioGraph();
  72369. }
  72370. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72371. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72372. }
  72373. if (sound.soundTrackId) {
  72374. if (sound.soundTrackId === -1) {
  72375. this._scene.mainSoundTrack.RemoveSound(sound);
  72376. }
  72377. else if (this._scene.soundTracks) {
  72378. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72379. }
  72380. }
  72381. this.soundCollection.push(sound);
  72382. sound.soundTrackId = this.id;
  72383. };
  72384. /**
  72385. * Removes a sound to this sound track
  72386. * @param sound define the cound to remove
  72387. * @ignoreNaming
  72388. */
  72389. SoundTrack.prototype.RemoveSound = function (sound) {
  72390. var index = this.soundCollection.indexOf(sound);
  72391. if (index !== -1) {
  72392. this.soundCollection.splice(index, 1);
  72393. }
  72394. };
  72395. /**
  72396. * Set a global volume for the full sound track.
  72397. * @param newVolume Define the new volume of the sound track
  72398. */
  72399. SoundTrack.prototype.setVolume = function (newVolume) {
  72400. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72401. this._outputAudioNode.gain.value = newVolume;
  72402. }
  72403. };
  72404. /**
  72405. * Switch the panning model to HRTF:
  72406. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72407. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72408. */
  72409. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72410. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72411. for (var i = 0; i < this.soundCollection.length; i++) {
  72412. this.soundCollection[i].switchPanningModelToHRTF();
  72413. }
  72414. }
  72415. };
  72416. /**
  72417. * Switch the panning model to Equal Power:
  72418. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72419. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72420. */
  72421. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72422. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72423. for (var i = 0; i < this.soundCollection.length; i++) {
  72424. this.soundCollection[i].switchPanningModelToEqualPower();
  72425. }
  72426. }
  72427. };
  72428. /**
  72429. * Connect the sound track to an audio analyser allowing some amazing
  72430. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72431. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72432. * @param analyser The analyser to connect to the engine
  72433. */
  72434. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72435. if (this._connectedAnalyser) {
  72436. this._connectedAnalyser.stopDebugCanvas();
  72437. }
  72438. this._connectedAnalyser = analyser;
  72439. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72440. this._outputAudioNode.disconnect();
  72441. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72442. }
  72443. };
  72444. return SoundTrack;
  72445. }());
  72446. BABYLON.SoundTrack = SoundTrack;
  72447. })(BABYLON || (BABYLON = {}));
  72448. //# sourceMappingURL=babylon.soundtrack.js.map
  72449. var BABYLON;
  72450. (function (BABYLON) {
  72451. /**
  72452. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72453. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72454. */
  72455. var Analyser = /** @class */ (function () {
  72456. /**
  72457. * Creates a new analyser
  72458. * @param scene defines hosting scene
  72459. */
  72460. function Analyser(scene) {
  72461. /**
  72462. * Gets or sets the smoothing
  72463. * @ignorenaming
  72464. */
  72465. this.SMOOTHING = 0.75;
  72466. /**
  72467. * Gets or sets the FFT table size
  72468. * @ignorenaming
  72469. */
  72470. this.FFT_SIZE = 512;
  72471. /**
  72472. * Gets or sets the bar graph amplitude
  72473. * @ignorenaming
  72474. */
  72475. this.BARGRAPHAMPLITUDE = 256;
  72476. /**
  72477. * Gets or sets the position of the debug canvas
  72478. * @ignorenaming
  72479. */
  72480. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72481. /**
  72482. * Gets or sets the debug canvas size
  72483. * @ignorenaming
  72484. */
  72485. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72486. this._scene = scene;
  72487. this._audioEngine = BABYLON.Engine.audioEngine;
  72488. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72489. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72490. this._webAudioAnalyser.minDecibels = -140;
  72491. this._webAudioAnalyser.maxDecibels = 0;
  72492. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72493. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72494. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72495. }
  72496. }
  72497. /**
  72498. * Get the number of data values you will have to play with for the visualization
  72499. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72500. * @returns a number
  72501. */
  72502. Analyser.prototype.getFrequencyBinCount = function () {
  72503. if (this._audioEngine.canUseWebAudio) {
  72504. return this._webAudioAnalyser.frequencyBinCount;
  72505. }
  72506. else {
  72507. return 0;
  72508. }
  72509. };
  72510. /**
  72511. * Gets the current frequency data as a byte array
  72512. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72513. * @returns a Uint8Array
  72514. */
  72515. Analyser.prototype.getByteFrequencyData = function () {
  72516. if (this._audioEngine.canUseWebAudio) {
  72517. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72518. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72519. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72520. }
  72521. return this._byteFreqs;
  72522. };
  72523. /**
  72524. * Gets the current waveform as a byte array
  72525. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72526. * @returns a Uint8Array
  72527. */
  72528. Analyser.prototype.getByteTimeDomainData = function () {
  72529. if (this._audioEngine.canUseWebAudio) {
  72530. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72531. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72532. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72533. }
  72534. return this._byteTime;
  72535. };
  72536. /**
  72537. * Gets the current frequency data as a float array
  72538. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72539. * @returns a Float32Array
  72540. */
  72541. Analyser.prototype.getFloatFrequencyData = function () {
  72542. if (this._audioEngine.canUseWebAudio) {
  72543. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72544. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72545. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72546. }
  72547. return this._floatFreqs;
  72548. };
  72549. /**
  72550. * Renders the debug canvas
  72551. */
  72552. Analyser.prototype.drawDebugCanvas = function () {
  72553. var _this = this;
  72554. if (this._audioEngine.canUseWebAudio) {
  72555. if (!this._debugCanvas) {
  72556. this._debugCanvas = document.createElement("canvas");
  72557. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72558. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72559. this._debugCanvas.style.position = "absolute";
  72560. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72561. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72562. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72563. document.body.appendChild(this._debugCanvas);
  72564. this._registerFunc = function () {
  72565. _this.drawDebugCanvas();
  72566. };
  72567. this._scene.registerBeforeRender(this._registerFunc);
  72568. }
  72569. if (this._registerFunc && this._debugCanvasContext) {
  72570. var workingArray = this.getByteFrequencyData();
  72571. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72572. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72573. // Draw the frequency domain chart.
  72574. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72575. var value = workingArray[i];
  72576. var percent = value / this.BARGRAPHAMPLITUDE;
  72577. var height = this.DEBUGCANVASSIZE.height * percent;
  72578. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72579. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72580. var hue = i / this.getFrequencyBinCount() * 360;
  72581. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72582. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72583. }
  72584. }
  72585. }
  72586. };
  72587. /**
  72588. * Stops rendering the debug canvas and removes it
  72589. */
  72590. Analyser.prototype.stopDebugCanvas = function () {
  72591. if (this._debugCanvas) {
  72592. if (this._registerFunc) {
  72593. this._scene.unregisterBeforeRender(this._registerFunc);
  72594. this._registerFunc = null;
  72595. }
  72596. document.body.removeChild(this._debugCanvas);
  72597. this._debugCanvas = null;
  72598. this._debugCanvasContext = null;
  72599. }
  72600. };
  72601. /**
  72602. * Connects two audio nodes
  72603. * @param inputAudioNode defines first node to connect
  72604. * @param outputAudioNode defines second node to connect
  72605. */
  72606. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72607. if (this._audioEngine.canUseWebAudio) {
  72608. inputAudioNode.connect(this._webAudioAnalyser);
  72609. this._webAudioAnalyser.connect(outputAudioNode);
  72610. }
  72611. };
  72612. /**
  72613. * Releases all associated resources
  72614. */
  72615. Analyser.prototype.dispose = function () {
  72616. if (this._audioEngine.canUseWebAudio) {
  72617. this._webAudioAnalyser.disconnect();
  72618. }
  72619. };
  72620. return Analyser;
  72621. }());
  72622. BABYLON.Analyser = Analyser;
  72623. })(BABYLON || (BABYLON = {}));
  72624. //# sourceMappingURL=babylon.analyser.js.map
  72625. var BABYLON;
  72626. (function (BABYLON) {
  72627. /**
  72628. * Wraps one or more Sound objects and selects one with random weight for playback.
  72629. */
  72630. var WeightedSound = /** @class */ (function () {
  72631. /**
  72632. * Creates a new WeightedSound from the list of sounds given.
  72633. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72634. * @param sounds Array of Sounds that will be selected from.
  72635. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72636. */
  72637. function WeightedSound(loop, sounds, weights) {
  72638. var _this = this;
  72639. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72640. this.loop = false;
  72641. this._coneInnerAngle = 360;
  72642. this._coneOuterAngle = 360;
  72643. this._volume = 1;
  72644. /** A Sound is currently playing. */
  72645. this.isPlaying = false;
  72646. /** A Sound is currently paused. */
  72647. this.isPaused = false;
  72648. this._sounds = [];
  72649. this._weights = [];
  72650. if (sounds.length !== weights.length) {
  72651. throw new Error('Sounds length does not equal weights length');
  72652. }
  72653. this.loop = loop;
  72654. this._weights = weights;
  72655. // Normalize the weights
  72656. var weightSum = 0;
  72657. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72658. var weight = weights_1[_i];
  72659. weightSum += weight;
  72660. }
  72661. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72662. for (var i = 0; i < this._weights.length; i++) {
  72663. this._weights[i] *= invWeightSum;
  72664. }
  72665. this._sounds = sounds;
  72666. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72667. var sound = _b[_a];
  72668. sound.onEndedObservable.add(function () { _this._onended(); });
  72669. }
  72670. }
  72671. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72672. /**
  72673. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72674. */
  72675. get: function () {
  72676. return this._coneInnerAngle;
  72677. },
  72678. /**
  72679. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72680. */
  72681. set: function (value) {
  72682. if (value !== this._coneInnerAngle) {
  72683. if (this._coneOuterAngle < value) {
  72684. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72685. return;
  72686. }
  72687. this._coneInnerAngle = value;
  72688. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72689. var sound = _a[_i];
  72690. sound.directionalConeInnerAngle = value;
  72691. }
  72692. }
  72693. },
  72694. enumerable: true,
  72695. configurable: true
  72696. });
  72697. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72698. /**
  72699. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72700. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72701. */
  72702. get: function () {
  72703. return this._coneOuterAngle;
  72704. },
  72705. /**
  72706. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72707. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72708. */
  72709. set: function (value) {
  72710. if (value !== this._coneOuterAngle) {
  72711. if (value < this._coneInnerAngle) {
  72712. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72713. return;
  72714. }
  72715. this._coneOuterAngle = value;
  72716. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72717. var sound = _a[_i];
  72718. sound.directionalConeOuterAngle = value;
  72719. }
  72720. }
  72721. },
  72722. enumerable: true,
  72723. configurable: true
  72724. });
  72725. Object.defineProperty(WeightedSound.prototype, "volume", {
  72726. /**
  72727. * Playback volume.
  72728. */
  72729. get: function () {
  72730. return this._volume;
  72731. },
  72732. /**
  72733. * Playback volume.
  72734. */
  72735. set: function (value) {
  72736. if (value !== this._volume) {
  72737. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72738. var sound = _a[_i];
  72739. sound.setVolume(value);
  72740. }
  72741. }
  72742. },
  72743. enumerable: true,
  72744. configurable: true
  72745. });
  72746. WeightedSound.prototype._onended = function () {
  72747. if (this._currentIndex !== undefined) {
  72748. this._sounds[this._currentIndex].autoplay = false;
  72749. }
  72750. if (this.loop && this.isPlaying) {
  72751. this.play();
  72752. }
  72753. else {
  72754. this.isPlaying = false;
  72755. }
  72756. };
  72757. /**
  72758. * Suspend playback
  72759. */
  72760. WeightedSound.prototype.pause = function () {
  72761. this.isPaused = true;
  72762. if (this._currentIndex !== undefined) {
  72763. this._sounds[this._currentIndex].pause();
  72764. }
  72765. };
  72766. /**
  72767. * Stop playback
  72768. */
  72769. WeightedSound.prototype.stop = function () {
  72770. this.isPlaying = false;
  72771. if (this._currentIndex !== undefined) {
  72772. this._sounds[this._currentIndex].stop();
  72773. }
  72774. };
  72775. /**
  72776. * Start playback.
  72777. * @param startOffset Position the clip head at a specific time in seconds.
  72778. */
  72779. WeightedSound.prototype.play = function (startOffset) {
  72780. if (!this.isPaused) {
  72781. this.stop();
  72782. var randomValue = Math.random();
  72783. var total = 0;
  72784. for (var i = 0; i < this._weights.length; i++) {
  72785. total += this._weights[i];
  72786. if (randomValue <= total) {
  72787. this._currentIndex = i;
  72788. break;
  72789. }
  72790. }
  72791. }
  72792. var sound = this._sounds[this._currentIndex];
  72793. if (sound.isReady()) {
  72794. sound.play(0, this.isPaused ? undefined : startOffset);
  72795. }
  72796. else {
  72797. sound.autoplay = true;
  72798. }
  72799. this.isPlaying = true;
  72800. this.isPaused = false;
  72801. };
  72802. return WeightedSound;
  72803. }());
  72804. BABYLON.WeightedSound = WeightedSound;
  72805. })(BABYLON || (BABYLON = {}));
  72806. //# sourceMappingURL=babylon.weightedsound.js.map
  72807. var BABYLON;
  72808. (function (BABYLON) {
  72809. // Adds the parser to the scene parsers.
  72810. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72811. // TODO: add sound
  72812. var loadedSounds = [];
  72813. var loadedSound;
  72814. container.sounds = container.sounds || [];
  72815. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72816. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72817. var parsedSound = parsedData.sounds[index];
  72818. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72819. if (!parsedSound.url) {
  72820. parsedSound.url = parsedSound.name;
  72821. }
  72822. if (!loadedSounds[parsedSound.url]) {
  72823. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72824. loadedSounds[parsedSound.url] = loadedSound;
  72825. container.sounds.push(loadedSound);
  72826. }
  72827. else {
  72828. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72829. }
  72830. }
  72831. else {
  72832. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72833. }
  72834. }
  72835. }
  72836. loadedSounds = [];
  72837. });
  72838. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72839. get: function () {
  72840. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72841. if (!compo) {
  72842. compo = new AudioSceneComponent(this);
  72843. this._addComponent(compo);
  72844. }
  72845. if (!this._mainSoundTrack) {
  72846. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72847. }
  72848. return this._mainSoundTrack;
  72849. },
  72850. enumerable: true,
  72851. configurable: true
  72852. });
  72853. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72854. var index;
  72855. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72856. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72857. return this.mainSoundTrack.soundCollection[index];
  72858. }
  72859. }
  72860. if (this.soundTracks) {
  72861. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72862. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72863. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72864. return this.soundTracks[sdIndex].soundCollection[index];
  72865. }
  72866. }
  72867. }
  72868. }
  72869. return null;
  72870. };
  72871. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72872. get: function () {
  72873. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72874. if (!compo) {
  72875. compo = new AudioSceneComponent(this);
  72876. this._addComponent(compo);
  72877. }
  72878. return compo.audioEnabled;
  72879. },
  72880. set: function (value) {
  72881. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72882. if (!compo) {
  72883. compo = new AudioSceneComponent(this);
  72884. this._addComponent(compo);
  72885. }
  72886. if (value) {
  72887. compo.enableAudio();
  72888. }
  72889. else {
  72890. compo.disableAudio();
  72891. }
  72892. },
  72893. enumerable: true,
  72894. configurable: true
  72895. });
  72896. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72897. get: function () {
  72898. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72899. if (!compo) {
  72900. compo = new AudioSceneComponent(this);
  72901. this._addComponent(compo);
  72902. }
  72903. return compo.headphone;
  72904. },
  72905. set: function (value) {
  72906. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72907. if (!compo) {
  72908. compo = new AudioSceneComponent(this);
  72909. this._addComponent(compo);
  72910. }
  72911. if (value) {
  72912. compo.switchAudioModeForHeadphones();
  72913. }
  72914. else {
  72915. compo.switchAudioModeForNormalSpeakers();
  72916. }
  72917. },
  72918. enumerable: true,
  72919. configurable: true
  72920. });
  72921. /**
  72922. * Defines the sound scene component responsible to manage any sounds
  72923. * in a given scene.
  72924. */
  72925. var AudioSceneComponent = /** @class */ (function () {
  72926. /**
  72927. * Creates a new instance of the component for the given scene
  72928. * @param scene Defines the scene to register the component in
  72929. */
  72930. function AudioSceneComponent(scene) {
  72931. /**
  72932. * The component name helpfull to identify the component in the list of scene components.
  72933. */
  72934. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72935. this._audioEnabled = true;
  72936. this._headphone = false;
  72937. this.scene = scene;
  72938. scene.soundTracks = new Array();
  72939. scene.sounds = new Array();
  72940. }
  72941. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72942. /**
  72943. * Gets whether audio is enabled or not.
  72944. * Please use related enable/disable method to switch state.
  72945. */
  72946. get: function () {
  72947. return this._audioEnabled;
  72948. },
  72949. enumerable: true,
  72950. configurable: true
  72951. });
  72952. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72953. /**
  72954. * Gets whether audio is outputing to headphone or not.
  72955. * Please use the according Switch methods to change output.
  72956. */
  72957. get: function () {
  72958. return this._headphone;
  72959. },
  72960. enumerable: true,
  72961. configurable: true
  72962. });
  72963. /**
  72964. * Registers the component in a given scene
  72965. */
  72966. AudioSceneComponent.prototype.register = function () {
  72967. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72968. };
  72969. /**
  72970. * Rebuilds the elements related to this component in case of
  72971. * context lost for instance.
  72972. */
  72973. AudioSceneComponent.prototype.rebuild = function () {
  72974. // Nothing to do here. (Not rendering related)
  72975. };
  72976. /**
  72977. * Serializes the component data to the specified json object
  72978. * @param serializationObject The object to serialize to
  72979. */
  72980. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72981. serializationObject.sounds = [];
  72982. if (this.scene.soundTracks) {
  72983. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72984. var soundtrack = this.scene.soundTracks[index];
  72985. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72986. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72987. }
  72988. }
  72989. }
  72990. };
  72991. /**
  72992. * Adds all the element from the container to the scene
  72993. * @param container the container holding the elements
  72994. */
  72995. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72996. var _this = this;
  72997. if (!container.sounds) {
  72998. return;
  72999. }
  73000. container.sounds.forEach(function (sound) {
  73001. sound.play();
  73002. sound.autoplay = true;
  73003. _this.scene.mainSoundTrack.AddSound(sound);
  73004. });
  73005. };
  73006. /**
  73007. * Removes all the elements in the container from the scene
  73008. * @param container contains the elements to remove
  73009. */
  73010. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73011. var _this = this;
  73012. if (!container.sounds) {
  73013. return;
  73014. }
  73015. container.sounds.forEach(function (sound) {
  73016. sound.stop();
  73017. sound.autoplay = false;
  73018. _this.scene.mainSoundTrack.RemoveSound(sound);
  73019. });
  73020. };
  73021. /**
  73022. * Disposes the component and the associated ressources.
  73023. */
  73024. AudioSceneComponent.prototype.dispose = function () {
  73025. var scene = this.scene;
  73026. if (scene._mainSoundTrack) {
  73027. scene.mainSoundTrack.dispose();
  73028. }
  73029. if (scene.soundTracks) {
  73030. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73031. scene.soundTracks[scIndex].dispose();
  73032. }
  73033. }
  73034. };
  73035. /**
  73036. * Disables audio in the associated scene.
  73037. */
  73038. AudioSceneComponent.prototype.disableAudio = function () {
  73039. var scene = this.scene;
  73040. this._audioEnabled = false;
  73041. var i;
  73042. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73043. scene.mainSoundTrack.soundCollection[i].pause();
  73044. }
  73045. if (scene.soundTracks) {
  73046. for (i = 0; i < scene.soundTracks.length; i++) {
  73047. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73048. scene.soundTracks[i].soundCollection[j].pause();
  73049. }
  73050. }
  73051. }
  73052. };
  73053. /**
  73054. * Enables audio in the associated scene.
  73055. */
  73056. AudioSceneComponent.prototype.enableAudio = function () {
  73057. var scene = this.scene;
  73058. this._audioEnabled = true;
  73059. var i;
  73060. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73061. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73062. scene.mainSoundTrack.soundCollection[i].play();
  73063. }
  73064. }
  73065. if (scene.soundTracks) {
  73066. for (i = 0; i < scene.soundTracks.length; i++) {
  73067. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73068. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73069. scene.soundTracks[i].soundCollection[j].play();
  73070. }
  73071. }
  73072. }
  73073. }
  73074. };
  73075. /**
  73076. * Switch audio to headphone output.
  73077. */
  73078. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73079. var scene = this.scene;
  73080. this._headphone = true;
  73081. scene.mainSoundTrack.switchPanningModelToHRTF();
  73082. if (scene.soundTracks) {
  73083. for (var i = 0; i < scene.soundTracks.length; i++) {
  73084. scene.soundTracks[i].switchPanningModelToHRTF();
  73085. }
  73086. }
  73087. };
  73088. /**
  73089. * Switch audio to normal speakers.
  73090. */
  73091. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73092. var scene = this.scene;
  73093. this._headphone = false;
  73094. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73095. if (scene.soundTracks) {
  73096. for (var i = 0; i < scene.soundTracks.length; i++) {
  73097. scene.soundTracks[i].switchPanningModelToEqualPower();
  73098. }
  73099. }
  73100. };
  73101. AudioSceneComponent.prototype._afterRender = function () {
  73102. var scene = this.scene;
  73103. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73104. return;
  73105. }
  73106. var listeningCamera;
  73107. var audioEngine = BABYLON.Engine.audioEngine;
  73108. if (scene.activeCameras.length > 0) {
  73109. listeningCamera = scene.activeCameras[0];
  73110. }
  73111. else {
  73112. listeningCamera = scene.activeCamera;
  73113. }
  73114. if (listeningCamera && audioEngine.audioContext) {
  73115. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73116. // for VR cameras
  73117. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73118. listeningCamera = listeningCamera.rigCameras[0];
  73119. }
  73120. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73121. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73122. cameraDirection.normalize();
  73123. // To avoid some errors on GearVR
  73124. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73125. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73126. }
  73127. var i;
  73128. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73129. var sound = scene.mainSoundTrack.soundCollection[i];
  73130. if (sound.useCustomAttenuation) {
  73131. sound.updateDistanceFromListener();
  73132. }
  73133. }
  73134. if (scene.soundTracks) {
  73135. for (i = 0; i < scene.soundTracks.length; i++) {
  73136. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73137. sound = scene.soundTracks[i].soundCollection[j];
  73138. if (sound.useCustomAttenuation) {
  73139. sound.updateDistanceFromListener();
  73140. }
  73141. }
  73142. }
  73143. }
  73144. }
  73145. };
  73146. return AudioSceneComponent;
  73147. }());
  73148. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73149. })(BABYLON || (BABYLON = {}));
  73150. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73151. var BABYLON;
  73152. (function (BABYLON) {
  73153. /**
  73154. * This defines an action helpful to play a defined sound on a triggered action.
  73155. */
  73156. var PlaySoundAction = /** @class */ (function (_super) {
  73157. __extends(PlaySoundAction, _super);
  73158. /**
  73159. * Instantiate the action
  73160. * @param triggerOptions defines the trigger options
  73161. * @param sound defines the sound to play
  73162. * @param condition defines the trigger related conditions
  73163. */
  73164. function PlaySoundAction(triggerOptions, sound, condition) {
  73165. var _this = _super.call(this, triggerOptions, condition) || this;
  73166. _this._sound = sound;
  73167. return _this;
  73168. }
  73169. /** @hidden */
  73170. PlaySoundAction.prototype._prepare = function () {
  73171. };
  73172. /**
  73173. * Execute the action and play the sound.
  73174. */
  73175. PlaySoundAction.prototype.execute = function () {
  73176. if (this._sound !== undefined) {
  73177. this._sound.play();
  73178. }
  73179. };
  73180. /**
  73181. * Serializes the actions and its related information.
  73182. * @param parent defines the object to serialize in
  73183. * @returns the serialized object
  73184. */
  73185. PlaySoundAction.prototype.serialize = function (parent) {
  73186. return _super.prototype._serialize.call(this, {
  73187. name: "PlaySoundAction",
  73188. properties: [{ name: "sound", value: this._sound.name }]
  73189. }, parent);
  73190. };
  73191. return PlaySoundAction;
  73192. }(BABYLON.Action));
  73193. BABYLON.PlaySoundAction = PlaySoundAction;
  73194. /**
  73195. * This defines an action helpful to stop a defined sound on a triggered action.
  73196. */
  73197. var StopSoundAction = /** @class */ (function (_super) {
  73198. __extends(StopSoundAction, _super);
  73199. /**
  73200. * Instantiate the action
  73201. * @param triggerOptions defines the trigger options
  73202. * @param sound defines the sound to stop
  73203. * @param condition defines the trigger related conditions
  73204. */
  73205. function StopSoundAction(triggerOptions, sound, condition) {
  73206. var _this = _super.call(this, triggerOptions, condition) || this;
  73207. _this._sound = sound;
  73208. return _this;
  73209. }
  73210. /** @hidden */
  73211. StopSoundAction.prototype._prepare = function () {
  73212. };
  73213. /**
  73214. * Execute the action and stop the sound.
  73215. */
  73216. StopSoundAction.prototype.execute = function () {
  73217. if (this._sound !== undefined) {
  73218. this._sound.stop();
  73219. }
  73220. };
  73221. /**
  73222. * Serializes the actions and its related information.
  73223. * @param parent defines the object to serialize in
  73224. * @returns the serialized object
  73225. */
  73226. StopSoundAction.prototype.serialize = function (parent) {
  73227. return _super.prototype._serialize.call(this, {
  73228. name: "StopSoundAction",
  73229. properties: [{ name: "sound", value: this._sound.name }]
  73230. }, parent);
  73231. };
  73232. return StopSoundAction;
  73233. }(BABYLON.Action));
  73234. BABYLON.StopSoundAction = StopSoundAction;
  73235. })(BABYLON || (BABYLON = {}));
  73236. //# sourceMappingURL=babylon.directAudioActions.js.map
  73237. var BABYLON;
  73238. (function (BABYLON) {
  73239. /**
  73240. * Class for creating a cube texture
  73241. */
  73242. var CubeTexture = /** @class */ (function (_super) {
  73243. __extends(CubeTexture, _super);
  73244. /**
  73245. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73246. * as prefiltered data.
  73247. * @param rootUrl defines the url of the texture or the root name of the six images
  73248. * @param scene defines the scene the texture is attached to
  73249. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73250. * @param noMipmap defines if mipmaps should be created or not
  73251. * @param files defines the six files to load for the different faces
  73252. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73253. * @param onError defines a callback triggered in case of error during load
  73254. * @param format defines the internal format to use for the texture once loaded
  73255. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73256. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73257. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73258. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73259. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73260. * @return the cube texture
  73261. */
  73262. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73263. if (extensions === void 0) { extensions = null; }
  73264. if (noMipmap === void 0) { noMipmap = false; }
  73265. if (files === void 0) { files = null; }
  73266. if (onLoad === void 0) { onLoad = null; }
  73267. if (onError === void 0) { onError = null; }
  73268. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73269. if (prefiltered === void 0) { prefiltered = false; }
  73270. if (forcedExtension === void 0) { forcedExtension = null; }
  73271. if (createPolynomials === void 0) { createPolynomials = false; }
  73272. if (lodScale === void 0) { lodScale = 0.8; }
  73273. if (lodOffset === void 0) { lodOffset = 0; }
  73274. var _this = _super.call(this, scene) || this;
  73275. /**
  73276. * Gets or sets the center of the bounding box associated with the cube texture.
  73277. * It must define where the camera used to render the texture was set
  73278. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73279. */
  73280. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73281. _this._rotationY = 0;
  73282. /** @hidden */
  73283. _this._prefiltered = false;
  73284. _this.name = rootUrl;
  73285. _this.url = rootUrl;
  73286. _this._noMipmap = noMipmap;
  73287. _this.hasAlpha = false;
  73288. _this._format = format;
  73289. _this.isCube = true;
  73290. _this._textureMatrix = BABYLON.Matrix.Identity();
  73291. _this._createPolynomials = createPolynomials;
  73292. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73293. if (!rootUrl && !files) {
  73294. return _this;
  73295. }
  73296. var lastDot = rootUrl.lastIndexOf(".");
  73297. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73298. var isDDS = (extension === ".dds");
  73299. var isEnv = (extension === ".env");
  73300. if (isEnv) {
  73301. _this.gammaSpace = false;
  73302. _this._prefiltered = false;
  73303. }
  73304. else {
  73305. _this._prefiltered = prefiltered;
  73306. if (prefiltered) {
  73307. _this.gammaSpace = false;
  73308. }
  73309. }
  73310. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73311. if (!files) {
  73312. if (!isEnv && !isDDS && !extensions) {
  73313. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73314. }
  73315. files = [];
  73316. if (extensions) {
  73317. for (var index = 0; index < extensions.length; index++) {
  73318. files.push(rootUrl + extensions[index]);
  73319. }
  73320. }
  73321. }
  73322. _this._files = files;
  73323. if (!_this._texture) {
  73324. if (!scene.useDelayedTextureLoading) {
  73325. if (prefiltered) {
  73326. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73327. }
  73328. else {
  73329. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73330. }
  73331. }
  73332. else {
  73333. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73334. }
  73335. }
  73336. else if (onLoad) {
  73337. if (_this._texture.isReady) {
  73338. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73339. }
  73340. else {
  73341. _this._texture.onLoadedObservable.add(onLoad);
  73342. }
  73343. }
  73344. return _this;
  73345. }
  73346. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73347. /**
  73348. * Returns the bounding box size
  73349. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73350. */
  73351. get: function () {
  73352. return this._boundingBoxSize;
  73353. },
  73354. /**
  73355. * Gets or sets the size of the bounding box associated with the cube texture
  73356. * When defined, the cubemap will switch to local mode
  73357. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73358. * @example https://www.babylonjs-playground.com/#RNASML
  73359. */
  73360. set: function (value) {
  73361. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73362. return;
  73363. }
  73364. this._boundingBoxSize = value;
  73365. var scene = this.getScene();
  73366. if (scene) {
  73367. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73368. }
  73369. },
  73370. enumerable: true,
  73371. configurable: true
  73372. });
  73373. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73374. /**
  73375. * Gets texture matrix rotation angle around Y axis radians.
  73376. */
  73377. get: function () {
  73378. return this._rotationY;
  73379. },
  73380. /**
  73381. * Sets texture matrix rotation angle around Y axis in radians.
  73382. */
  73383. set: function (value) {
  73384. this._rotationY = value;
  73385. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73386. },
  73387. enumerable: true,
  73388. configurable: true
  73389. });
  73390. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73391. /**
  73392. * Are mip maps generated for this texture or not.
  73393. */
  73394. get: function () {
  73395. return this._noMipmap;
  73396. },
  73397. enumerable: true,
  73398. configurable: true
  73399. });
  73400. /**
  73401. * Creates a cube texture from an array of image urls
  73402. * @param files defines an array of image urls
  73403. * @param scene defines the hosting scene
  73404. * @param noMipmap specifies if mip maps are not used
  73405. * @returns a cube texture
  73406. */
  73407. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73408. var rootUrlKey = "";
  73409. files.forEach(function (url) { return rootUrlKey += url; });
  73410. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73411. };
  73412. /**
  73413. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73414. * @param url defines the url of the prefiltered texture
  73415. * @param scene defines the scene the texture is attached to
  73416. * @param forcedExtension defines the extension of the file if different from the url
  73417. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73418. * @return the prefiltered texture
  73419. */
  73420. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73421. if (forcedExtension === void 0) { forcedExtension = null; }
  73422. if (createPolynomials === void 0) { createPolynomials = true; }
  73423. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73424. };
  73425. /**
  73426. * Get the current class name of the texture useful for serialization or dynamic coding.
  73427. * @returns "CubeTexture"
  73428. */
  73429. CubeTexture.prototype.getClassName = function () {
  73430. return "CubeTexture";
  73431. };
  73432. /**
  73433. * Update the url (and optional buffer) of this texture if url was null during construction.
  73434. * @param url the url of the texture
  73435. * @param forcedExtension defines the extension to use
  73436. * @param onLoad callback called when the texture is loaded (defaults to null)
  73437. */
  73438. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73439. if (this.url) {
  73440. this.releaseInternalTexture();
  73441. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73442. }
  73443. this.url = url;
  73444. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73445. this._prefiltered = false;
  73446. if (onLoad) {
  73447. this._delayedOnLoad = onLoad;
  73448. }
  73449. this.delayLoad(forcedExtension);
  73450. };
  73451. /**
  73452. * Delays loading of the cube texture
  73453. * @param forcedExtension defines the extension to use
  73454. */
  73455. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73456. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73457. return;
  73458. }
  73459. var scene = this.getScene();
  73460. if (!scene) {
  73461. return;
  73462. }
  73463. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73464. this._texture = this._getFromCache(this.url, this._noMipmap);
  73465. if (!this._texture) {
  73466. if (this._prefiltered) {
  73467. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73468. }
  73469. else {
  73470. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73471. }
  73472. }
  73473. };
  73474. /**
  73475. * Returns the reflection texture matrix
  73476. * @returns the reflection texture matrix
  73477. */
  73478. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73479. return this._textureMatrix;
  73480. };
  73481. /**
  73482. * Sets the reflection texture matrix
  73483. * @param value Reflection texture matrix
  73484. */
  73485. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73486. var _this = this;
  73487. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73488. return;
  73489. }
  73490. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73491. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73492. }
  73493. this._textureMatrix = value;
  73494. };
  73495. /**
  73496. * Parses text to create a cube texture
  73497. * @param parsedTexture define the serialized text to read from
  73498. * @param scene defines the hosting scene
  73499. * @param rootUrl defines the root url of the cube texture
  73500. * @returns a cube texture
  73501. */
  73502. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73503. var texture = BABYLON.SerializationHelper.Parse(function () {
  73504. var prefiltered = false;
  73505. if (parsedTexture.prefiltered) {
  73506. prefiltered = parsedTexture.prefiltered;
  73507. }
  73508. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73509. }, parsedTexture, scene);
  73510. // Local Cubemaps
  73511. if (parsedTexture.boundingBoxPosition) {
  73512. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73513. }
  73514. if (parsedTexture.boundingBoxSize) {
  73515. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73516. }
  73517. // Animations
  73518. if (parsedTexture.animations) {
  73519. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73520. var parsedAnimation = parsedTexture.animations[animationIndex];
  73521. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73522. }
  73523. }
  73524. return texture;
  73525. };
  73526. /**
  73527. * Makes a clone, or deep copy, of the cube texture
  73528. * @returns a new cube texture
  73529. */
  73530. CubeTexture.prototype.clone = function () {
  73531. var _this = this;
  73532. var scene = this.getScene();
  73533. var uniqueId = 0;
  73534. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73535. if (!scene) {
  73536. return _this;
  73537. }
  73538. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73539. uniqueId = cubeTexture.uniqueId;
  73540. return cubeTexture;
  73541. }, this);
  73542. newCubeTexture.uniqueId = uniqueId;
  73543. return newCubeTexture;
  73544. };
  73545. __decorate([
  73546. BABYLON.serialize("rotationY")
  73547. ], CubeTexture.prototype, "rotationY", null);
  73548. return CubeTexture;
  73549. }(BABYLON.BaseTexture));
  73550. BABYLON.CubeTexture = CubeTexture;
  73551. })(BABYLON || (BABYLON = {}));
  73552. //# sourceMappingURL=babylon.cubeTexture.js.map
  73553. var BABYLON;
  73554. (function (BABYLON) {
  73555. /**
  73556. * Raw cube texture where the raw buffers are passed in
  73557. */
  73558. var RawCubeTexture = /** @class */ (function (_super) {
  73559. __extends(RawCubeTexture, _super);
  73560. /**
  73561. * Creates a cube texture where the raw buffers are passed in.
  73562. * @param scene defines the scene the texture is attached to
  73563. * @param data defines the array of data to use to create each face
  73564. * @param size defines the size of the textures
  73565. * @param format defines the format of the data
  73566. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73567. * @param generateMipMaps defines if the engine should generate the mip levels
  73568. * @param invertY defines if data must be stored with Y axis inverted
  73569. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73570. * @param compression defines the compression used (null by default)
  73571. */
  73572. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73573. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73574. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73575. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73576. if (invertY === void 0) { invertY = false; }
  73577. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73578. if (compression === void 0) { compression = null; }
  73579. var _this = _super.call(this, "", scene) || this;
  73580. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73581. return _this;
  73582. }
  73583. /**
  73584. * Updates the raw cube texture.
  73585. * @param data defines the data to store
  73586. * @param format defines the data format
  73587. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73588. * @param invertY defines if data must be stored with Y axis inverted
  73589. * @param compression defines the compression used (null by default)
  73590. * @param level defines which level of the texture to update
  73591. */
  73592. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73593. if (compression === void 0) { compression = null; }
  73594. if (level === void 0) { level = 0; }
  73595. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73596. };
  73597. /**
  73598. * Updates a raw cube texture with RGBD encoded data.
  73599. * @param data defines the array of data [mipmap][face] to use to create each face
  73600. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73601. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73602. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73603. * @returns a promsie that resolves when the operation is complete
  73604. */
  73605. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73606. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73607. if (lodScale === void 0) { lodScale = 0.8; }
  73608. if (lodOffset === void 0) { lodOffset = 0; }
  73609. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73610. };
  73611. /**
  73612. * Clones the raw cube texture.
  73613. * @return a new cube texture
  73614. */
  73615. RawCubeTexture.prototype.clone = function () {
  73616. var _this = this;
  73617. return BABYLON.SerializationHelper.Clone(function () {
  73618. var scene = _this.getScene();
  73619. var internalTexture = _this._texture;
  73620. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73621. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73622. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73623. }
  73624. return texture;
  73625. }, this);
  73626. };
  73627. /** @hidden */
  73628. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73629. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73630. internalTexture._bufferViewArrayArray = data;
  73631. internalTexture._lodGenerationScale = lodScale;
  73632. internalTexture._lodGenerationOffset = lodOffset;
  73633. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73634. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73635. internalTexture.isReady = true;
  73636. });
  73637. };
  73638. return RawCubeTexture;
  73639. }(BABYLON.CubeTexture));
  73640. BABYLON.RawCubeTexture = RawCubeTexture;
  73641. })(BABYLON || (BABYLON = {}));
  73642. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73643. var BABYLON;
  73644. (function (BABYLON) {
  73645. /**
  73646. * This Helps creating a texture that will be created from a camera in your scene.
  73647. * It is basically a dynamic texture that could be used to create special effects for instance.
  73648. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73649. */
  73650. var RenderTargetTexture = /** @class */ (function (_super) {
  73651. __extends(RenderTargetTexture, _super);
  73652. /**
  73653. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73654. * or used a shadow, depth texture...
  73655. * @param name The friendly name of the texture
  73656. * @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)
  73657. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73658. * @param generateMipMaps True if mip maps need to be generated after render.
  73659. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73660. * @param type The type of the buffer in the RTT (int, half float, float...)
  73661. * @param isCube True if a cube texture needs to be created
  73662. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73663. * @param generateDepthBuffer True to generate a depth buffer
  73664. * @param generateStencilBuffer True to generate a stencil buffer
  73665. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73666. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73667. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73668. */
  73669. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73670. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73671. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73672. if (isCube === void 0) { isCube = false; }
  73673. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73674. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73675. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73676. if (isMulti === void 0) { isMulti = false; }
  73677. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73678. if (delayAllocation === void 0) { delayAllocation = false; }
  73679. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73680. _this.isCube = isCube;
  73681. /**
  73682. * Define if particles should be rendered in your texture.
  73683. */
  73684. _this.renderParticles = true;
  73685. /**
  73686. * Define if sprites should be rendered in your texture.
  73687. */
  73688. _this.renderSprites = false;
  73689. /**
  73690. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73691. */
  73692. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73693. /**
  73694. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73695. */
  73696. _this.ignoreCameraViewport = false;
  73697. /**
  73698. * An event triggered when the texture is unbind.
  73699. */
  73700. _this.onBeforeBindObservable = new BABYLON.Observable();
  73701. /**
  73702. * An event triggered when the texture is unbind.
  73703. */
  73704. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73705. /**
  73706. * An event triggered before rendering the texture
  73707. */
  73708. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73709. /**
  73710. * An event triggered after rendering the texture
  73711. */
  73712. _this.onAfterRenderObservable = new BABYLON.Observable();
  73713. /**
  73714. * An event triggered after the texture clear
  73715. */
  73716. _this.onClearObservable = new BABYLON.Observable();
  73717. _this._currentRefreshId = -1;
  73718. _this._refreshRate = 1;
  73719. _this._samples = 1;
  73720. /**
  73721. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73722. * It must define where the camera used to render the texture is set
  73723. */
  73724. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73725. scene = _this.getScene();
  73726. if (!scene) {
  73727. return _this;
  73728. }
  73729. _this.renderList = new Array();
  73730. _this._engine = scene.getEngine();
  73731. _this.name = name;
  73732. _this.isRenderTarget = true;
  73733. _this._initialSizeParameter = size;
  73734. _this._processSizeParameter(size);
  73735. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73736. });
  73737. _this._generateMipMaps = generateMipMaps ? true : false;
  73738. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73739. // Rendering groups
  73740. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73741. _this._renderingManager._useSceneAutoClearSetup = true;
  73742. if (isMulti) {
  73743. return _this;
  73744. }
  73745. _this._renderTargetOptions = {
  73746. generateMipMaps: generateMipMaps,
  73747. type: type,
  73748. format: format,
  73749. samplingMode: samplingMode,
  73750. generateDepthBuffer: generateDepthBuffer,
  73751. generateStencilBuffer: generateStencilBuffer
  73752. };
  73753. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73754. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73755. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73756. }
  73757. if (!delayAllocation) {
  73758. if (isCube) {
  73759. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73760. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73761. _this._textureMatrix = BABYLON.Matrix.Identity();
  73762. }
  73763. else {
  73764. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73765. }
  73766. }
  73767. return _this;
  73768. }
  73769. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73770. /**
  73771. * Use this list to define the list of mesh you want to render.
  73772. */
  73773. get: function () {
  73774. return this._renderList;
  73775. },
  73776. set: function (value) {
  73777. this._renderList = value;
  73778. if (this._renderList) {
  73779. this._hookArray(this._renderList);
  73780. }
  73781. },
  73782. enumerable: true,
  73783. configurable: true
  73784. });
  73785. RenderTargetTexture.prototype._hookArray = function (array) {
  73786. var _this = this;
  73787. var oldPush = array.push;
  73788. array.push = function () {
  73789. var items = [];
  73790. for (var _i = 0; _i < arguments.length; _i++) {
  73791. items[_i] = arguments[_i];
  73792. }
  73793. var wasEmpty = array.length === 0;
  73794. var result = oldPush.apply(array, items);
  73795. if (wasEmpty) {
  73796. _this.getScene().meshes.forEach(function (mesh) {
  73797. mesh._markSubMeshesAsLightDirty();
  73798. });
  73799. }
  73800. return result;
  73801. };
  73802. var oldSplice = array.splice;
  73803. array.splice = function (index, deleteCount) {
  73804. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73805. if (array.length === 0) {
  73806. _this.getScene().meshes.forEach(function (mesh) {
  73807. mesh._markSubMeshesAsLightDirty();
  73808. });
  73809. }
  73810. return deleted;
  73811. };
  73812. };
  73813. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73814. /**
  73815. * Set a after unbind callback in the texture.
  73816. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73817. */
  73818. set: function (callback) {
  73819. if (this._onAfterUnbindObserver) {
  73820. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73821. }
  73822. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73823. },
  73824. enumerable: true,
  73825. configurable: true
  73826. });
  73827. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73828. /**
  73829. * Set a before render callback in the texture.
  73830. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73831. */
  73832. set: function (callback) {
  73833. if (this._onBeforeRenderObserver) {
  73834. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73835. }
  73836. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73837. },
  73838. enumerable: true,
  73839. configurable: true
  73840. });
  73841. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73842. /**
  73843. * Set a after render callback in the texture.
  73844. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73845. */
  73846. set: function (callback) {
  73847. if (this._onAfterRenderObserver) {
  73848. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73849. }
  73850. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73851. },
  73852. enumerable: true,
  73853. configurable: true
  73854. });
  73855. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73856. /**
  73857. * Set a clear callback in the texture.
  73858. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73859. */
  73860. set: function (callback) {
  73861. if (this._onClearObserver) {
  73862. this.onClearObservable.remove(this._onClearObserver);
  73863. }
  73864. this._onClearObserver = this.onClearObservable.add(callback);
  73865. },
  73866. enumerable: true,
  73867. configurable: true
  73868. });
  73869. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73870. /**
  73871. * Gets render target creation options that were used.
  73872. */
  73873. get: function () {
  73874. return this._renderTargetOptions;
  73875. },
  73876. enumerable: true,
  73877. configurable: true
  73878. });
  73879. RenderTargetTexture.prototype._onRatioRescale = function () {
  73880. if (this._sizeRatio) {
  73881. this.resize(this._initialSizeParameter);
  73882. }
  73883. };
  73884. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73885. get: function () {
  73886. return this._boundingBoxSize;
  73887. },
  73888. /**
  73889. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73890. * When defined, the cubemap will switch to local mode
  73891. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73892. * @example https://www.babylonjs-playground.com/#RNASML
  73893. */
  73894. set: function (value) {
  73895. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73896. return;
  73897. }
  73898. this._boundingBoxSize = value;
  73899. var scene = this.getScene();
  73900. if (scene) {
  73901. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73902. }
  73903. },
  73904. enumerable: true,
  73905. configurable: true
  73906. });
  73907. /**
  73908. * Creates a depth stencil texture.
  73909. * This is only available in WebGL 2 or with the depth texture extension available.
  73910. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73911. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73912. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73913. */
  73914. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73915. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73916. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73917. if (generateStencil === void 0) { generateStencil = false; }
  73918. if (!this.getScene()) {
  73919. return;
  73920. }
  73921. var engine = this.getScene().getEngine();
  73922. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73923. bilinearFiltering: bilinearFiltering,
  73924. comparisonFunction: comparisonFunction,
  73925. generateStencil: generateStencil,
  73926. isCube: this.isCube
  73927. });
  73928. engine.setFrameBufferDepthStencilTexture(this);
  73929. };
  73930. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73931. if (size.ratio) {
  73932. this._sizeRatio = size.ratio;
  73933. this._size = {
  73934. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73935. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73936. };
  73937. }
  73938. else {
  73939. this._size = size;
  73940. }
  73941. };
  73942. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73943. /**
  73944. * Define the number of samples to use in case of MSAA.
  73945. * It defaults to one meaning no MSAA has been enabled.
  73946. */
  73947. get: function () {
  73948. return this._samples;
  73949. },
  73950. set: function (value) {
  73951. if (this._samples === value) {
  73952. return;
  73953. }
  73954. var scene = this.getScene();
  73955. if (!scene) {
  73956. return;
  73957. }
  73958. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73959. },
  73960. enumerable: true,
  73961. configurable: true
  73962. });
  73963. /**
  73964. * Resets the refresh counter of the texture and start bak from scratch.
  73965. * Could be useful to regenerate the texture if it is setup to render only once.
  73966. */
  73967. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73968. this._currentRefreshId = -1;
  73969. };
  73970. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73971. /**
  73972. * Define the refresh rate of the texture or the rendering frequency.
  73973. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73974. */
  73975. get: function () {
  73976. return this._refreshRate;
  73977. },
  73978. set: function (value) {
  73979. this._refreshRate = value;
  73980. this.resetRefreshCounter();
  73981. },
  73982. enumerable: true,
  73983. configurable: true
  73984. });
  73985. /**
  73986. * Adds a post process to the render target rendering passes.
  73987. * @param postProcess define the post process to add
  73988. */
  73989. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73990. if (!this._postProcessManager) {
  73991. var scene = this.getScene();
  73992. if (!scene) {
  73993. return;
  73994. }
  73995. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73996. this._postProcesses = new Array();
  73997. }
  73998. this._postProcesses.push(postProcess);
  73999. this._postProcesses[0].autoClear = false;
  74000. };
  74001. /**
  74002. * Clear all the post processes attached to the render target
  74003. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74004. */
  74005. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74006. if (dispose === void 0) { dispose = false; }
  74007. if (!this._postProcesses) {
  74008. return;
  74009. }
  74010. if (dispose) {
  74011. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74012. var postProcess = _a[_i];
  74013. postProcess.dispose();
  74014. }
  74015. }
  74016. this._postProcesses = [];
  74017. };
  74018. /**
  74019. * Remove one of the post process from the list of attached post processes to the texture
  74020. * @param postProcess define the post process to remove from the list
  74021. */
  74022. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74023. if (!this._postProcesses) {
  74024. return;
  74025. }
  74026. var index = this._postProcesses.indexOf(postProcess);
  74027. if (index === -1) {
  74028. return;
  74029. }
  74030. this._postProcesses.splice(index, 1);
  74031. if (this._postProcesses.length > 0) {
  74032. this._postProcesses[0].autoClear = false;
  74033. }
  74034. };
  74035. /** @hidden */
  74036. RenderTargetTexture.prototype._shouldRender = function () {
  74037. if (this._currentRefreshId === -1) { // At least render once
  74038. this._currentRefreshId = 1;
  74039. return true;
  74040. }
  74041. if (this.refreshRate === this._currentRefreshId) {
  74042. this._currentRefreshId = 1;
  74043. return true;
  74044. }
  74045. this._currentRefreshId++;
  74046. return false;
  74047. };
  74048. /**
  74049. * Gets the actual render size of the texture.
  74050. * @returns the width of the render size
  74051. */
  74052. RenderTargetTexture.prototype.getRenderSize = function () {
  74053. return this.getRenderWidth();
  74054. };
  74055. /**
  74056. * Gets the actual render width of the texture.
  74057. * @returns the width of the render size
  74058. */
  74059. RenderTargetTexture.prototype.getRenderWidth = function () {
  74060. if (this._size.width) {
  74061. return this._size.width;
  74062. }
  74063. return this._size;
  74064. };
  74065. /**
  74066. * Gets the actual render height of the texture.
  74067. * @returns the height of the render size
  74068. */
  74069. RenderTargetTexture.prototype.getRenderHeight = function () {
  74070. if (this._size.width) {
  74071. return this._size.height;
  74072. }
  74073. return this._size;
  74074. };
  74075. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74076. /**
  74077. * Get if the texture can be rescaled or not.
  74078. */
  74079. get: function () {
  74080. return true;
  74081. },
  74082. enumerable: true,
  74083. configurable: true
  74084. });
  74085. /**
  74086. * Resize the texture using a ratio.
  74087. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74088. */
  74089. RenderTargetTexture.prototype.scale = function (ratio) {
  74090. var newSize = this.getRenderSize() * ratio;
  74091. this.resize(newSize);
  74092. };
  74093. /**
  74094. * Get the texture reflection matrix used to rotate/transform the reflection.
  74095. * @returns the reflection matrix
  74096. */
  74097. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74098. if (this.isCube) {
  74099. return this._textureMatrix;
  74100. }
  74101. return _super.prototype.getReflectionTextureMatrix.call(this);
  74102. };
  74103. /**
  74104. * Resize the texture to a new desired size.
  74105. * Be carrefull as it will recreate all the data in the new texture.
  74106. * @param size Define the new size. It can be:
  74107. * - a number for squared texture,
  74108. * - an object containing { width: number, height: number }
  74109. * - or an object containing a ratio { ratio: number }
  74110. */
  74111. RenderTargetTexture.prototype.resize = function (size) {
  74112. this.releaseInternalTexture();
  74113. var scene = this.getScene();
  74114. if (!scene) {
  74115. return;
  74116. }
  74117. this._processSizeParameter(size);
  74118. if (this.isCube) {
  74119. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74120. }
  74121. else {
  74122. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74123. }
  74124. };
  74125. /**
  74126. * Renders all the objects from the render list into the texture.
  74127. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74128. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74129. */
  74130. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74131. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74132. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74133. var scene = this.getScene();
  74134. if (!scene) {
  74135. return;
  74136. }
  74137. var engine = scene.getEngine();
  74138. if (this.useCameraPostProcesses !== undefined) {
  74139. useCameraPostProcess = this.useCameraPostProcesses;
  74140. }
  74141. if (this._waitingRenderList) {
  74142. this.renderList = [];
  74143. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74144. var id = this._waitingRenderList[index];
  74145. var mesh_1 = scene.getMeshByID(id);
  74146. if (mesh_1) {
  74147. this.renderList.push(mesh_1);
  74148. }
  74149. }
  74150. delete this._waitingRenderList;
  74151. }
  74152. // Is predicate defined?
  74153. if (this.renderListPredicate) {
  74154. if (this.renderList) {
  74155. this.renderList.length = 0; // Clear previous renderList
  74156. }
  74157. else {
  74158. this.renderList = [];
  74159. }
  74160. var scene = this.getScene();
  74161. if (!scene) {
  74162. return;
  74163. }
  74164. var sceneMeshes = scene.meshes;
  74165. for (var index = 0; index < sceneMeshes.length; index++) {
  74166. var mesh = sceneMeshes[index];
  74167. if (this.renderListPredicate(mesh)) {
  74168. this.renderList.push(mesh);
  74169. }
  74170. }
  74171. }
  74172. this.onBeforeBindObservable.notifyObservers(this);
  74173. // Set custom projection.
  74174. // Needs to be before binding to prevent changing the aspect ratio.
  74175. var camera;
  74176. if (this.activeCamera) {
  74177. camera = this.activeCamera;
  74178. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74179. if (this.activeCamera !== scene.activeCamera) {
  74180. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74181. }
  74182. }
  74183. else {
  74184. camera = scene.activeCamera;
  74185. if (camera) {
  74186. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74187. }
  74188. }
  74189. // Prepare renderingManager
  74190. this._renderingManager.reset();
  74191. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74192. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74193. var sceneRenderId = scene.getRenderId();
  74194. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74195. var mesh = currentRenderList[meshIndex];
  74196. if (mesh) {
  74197. if (!mesh.isReady(this.refreshRate === 0)) {
  74198. this.resetRefreshCounter();
  74199. continue;
  74200. }
  74201. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74202. var isMasked = void 0;
  74203. if (!this.renderList && camera) {
  74204. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74205. }
  74206. else {
  74207. isMasked = false;
  74208. }
  74209. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74210. mesh._activate(sceneRenderId);
  74211. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74212. var subMesh = mesh.subMeshes[subIndex];
  74213. scene._activeIndices.addCount(subMesh.indexCount, false);
  74214. this._renderingManager.dispatch(subMesh, mesh);
  74215. }
  74216. }
  74217. }
  74218. }
  74219. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74220. var particleSystem = scene.particleSystems[particleIndex];
  74221. var emitter = particleSystem.emitter;
  74222. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74223. continue;
  74224. }
  74225. if (currentRenderList.indexOf(emitter) >= 0) {
  74226. this._renderingManager.dispatchParticles(particleSystem);
  74227. }
  74228. }
  74229. if (this.isCube) {
  74230. for (var face = 0; face < 6; face++) {
  74231. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74232. scene.incrementRenderId();
  74233. scene.resetCachedMaterial();
  74234. }
  74235. }
  74236. else {
  74237. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74238. }
  74239. this.onAfterUnbindObservable.notifyObservers(this);
  74240. if (scene.activeCamera) {
  74241. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74242. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74243. }
  74244. engine.setViewport(scene.activeCamera.viewport);
  74245. }
  74246. scene.resetCachedMaterial();
  74247. };
  74248. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74249. var minimum = 128;
  74250. var x = renderDimension * scale;
  74251. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74252. // Ensure we don't exceed the render dimension (while staying POT)
  74253. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74254. };
  74255. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74256. var _this = this;
  74257. if (!this._texture) {
  74258. return;
  74259. }
  74260. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74261. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74262. });
  74263. };
  74264. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74265. var scene = this.getScene();
  74266. if (!scene) {
  74267. return;
  74268. }
  74269. var engine = scene.getEngine();
  74270. if (!this._texture) {
  74271. return;
  74272. }
  74273. // Bind
  74274. if (this._postProcessManager) {
  74275. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74276. }
  74277. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74278. if (this._texture) {
  74279. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74280. }
  74281. }
  74282. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74283. // Clear
  74284. if (this.onClearObservable.hasObservers()) {
  74285. this.onClearObservable.notifyObservers(engine);
  74286. }
  74287. else {
  74288. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74289. }
  74290. if (!this._doNotChangeAspectRatio) {
  74291. scene.updateTransformMatrix(true);
  74292. }
  74293. // Before Camera Draw
  74294. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74295. var step = _a[_i];
  74296. step.action(this);
  74297. }
  74298. // Render
  74299. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74300. // After Camera Draw
  74301. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74302. var step = _c[_b];
  74303. step.action(this);
  74304. }
  74305. if (this._postProcessManager) {
  74306. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74307. }
  74308. else if (useCameraPostProcess) {
  74309. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74310. }
  74311. if (!this._doNotChangeAspectRatio) {
  74312. scene.updateTransformMatrix(true);
  74313. }
  74314. // Dump ?
  74315. if (dumpForDebug) {
  74316. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74317. }
  74318. // Unbind
  74319. if (!this.isCube || faceIndex === 5) {
  74320. if (this.isCube) {
  74321. if (faceIndex === 5) {
  74322. engine.generateMipMapsForCubemap(this._texture);
  74323. }
  74324. }
  74325. this.unbindFrameBuffer(engine, faceIndex);
  74326. }
  74327. else {
  74328. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74329. }
  74330. };
  74331. /**
  74332. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74333. * This allowed control for front to back rendering or reversly depending of the special needs.
  74334. *
  74335. * @param renderingGroupId The rendering group id corresponding to its index
  74336. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74337. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74338. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74339. */
  74340. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74341. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74342. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74343. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74344. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74345. };
  74346. /**
  74347. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74348. *
  74349. * @param renderingGroupId The rendering group id corresponding to its index
  74350. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74351. */
  74352. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74353. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74354. this._renderingManager._useSceneAutoClearSetup = false;
  74355. };
  74356. /**
  74357. * Clones the texture.
  74358. * @returns the cloned texture
  74359. */
  74360. RenderTargetTexture.prototype.clone = function () {
  74361. var textureSize = this.getSize();
  74362. 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);
  74363. // Base texture
  74364. newTexture.hasAlpha = this.hasAlpha;
  74365. newTexture.level = this.level;
  74366. // RenderTarget Texture
  74367. newTexture.coordinatesMode = this.coordinatesMode;
  74368. if (this.renderList) {
  74369. newTexture.renderList = this.renderList.slice(0);
  74370. }
  74371. return newTexture;
  74372. };
  74373. /**
  74374. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74375. * @returns The JSON representation of the texture
  74376. */
  74377. RenderTargetTexture.prototype.serialize = function () {
  74378. if (!this.name) {
  74379. return null;
  74380. }
  74381. var serializationObject = _super.prototype.serialize.call(this);
  74382. serializationObject.renderTargetSize = this.getRenderSize();
  74383. serializationObject.renderList = [];
  74384. if (this.renderList) {
  74385. for (var index = 0; index < this.renderList.length; index++) {
  74386. serializationObject.renderList.push(this.renderList[index].id);
  74387. }
  74388. }
  74389. return serializationObject;
  74390. };
  74391. /**
  74392. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74393. */
  74394. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74395. var objBuffer = this.getInternalTexture();
  74396. var scene = this.getScene();
  74397. if (objBuffer && scene) {
  74398. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74399. }
  74400. };
  74401. /**
  74402. * Dispose the texture and release its associated resources.
  74403. */
  74404. RenderTargetTexture.prototype.dispose = function () {
  74405. if (this._postProcessManager) {
  74406. this._postProcessManager.dispose();
  74407. this._postProcessManager = null;
  74408. }
  74409. this.clearPostProcesses(true);
  74410. if (this._resizeObserver) {
  74411. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74412. this._resizeObserver = null;
  74413. }
  74414. this.renderList = null;
  74415. // Remove from custom render targets
  74416. var scene = this.getScene();
  74417. if (!scene) {
  74418. return;
  74419. }
  74420. var index = scene.customRenderTargets.indexOf(this);
  74421. if (index >= 0) {
  74422. scene.customRenderTargets.splice(index, 1);
  74423. }
  74424. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74425. var camera = _a[_i];
  74426. index = camera.customRenderTargets.indexOf(this);
  74427. if (index >= 0) {
  74428. camera.customRenderTargets.splice(index, 1);
  74429. }
  74430. }
  74431. _super.prototype.dispose.call(this);
  74432. };
  74433. /** @hidden */
  74434. RenderTargetTexture.prototype._rebuild = function () {
  74435. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74436. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74437. }
  74438. if (this._postProcessManager) {
  74439. this._postProcessManager._rebuild();
  74440. }
  74441. };
  74442. /**
  74443. * Clear the info related to rendering groups preventing retention point in material dispose.
  74444. */
  74445. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74446. if (this._renderingManager) {
  74447. this._renderingManager.freeRenderingGroups();
  74448. }
  74449. };
  74450. /**
  74451. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74452. */
  74453. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74454. /**
  74455. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74456. */
  74457. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74458. /**
  74459. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74460. * the central point of your effect and can save a lot of performances.
  74461. */
  74462. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74463. return RenderTargetTexture;
  74464. }(BABYLON.Texture));
  74465. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74466. })(BABYLON || (BABYLON = {}));
  74467. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74468. var BABYLON;
  74469. (function (BABYLON) {
  74470. /**
  74471. * A multi render target, like a render target provides the ability to render to a texture.
  74472. * Unlike the render target, it can render to several draw buffers in one draw.
  74473. * This is specially interesting in deferred rendering or for any effects requiring more than
  74474. * just one color from a single pass.
  74475. */
  74476. var MultiRenderTarget = /** @class */ (function (_super) {
  74477. __extends(MultiRenderTarget, _super);
  74478. /**
  74479. * Instantiate a new multi render target texture.
  74480. * A multi render target, like a render target provides the ability to render to a texture.
  74481. * Unlike the render target, it can render to several draw buffers in one draw.
  74482. * This is specially interesting in deferred rendering or for any effects requiring more than
  74483. * just one color from a single pass.
  74484. * @param name Define the name of the texture
  74485. * @param size Define the size of the buffers to render to
  74486. * @param count Define the number of target we are rendering into
  74487. * @param scene Define the scene the texture belongs to
  74488. * @param options Define the options used to create the multi render target
  74489. */
  74490. function MultiRenderTarget(name, size, count, scene, options) {
  74491. var _this = this;
  74492. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74493. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74494. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74495. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74496. _this._engine = scene.getEngine();
  74497. if (!_this.isSupported) {
  74498. _this.dispose();
  74499. return;
  74500. }
  74501. var types = [];
  74502. var samplingModes = [];
  74503. for (var i = 0; i < count; i++) {
  74504. if (options && options.types && options.types[i] !== undefined) {
  74505. types.push(options.types[i]);
  74506. }
  74507. else {
  74508. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74509. }
  74510. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74511. samplingModes.push(options.samplingModes[i]);
  74512. }
  74513. else {
  74514. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74515. }
  74516. }
  74517. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74518. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74519. _this._size = size;
  74520. _this._multiRenderTargetOptions = {
  74521. samplingModes: samplingModes,
  74522. generateMipMaps: generateMipMaps,
  74523. generateDepthBuffer: generateDepthBuffer,
  74524. generateStencilBuffer: generateStencilBuffer,
  74525. generateDepthTexture: generateDepthTexture,
  74526. types: types,
  74527. textureCount: count
  74528. };
  74529. _this._createInternalTextures();
  74530. _this._createTextures();
  74531. return _this;
  74532. }
  74533. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74534. /**
  74535. * Get if draw buffers are currently supported by the used hardware and browser.
  74536. */
  74537. get: function () {
  74538. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74539. },
  74540. enumerable: true,
  74541. configurable: true
  74542. });
  74543. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74544. /**
  74545. * Get the list of textures generated by the multi render target.
  74546. */
  74547. get: function () {
  74548. return this._textures;
  74549. },
  74550. enumerable: true,
  74551. configurable: true
  74552. });
  74553. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74554. /**
  74555. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74556. */
  74557. get: function () {
  74558. return this._textures[this._textures.length - 1];
  74559. },
  74560. enumerable: true,
  74561. configurable: true
  74562. });
  74563. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74564. /**
  74565. * Set the wrapping mode on U of all the textures we are rendering to.
  74566. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74567. */
  74568. set: function (wrap) {
  74569. if (this._textures) {
  74570. for (var i = 0; i < this._textures.length; i++) {
  74571. this._textures[i].wrapU = wrap;
  74572. }
  74573. }
  74574. },
  74575. enumerable: true,
  74576. configurable: true
  74577. });
  74578. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74579. /**
  74580. * Set the wrapping mode on V of all the textures we are rendering to.
  74581. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74582. */
  74583. set: function (wrap) {
  74584. if (this._textures) {
  74585. for (var i = 0; i < this._textures.length; i++) {
  74586. this._textures[i].wrapV = wrap;
  74587. }
  74588. }
  74589. },
  74590. enumerable: true,
  74591. configurable: true
  74592. });
  74593. /** @hidden */
  74594. MultiRenderTarget.prototype._rebuild = function () {
  74595. this.releaseInternalTextures();
  74596. this._createInternalTextures();
  74597. for (var i = 0; i < this._internalTextures.length; i++) {
  74598. var texture = this._textures[i];
  74599. texture._texture = this._internalTextures[i];
  74600. }
  74601. // Keeps references to frame buffer and stencil/depth buffer
  74602. this._texture = this._internalTextures[0];
  74603. };
  74604. MultiRenderTarget.prototype._createInternalTextures = function () {
  74605. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74606. };
  74607. MultiRenderTarget.prototype._createTextures = function () {
  74608. this._textures = [];
  74609. for (var i = 0; i < this._internalTextures.length; i++) {
  74610. var texture = new BABYLON.Texture(null, this.getScene());
  74611. texture._texture = this._internalTextures[i];
  74612. this._textures.push(texture);
  74613. }
  74614. // Keeps references to frame buffer and stencil/depth buffer
  74615. this._texture = this._internalTextures[0];
  74616. };
  74617. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74618. /**
  74619. * Define the number of samples used if MSAA is enabled.
  74620. */
  74621. get: function () {
  74622. return this._samples;
  74623. },
  74624. set: function (value) {
  74625. if (this._samples === value) {
  74626. return;
  74627. }
  74628. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74629. },
  74630. enumerable: true,
  74631. configurable: true
  74632. });
  74633. /**
  74634. * Resize all the textures in the multi render target.
  74635. * Be carrefull as it will recreate all the data in the new texture.
  74636. * @param size Define the new size
  74637. */
  74638. MultiRenderTarget.prototype.resize = function (size) {
  74639. this.releaseInternalTextures();
  74640. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74641. this._createInternalTextures();
  74642. };
  74643. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74644. var _this = this;
  74645. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74646. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74647. });
  74648. };
  74649. /**
  74650. * Dispose the render targets and their associated resources
  74651. */
  74652. MultiRenderTarget.prototype.dispose = function () {
  74653. this.releaseInternalTextures();
  74654. _super.prototype.dispose.call(this);
  74655. };
  74656. /**
  74657. * Release all the underlying texture used as draw buffers.
  74658. */
  74659. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74660. if (!this._internalTextures) {
  74661. return;
  74662. }
  74663. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74664. if (this._internalTextures[i] !== undefined) {
  74665. this._internalTextures[i].dispose();
  74666. this._internalTextures.splice(i, 1);
  74667. }
  74668. }
  74669. };
  74670. return MultiRenderTarget;
  74671. }(BABYLON.RenderTargetTexture));
  74672. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74673. })(BABYLON || (BABYLON = {}));
  74674. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74675. var BABYLON;
  74676. (function (BABYLON) {
  74677. /**
  74678. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74679. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74680. * You can then easily use it as a reflectionTexture on a flat surface.
  74681. * In case the surface is not a plane, please consider relying on reflection probes.
  74682. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74683. */
  74684. var MirrorTexture = /** @class */ (function (_super) {
  74685. __extends(MirrorTexture, _super);
  74686. /**
  74687. * Instantiates a Mirror Texture.
  74688. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74689. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74690. * You can then easily use it as a reflectionTexture on a flat surface.
  74691. * In case the surface is not a plane, please consider relying on reflection probes.
  74692. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74693. * @param name
  74694. * @param size
  74695. * @param scene
  74696. * @param generateMipMaps
  74697. * @param type
  74698. * @param samplingMode
  74699. * @param generateDepthBuffer
  74700. */
  74701. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74702. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74703. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74704. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74705. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74706. _this.scene = scene;
  74707. /**
  74708. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74709. * 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.
  74710. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74711. */
  74712. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74713. _this._transformMatrix = BABYLON.Matrix.Zero();
  74714. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74715. _this._adaptiveBlurKernel = 0;
  74716. _this._blurKernelX = 0;
  74717. _this._blurKernelY = 0;
  74718. _this._blurRatio = 1.0;
  74719. _this.ignoreCameraViewport = true;
  74720. _this._updateGammaSpace();
  74721. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74722. _this._updateGammaSpace;
  74723. });
  74724. _this.onBeforeRenderObservable.add(function () {
  74725. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74726. _this._savedViewMatrix = scene.getViewMatrix();
  74727. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74728. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74729. scene.clipPlane = _this.mirrorPlane;
  74730. scene.getEngine().cullBackFaces = false;
  74731. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74732. });
  74733. _this.onAfterRenderObservable.add(function () {
  74734. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74735. scene.getEngine().cullBackFaces = true;
  74736. scene._mirroredCameraPosition = null;
  74737. delete scene.clipPlane;
  74738. });
  74739. return _this;
  74740. }
  74741. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74742. get: function () {
  74743. return this._blurRatio;
  74744. },
  74745. /**
  74746. * Define the blur ratio used to blur the reflection if needed.
  74747. */
  74748. set: function (value) {
  74749. if (this._blurRatio === value) {
  74750. return;
  74751. }
  74752. this._blurRatio = value;
  74753. this._preparePostProcesses();
  74754. },
  74755. enumerable: true,
  74756. configurable: true
  74757. });
  74758. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74759. /**
  74760. * Define the adaptive blur kernel used to blur the reflection if needed.
  74761. * This will autocompute the closest best match for the `blurKernel`
  74762. */
  74763. set: function (value) {
  74764. this._adaptiveBlurKernel = value;
  74765. this._autoComputeBlurKernel();
  74766. },
  74767. enumerable: true,
  74768. configurable: true
  74769. });
  74770. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74771. /**
  74772. * Define the blur kernel used to blur the reflection if needed.
  74773. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74774. */
  74775. set: function (value) {
  74776. this.blurKernelX = value;
  74777. this.blurKernelY = value;
  74778. },
  74779. enumerable: true,
  74780. configurable: true
  74781. });
  74782. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74783. get: function () {
  74784. return this._blurKernelX;
  74785. },
  74786. /**
  74787. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74788. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74789. */
  74790. set: function (value) {
  74791. if (this._blurKernelX === value) {
  74792. return;
  74793. }
  74794. this._blurKernelX = value;
  74795. this._preparePostProcesses();
  74796. },
  74797. enumerable: true,
  74798. configurable: true
  74799. });
  74800. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74801. get: function () {
  74802. return this._blurKernelY;
  74803. },
  74804. /**
  74805. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74806. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74807. */
  74808. set: function (value) {
  74809. if (this._blurKernelY === value) {
  74810. return;
  74811. }
  74812. this._blurKernelY = value;
  74813. this._preparePostProcesses();
  74814. },
  74815. enumerable: true,
  74816. configurable: true
  74817. });
  74818. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74819. var engine = this.getScene().getEngine();
  74820. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74821. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74822. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74823. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74824. };
  74825. MirrorTexture.prototype._onRatioRescale = function () {
  74826. if (this._sizeRatio) {
  74827. this.resize(this._initialSizeParameter);
  74828. if (!this._adaptiveBlurKernel) {
  74829. this._preparePostProcesses();
  74830. }
  74831. }
  74832. if (this._adaptiveBlurKernel) {
  74833. this._autoComputeBlurKernel();
  74834. }
  74835. };
  74836. MirrorTexture.prototype._updateGammaSpace = function () {
  74837. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74838. };
  74839. MirrorTexture.prototype._preparePostProcesses = function () {
  74840. this.clearPostProcesses(true);
  74841. if (this._blurKernelX && this._blurKernelY) {
  74842. var engine = this.getScene().getEngine();
  74843. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74844. 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);
  74845. this._blurX.autoClear = false;
  74846. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74847. this._blurX.inputTexture = this._texture;
  74848. }
  74849. else {
  74850. this._blurX.alwaysForcePOT = true;
  74851. }
  74852. 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);
  74853. this._blurY.autoClear = false;
  74854. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74855. this.addPostProcess(this._blurX);
  74856. this.addPostProcess(this._blurY);
  74857. }
  74858. else {
  74859. if (this._blurY) {
  74860. this.removePostProcess(this._blurY);
  74861. this._blurY.dispose();
  74862. this._blurY = null;
  74863. }
  74864. if (this._blurX) {
  74865. this.removePostProcess(this._blurX);
  74866. this._blurX.dispose();
  74867. this._blurX = null;
  74868. }
  74869. }
  74870. };
  74871. /**
  74872. * Clone the mirror texture.
  74873. * @returns the cloned texture
  74874. */
  74875. MirrorTexture.prototype.clone = function () {
  74876. var scene = this.getScene();
  74877. if (!scene) {
  74878. return this;
  74879. }
  74880. var textureSize = this.getSize();
  74881. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74882. // Base texture
  74883. newTexture.hasAlpha = this.hasAlpha;
  74884. newTexture.level = this.level;
  74885. // Mirror Texture
  74886. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74887. if (this.renderList) {
  74888. newTexture.renderList = this.renderList.slice(0);
  74889. }
  74890. return newTexture;
  74891. };
  74892. /**
  74893. * Serialize the texture to a JSON representation you could use in Parse later on
  74894. * @returns the serialized JSON representation
  74895. */
  74896. MirrorTexture.prototype.serialize = function () {
  74897. if (!this.name) {
  74898. return null;
  74899. }
  74900. var serializationObject = _super.prototype.serialize.call(this);
  74901. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74902. return serializationObject;
  74903. };
  74904. /**
  74905. * Dispose the texture and release its associated resources.
  74906. */
  74907. MirrorTexture.prototype.dispose = function () {
  74908. _super.prototype.dispose.call(this);
  74909. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74910. };
  74911. return MirrorTexture;
  74912. }(BABYLON.RenderTargetTexture));
  74913. BABYLON.MirrorTexture = MirrorTexture;
  74914. })(BABYLON || (BABYLON = {}));
  74915. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74916. var BABYLON;
  74917. (function (BABYLON) {
  74918. /**
  74919. * Creates a refraction texture used by refraction channel of the standard material.
  74920. * It is like a mirror but to see through a material.
  74921. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74922. */
  74923. var RefractionTexture = /** @class */ (function (_super) {
  74924. __extends(RefractionTexture, _super);
  74925. /**
  74926. * Creates a refraction texture used by refraction channel of the standard material.
  74927. * It is like a mirror but to see through a material.
  74928. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74929. * @param name Define the texture name
  74930. * @param size Define the size of the underlying texture
  74931. * @param scene Define the scene the refraction belongs to
  74932. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74933. */
  74934. function RefractionTexture(name, size, scene, generateMipMaps) {
  74935. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74936. /**
  74937. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74938. * 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.
  74939. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74940. */
  74941. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74942. /**
  74943. * Define how deep under the surface we should see.
  74944. */
  74945. _this.depth = 2.0;
  74946. _this.onBeforeRenderObservable.add(function () {
  74947. scene.clipPlane = _this.refractionPlane;
  74948. });
  74949. _this.onAfterRenderObservable.add(function () {
  74950. delete scene.clipPlane;
  74951. });
  74952. return _this;
  74953. }
  74954. /**
  74955. * Clone the refraction texture.
  74956. * @returns the cloned texture
  74957. */
  74958. RefractionTexture.prototype.clone = function () {
  74959. var scene = this.getScene();
  74960. if (!scene) {
  74961. return this;
  74962. }
  74963. var textureSize = this.getSize();
  74964. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74965. // Base texture
  74966. newTexture.hasAlpha = this.hasAlpha;
  74967. newTexture.level = this.level;
  74968. // Refraction Texture
  74969. newTexture.refractionPlane = this.refractionPlane.clone();
  74970. if (this.renderList) {
  74971. newTexture.renderList = this.renderList.slice(0);
  74972. }
  74973. newTexture.depth = this.depth;
  74974. return newTexture;
  74975. };
  74976. /**
  74977. * Serialize the texture to a JSON representation you could use in Parse later on
  74978. * @returns the serialized JSON representation
  74979. */
  74980. RefractionTexture.prototype.serialize = function () {
  74981. if (!this.name) {
  74982. return null;
  74983. }
  74984. var serializationObject = _super.prototype.serialize.call(this);
  74985. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74986. serializationObject.depth = this.depth;
  74987. return serializationObject;
  74988. };
  74989. return RefractionTexture;
  74990. }(BABYLON.RenderTargetTexture));
  74991. BABYLON.RefractionTexture = RefractionTexture;
  74992. })(BABYLON || (BABYLON = {}));
  74993. //# sourceMappingURL=babylon.refractionTexture.js.map
  74994. var BABYLON;
  74995. (function (BABYLON) {
  74996. /**
  74997. * A class extending Texture allowing drawing on a texture
  74998. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74999. */
  75000. var DynamicTexture = /** @class */ (function (_super) {
  75001. __extends(DynamicTexture, _super);
  75002. /**
  75003. * Creates a DynamicTexture
  75004. * @param name defines the name of the texture
  75005. * @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
  75006. * @param scene defines the scene where you want the texture
  75007. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75008. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75009. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75010. */
  75011. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75012. if (scene === void 0) { scene = null; }
  75013. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75014. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75015. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75016. _this.name = name;
  75017. _this._engine = _this.getScene().getEngine();
  75018. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75019. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75020. _this._generateMipMaps = generateMipMaps;
  75021. if (options.getContext) {
  75022. _this._canvas = options;
  75023. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75024. }
  75025. else {
  75026. _this._canvas = document.createElement("canvas");
  75027. if (options.width || options.width === 0) {
  75028. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75029. }
  75030. else {
  75031. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75032. }
  75033. }
  75034. var textureSize = _this.getSize();
  75035. _this._canvas.width = textureSize.width;
  75036. _this._canvas.height = textureSize.height;
  75037. _this._context = _this._canvas.getContext("2d");
  75038. return _this;
  75039. }
  75040. /**
  75041. * Get the current class name of the texture useful for serialization or dynamic coding.
  75042. * @returns "DynamicTexture"
  75043. */
  75044. DynamicTexture.prototype.getClassName = function () {
  75045. return "DynamicTexture";
  75046. };
  75047. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75048. /**
  75049. * Gets the current state of canRescale
  75050. */
  75051. get: function () {
  75052. return true;
  75053. },
  75054. enumerable: true,
  75055. configurable: true
  75056. });
  75057. DynamicTexture.prototype._recreate = function (textureSize) {
  75058. this._canvas.width = textureSize.width;
  75059. this._canvas.height = textureSize.height;
  75060. this.releaseInternalTexture();
  75061. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  75062. };
  75063. /**
  75064. * Scales the texture
  75065. * @param ratio the scale factor to apply to both width and height
  75066. */
  75067. DynamicTexture.prototype.scale = function (ratio) {
  75068. var textureSize = this.getSize();
  75069. textureSize.width *= ratio;
  75070. textureSize.height *= ratio;
  75071. this._recreate(textureSize);
  75072. };
  75073. /**
  75074. * Resizes the texture
  75075. * @param width the new width
  75076. * @param height the new height
  75077. */
  75078. DynamicTexture.prototype.scaleTo = function (width, height) {
  75079. var textureSize = this.getSize();
  75080. textureSize.width = width;
  75081. textureSize.height = height;
  75082. this._recreate(textureSize);
  75083. };
  75084. /**
  75085. * Gets the context of the canvas used by the texture
  75086. * @returns the canvas context of the dynamic texture
  75087. */
  75088. DynamicTexture.prototype.getContext = function () {
  75089. return this._context;
  75090. };
  75091. /**
  75092. * Clears the texture
  75093. */
  75094. DynamicTexture.prototype.clear = function () {
  75095. var size = this.getSize();
  75096. this._context.fillRect(0, 0, size.width, size.height);
  75097. };
  75098. /**
  75099. * Updates the texture
  75100. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75101. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75102. */
  75103. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75104. if (premulAlpha === void 0) { premulAlpha = false; }
  75105. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75106. };
  75107. /**
  75108. * Draws text onto the texture
  75109. * @param text defines the text to be drawn
  75110. * @param x defines the placement of the text from the left
  75111. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75112. * @param font defines the font to be used with font-style, font-size, font-name
  75113. * @param color defines the color used for the text
  75114. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75115. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75116. * @param update defines whether texture is immediately update (default is true)
  75117. */
  75118. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75119. if (update === void 0) { update = true; }
  75120. var size = this.getSize();
  75121. if (clearColor) {
  75122. this._context.fillStyle = clearColor;
  75123. this._context.fillRect(0, 0, size.width, size.height);
  75124. }
  75125. this._context.font = font;
  75126. if (x === null || x === undefined) {
  75127. var textSize = this._context.measureText(text);
  75128. x = (size.width - textSize.width) / 2;
  75129. }
  75130. if (y === null || y === undefined) {
  75131. var fontSize = parseInt((font.replace(/\D/g, '')));
  75132. y = (size.height / 2) + (fontSize / 3.65);
  75133. }
  75134. this._context.fillStyle = color;
  75135. this._context.fillText(text, x, y);
  75136. if (update) {
  75137. this.update(invertY);
  75138. }
  75139. };
  75140. /**
  75141. * Clones the texture
  75142. * @returns the clone of the texture.
  75143. */
  75144. DynamicTexture.prototype.clone = function () {
  75145. var scene = this.getScene();
  75146. if (!scene) {
  75147. return this;
  75148. }
  75149. var textureSize = this.getSize();
  75150. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75151. // Base texture
  75152. newTexture.hasAlpha = this.hasAlpha;
  75153. newTexture.level = this.level;
  75154. // Dynamic Texture
  75155. newTexture.wrapU = this.wrapU;
  75156. newTexture.wrapV = this.wrapV;
  75157. return newTexture;
  75158. };
  75159. /**
  75160. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75161. * @returns a serialized dynamic texture object
  75162. */
  75163. DynamicTexture.prototype.serialize = function () {
  75164. var scene = this.getScene();
  75165. if (scene && !scene.isReady()) {
  75166. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75167. }
  75168. var serializationObject = _super.prototype.serialize.call(this);
  75169. serializationObject.base64String = this._canvas.toDataURL();
  75170. serializationObject.invertY = this._invertY;
  75171. serializationObject.samplingMode = this.samplingMode;
  75172. return serializationObject;
  75173. };
  75174. /** @hidden */
  75175. DynamicTexture.prototype._rebuild = function () {
  75176. this.update();
  75177. };
  75178. return DynamicTexture;
  75179. }(BABYLON.Texture));
  75180. BABYLON.DynamicTexture = DynamicTexture;
  75181. })(BABYLON || (BABYLON = {}));
  75182. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75183. var BABYLON;
  75184. (function (BABYLON) {
  75185. /**
  75186. * If you want to display a video in your scene, this is the special texture for that.
  75187. * This special texture works similar to other textures, with the exception of a few parameters.
  75188. * @see https://doc.babylonjs.com/how_to/video_texture
  75189. */
  75190. var VideoTexture = /** @class */ (function (_super) {
  75191. __extends(VideoTexture, _super);
  75192. /**
  75193. * Creates a video texture.
  75194. * If you want to display a video in your scene, this is the special texture for that.
  75195. * This special texture works similar to other textures, with the exception of a few parameters.
  75196. * @see https://doc.babylonjs.com/how_to/video_texture
  75197. * @param name optional name, will detect from video source, if not defined
  75198. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75199. * @param scene is obviously the current scene.
  75200. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75201. * @param invertY is false by default but can be used to invert video on Y axis
  75202. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75203. * @param settings allows finer control over video usage
  75204. */
  75205. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75206. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75207. if (invertY === void 0) { invertY = false; }
  75208. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75209. if (settings === void 0) { settings = {
  75210. autoPlay: true,
  75211. loop: true,
  75212. autoUpdateTexture: true,
  75213. }; }
  75214. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75215. _this._onUserActionRequestedObservable = null;
  75216. _this._stillImageCaptured = false;
  75217. _this._displayingPosterTexture = false;
  75218. _this._createInternalTexture = function () {
  75219. if (_this._texture != null) {
  75220. if (_this._displayingPosterTexture) {
  75221. _this._texture.dispose();
  75222. _this._displayingPosterTexture = false;
  75223. }
  75224. else {
  75225. return;
  75226. }
  75227. }
  75228. if (!_this._engine.needPOTTextures ||
  75229. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75230. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75231. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75232. }
  75233. else {
  75234. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75235. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75236. _this._generateMipMaps = false;
  75237. }
  75238. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75239. if (!_this.video.autoplay && !_this._settings.poster) {
  75240. var oldHandler_1 = _this.video.onplaying;
  75241. var error_1 = false;
  75242. _this.video.onplaying = function () {
  75243. _this.video.onplaying = oldHandler_1;
  75244. _this._texture.isReady = true;
  75245. _this._updateInternalTexture();
  75246. if (!error_1) {
  75247. _this.video.pause();
  75248. }
  75249. if (_this.onLoadObservable.hasObservers()) {
  75250. _this.onLoadObservable.notifyObservers(_this);
  75251. }
  75252. };
  75253. var playing = _this.video.play();
  75254. if (playing) {
  75255. playing.then(function () {
  75256. // Everything is good.
  75257. })
  75258. .catch(function () {
  75259. error_1 = true;
  75260. // On Chrome for instance, new policies might prevent playing without user interaction.
  75261. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75262. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75263. }
  75264. });
  75265. }
  75266. else {
  75267. _this.video.onplaying = oldHandler_1;
  75268. _this._texture.isReady = true;
  75269. _this._updateInternalTexture();
  75270. if (_this.onLoadObservable.hasObservers()) {
  75271. _this.onLoadObservable.notifyObservers(_this);
  75272. }
  75273. }
  75274. }
  75275. else {
  75276. _this._texture.isReady = true;
  75277. _this._updateInternalTexture();
  75278. if (_this.onLoadObservable.hasObservers()) {
  75279. _this.onLoadObservable.notifyObservers(_this);
  75280. }
  75281. }
  75282. };
  75283. _this.reset = function () {
  75284. if (_this._texture == null) {
  75285. return;
  75286. }
  75287. if (!_this._displayingPosterTexture) {
  75288. _this._texture.dispose();
  75289. _this._texture = null;
  75290. }
  75291. };
  75292. _this._updateInternalTexture = function (e) {
  75293. if (_this._texture == null || !_this._texture.isReady) {
  75294. return;
  75295. }
  75296. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75297. return;
  75298. }
  75299. if (_this._displayingPosterTexture) {
  75300. return;
  75301. }
  75302. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75303. };
  75304. _this._engine = _this.getScene().getEngine();
  75305. _this._generateMipMaps = generateMipMaps;
  75306. _this._samplingMode = samplingMode;
  75307. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75308. _this.name = name || _this._getName(src);
  75309. _this.video = _this._getVideo(src);
  75310. _this._settings = settings;
  75311. if (settings.poster) {
  75312. _this.video.poster = settings.poster;
  75313. }
  75314. if (settings.autoPlay !== undefined) {
  75315. _this.video.autoplay = settings.autoPlay;
  75316. }
  75317. if (settings.loop !== undefined) {
  75318. _this.video.loop = settings.loop;
  75319. }
  75320. _this.video.setAttribute("playsinline", "");
  75321. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75322. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75323. _this.video.addEventListener("emptied", _this.reset);
  75324. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75325. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75326. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75327. if (settings.poster &&
  75328. (!settings.autoPlay || !videoHasEnoughData)) {
  75329. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75330. _this._displayingPosterTexture = true;
  75331. }
  75332. else if (videoHasEnoughData) {
  75333. _this._createInternalTexture();
  75334. }
  75335. return _this;
  75336. }
  75337. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75338. /**
  75339. * Event triggerd when a dom action is required by the user to play the video.
  75340. * This happens due to recent changes in browser policies preventing video to auto start.
  75341. */
  75342. get: function () {
  75343. if (!this._onUserActionRequestedObservable) {
  75344. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75345. }
  75346. return this._onUserActionRequestedObservable;
  75347. },
  75348. enumerable: true,
  75349. configurable: true
  75350. });
  75351. VideoTexture.prototype._getName = function (src) {
  75352. if (src instanceof HTMLVideoElement) {
  75353. return src.currentSrc;
  75354. }
  75355. if (typeof src === "object") {
  75356. return src.toString();
  75357. }
  75358. return src;
  75359. };
  75360. VideoTexture.prototype._getVideo = function (src) {
  75361. if (src instanceof HTMLVideoElement) {
  75362. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75363. return src;
  75364. }
  75365. var video = document.createElement("video");
  75366. if (typeof src === "string") {
  75367. BABYLON.Tools.SetCorsBehavior(src, video);
  75368. video.src = src;
  75369. }
  75370. else {
  75371. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75372. src.forEach(function (url) {
  75373. var source = document.createElement("source");
  75374. source.src = url;
  75375. video.appendChild(source);
  75376. });
  75377. }
  75378. return video;
  75379. };
  75380. /**
  75381. * @hidden Internal method to initiate `update`.
  75382. */
  75383. VideoTexture.prototype._rebuild = function () {
  75384. this.update();
  75385. };
  75386. /**
  75387. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75388. */
  75389. VideoTexture.prototype.update = function () {
  75390. if (!this.autoUpdateTexture) {
  75391. // Expecting user to call `updateTexture` manually
  75392. return;
  75393. }
  75394. this.updateTexture(true);
  75395. };
  75396. /**
  75397. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75398. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75399. */
  75400. VideoTexture.prototype.updateTexture = function (isVisible) {
  75401. if (!isVisible) {
  75402. return;
  75403. }
  75404. if (this.video.paused && this._stillImageCaptured) {
  75405. return;
  75406. }
  75407. this._stillImageCaptured = true;
  75408. this._updateInternalTexture();
  75409. };
  75410. /**
  75411. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75412. * @param url New url.
  75413. */
  75414. VideoTexture.prototype.updateURL = function (url) {
  75415. this.video.src = url;
  75416. };
  75417. /**
  75418. * Dispose the texture and release its associated resources.
  75419. */
  75420. VideoTexture.prototype.dispose = function () {
  75421. _super.prototype.dispose.call(this);
  75422. if (this._onUserActionRequestedObservable) {
  75423. this._onUserActionRequestedObservable.clear();
  75424. this._onUserActionRequestedObservable = null;
  75425. }
  75426. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75427. this.video.removeEventListener("paused", this._updateInternalTexture);
  75428. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75429. this.video.removeEventListener("emptied", this.reset);
  75430. this.video.pause();
  75431. };
  75432. /**
  75433. * Creates a video texture straight from your WebCam video feed.
  75434. * @param scene Define the scene the texture should be created in
  75435. * @param onReady Define a callback to triggered once the texture will be ready
  75436. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75437. */
  75438. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75439. var video = document.createElement("video");
  75440. video.setAttribute('autoplay', '');
  75441. video.setAttribute('muted', '');
  75442. video.setAttribute('playsinline', '');
  75443. var constraintsDeviceId;
  75444. if (constraints && constraints.deviceId) {
  75445. constraintsDeviceId = {
  75446. exact: constraints.deviceId,
  75447. };
  75448. }
  75449. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75450. if (navigator.mediaDevices) {
  75451. navigator.mediaDevices.getUserMedia({ video: constraints })
  75452. .then(function (stream) {
  75453. if (video.mozSrcObject !== undefined) {
  75454. // hack for Firefox < 19
  75455. video.mozSrcObject = stream;
  75456. }
  75457. else {
  75458. video.srcObject = stream;
  75459. }
  75460. var onPlaying = function () {
  75461. if (onReady) {
  75462. onReady(new VideoTexture("video", video, scene, true, true));
  75463. }
  75464. video.removeEventListener("playing", onPlaying);
  75465. };
  75466. video.addEventListener("playing", onPlaying);
  75467. video.play();
  75468. })
  75469. .catch(function (err) {
  75470. BABYLON.Tools.Error(err.name);
  75471. });
  75472. }
  75473. else {
  75474. navigator.getUserMedia =
  75475. navigator.getUserMedia ||
  75476. navigator.webkitGetUserMedia ||
  75477. navigator.mozGetUserMedia ||
  75478. navigator.msGetUserMedia;
  75479. if (navigator.getUserMedia) {
  75480. navigator.getUserMedia({
  75481. video: {
  75482. deviceId: constraintsDeviceId,
  75483. width: {
  75484. min: (constraints && constraints.minWidth) || 256,
  75485. max: (constraints && constraints.maxWidth) || 640,
  75486. },
  75487. height: {
  75488. min: (constraints && constraints.minHeight) || 256,
  75489. max: (constraints && constraints.maxHeight) || 480,
  75490. },
  75491. },
  75492. }, function (stream) {
  75493. if (video.mozSrcObject !== undefined) {
  75494. // hack for Firefox < 19
  75495. video.mozSrcObject = stream;
  75496. }
  75497. else {
  75498. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75499. }
  75500. video.play();
  75501. if (onReady) {
  75502. onReady(new VideoTexture("video", video, scene, true, true));
  75503. }
  75504. }, function (e) {
  75505. BABYLON.Tools.Error(e.name);
  75506. });
  75507. }
  75508. }
  75509. };
  75510. return VideoTexture;
  75511. }(BABYLON.Texture));
  75512. BABYLON.VideoTexture = VideoTexture;
  75513. })(BABYLON || (BABYLON = {}));
  75514. //# sourceMappingURL=babylon.videoTexture.js.map
  75515. var BABYLON;
  75516. (function (BABYLON) {
  75517. /**
  75518. * Raw texture can help creating a texture directly from an array of data.
  75519. * This can be super useful if you either get the data from an uncompressed source or
  75520. * if you wish to create your texture pixel by pixel.
  75521. */
  75522. var RawTexture = /** @class */ (function (_super) {
  75523. __extends(RawTexture, _super);
  75524. /**
  75525. * Instantiates a new RawTexture.
  75526. * Raw texture can help creating a texture directly from an array of data.
  75527. * This can be super useful if you either get the data from an uncompressed source or
  75528. * if you wish to create your texture pixel by pixel.
  75529. * @param data define the array of data to use to create the texture
  75530. * @param width define the width of the texture
  75531. * @param height define the height of the texture
  75532. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75533. * @param scene define the scene the texture belongs to
  75534. * @param generateMipMaps define whether mip maps should be generated or not
  75535. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75536. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75537. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75538. */
  75539. function RawTexture(data, width, height,
  75540. /**
  75541. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75542. */
  75543. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75544. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75545. if (invertY === void 0) { invertY = false; }
  75546. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75547. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75548. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75549. _this.format = format;
  75550. _this._engine = scene.getEngine();
  75551. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75552. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75553. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75554. return _this;
  75555. }
  75556. /**
  75557. * Updates the texture underlying data.
  75558. * @param data Define the new data of the texture
  75559. */
  75560. RawTexture.prototype.update = function (data) {
  75561. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75562. };
  75563. /**
  75564. * Creates a luminance texture from some data.
  75565. * @param data Define the texture data
  75566. * @param width Define the width of the texture
  75567. * @param height Define the height of the texture
  75568. * @param scene Define the scene the texture belongs to
  75569. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75570. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75571. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75572. * @returns the luminance texture
  75573. */
  75574. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75575. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75576. if (invertY === void 0) { invertY = false; }
  75577. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75578. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75579. };
  75580. /**
  75581. * Creates a luminance alpha texture from some data.
  75582. * @param data Define the texture data
  75583. * @param width Define the width of the texture
  75584. * @param height Define the height of the texture
  75585. * @param scene Define the scene the texture belongs to
  75586. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75587. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75588. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75589. * @returns the luminance alpha texture
  75590. */
  75591. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75592. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75593. if (invertY === void 0) { invertY = false; }
  75594. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75595. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75596. };
  75597. /**
  75598. * Creates an alpha texture from some data.
  75599. * @param data Define the texture data
  75600. * @param width Define the width of the texture
  75601. * @param height Define the height of the texture
  75602. * @param scene Define the scene the texture belongs to
  75603. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75604. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75605. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75606. * @returns the alpha texture
  75607. */
  75608. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75609. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75610. if (invertY === void 0) { invertY = false; }
  75611. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75612. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75613. };
  75614. /**
  75615. * Creates a RGB texture from some data.
  75616. * @param data Define the texture data
  75617. * @param width Define the width of the texture
  75618. * @param height Define the height of the texture
  75619. * @param scene Define the scene the texture belongs to
  75620. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75621. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75622. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75623. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75624. * @returns the RGB alpha texture
  75625. */
  75626. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75627. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75628. if (invertY === void 0) { invertY = false; }
  75629. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75630. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75631. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75632. };
  75633. /**
  75634. * Creates a RGBA texture from some data.
  75635. * @param data Define the texture data
  75636. * @param width Define the width of the texture
  75637. * @param height Define the height of the texture
  75638. * @param scene Define the scene the texture belongs to
  75639. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75640. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75641. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75642. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75643. * @returns the RGBA texture
  75644. */
  75645. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75646. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75647. if (invertY === void 0) { invertY = false; }
  75648. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75649. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75650. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75651. };
  75652. /**
  75653. * Creates a R texture from some data.
  75654. * @param data Define the texture data
  75655. * @param width Define the width of the texture
  75656. * @param height Define the height of the texture
  75657. * @param scene Define the scene the texture belongs to
  75658. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75659. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75660. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75661. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75662. * @returns the R texture
  75663. */
  75664. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75665. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75666. if (invertY === void 0) { invertY = false; }
  75667. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75668. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75669. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75670. };
  75671. return RawTexture;
  75672. }(BABYLON.Texture));
  75673. BABYLON.RawTexture = RawTexture;
  75674. })(BABYLON || (BABYLON = {}));
  75675. //# sourceMappingURL=babylon.rawTexture.js.map
  75676. var BABYLON;
  75677. (function (BABYLON) {
  75678. /**
  75679. * Class used to store 3D textures containing user data
  75680. */
  75681. var RawTexture3D = /** @class */ (function (_super) {
  75682. __extends(RawTexture3D, _super);
  75683. /**
  75684. * Create a new RawTexture3D
  75685. * @param data defines the data of the texture
  75686. * @param width defines the width of the texture
  75687. * @param height defines the height of the texture
  75688. * @param depth defines the depth of the texture
  75689. * @param format defines the texture format to use
  75690. * @param scene defines the hosting scene
  75691. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75692. * @param invertY defines if texture must be stored with Y axis inverted
  75693. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75694. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75695. */
  75696. function RawTexture3D(data, width, height, depth,
  75697. /** Gets or sets the texture format to use */
  75698. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75699. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75700. if (invertY === void 0) { invertY = false; }
  75701. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75702. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75703. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75704. _this.format = format;
  75705. _this._engine = scene.getEngine();
  75706. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75707. _this.is3D = true;
  75708. return _this;
  75709. }
  75710. /**
  75711. * Update the texture with new data
  75712. * @param data defines the data to store in the texture
  75713. */
  75714. RawTexture3D.prototype.update = function (data) {
  75715. if (!this._texture) {
  75716. return;
  75717. }
  75718. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75719. };
  75720. return RawTexture3D;
  75721. }(BABYLON.Texture));
  75722. BABYLON.RawTexture3D = RawTexture3D;
  75723. })(BABYLON || (BABYLON = {}));
  75724. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75725. var BABYLON;
  75726. (function (BABYLON) {
  75727. /**
  75728. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75729. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75730. */
  75731. var PostProcessManager = /** @class */ (function () {
  75732. /**
  75733. * Creates a new instance PostProcess
  75734. * @param scene The scene that the post process is associated with.
  75735. */
  75736. function PostProcessManager(scene) {
  75737. this._vertexBuffers = {};
  75738. this._scene = scene;
  75739. }
  75740. PostProcessManager.prototype._prepareBuffers = function () {
  75741. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75742. return;
  75743. }
  75744. // VBO
  75745. var vertices = [];
  75746. vertices.push(1, 1);
  75747. vertices.push(-1, 1);
  75748. vertices.push(-1, -1);
  75749. vertices.push(1, -1);
  75750. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75751. this._buildIndexBuffer();
  75752. };
  75753. PostProcessManager.prototype._buildIndexBuffer = function () {
  75754. // Indices
  75755. var indices = [];
  75756. indices.push(0);
  75757. indices.push(1);
  75758. indices.push(2);
  75759. indices.push(0);
  75760. indices.push(2);
  75761. indices.push(3);
  75762. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75763. };
  75764. /**
  75765. * Rebuilds the vertex buffers of the manager.
  75766. * @hidden
  75767. */
  75768. PostProcessManager.prototype._rebuild = function () {
  75769. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75770. if (!vb) {
  75771. return;
  75772. }
  75773. vb._rebuild();
  75774. this._buildIndexBuffer();
  75775. };
  75776. // Methods
  75777. /**
  75778. * Prepares a frame to be run through a post process.
  75779. * @param sourceTexture The input texture to the post procesess. (default: null)
  75780. * @param postProcesses An array of post processes to be run. (default: null)
  75781. * @returns True if the post processes were able to be run.
  75782. * @hidden
  75783. */
  75784. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75785. if (sourceTexture === void 0) { sourceTexture = null; }
  75786. if (postProcesses === void 0) { postProcesses = null; }
  75787. var camera = this._scene.activeCamera;
  75788. if (!camera) {
  75789. return false;
  75790. }
  75791. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75792. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75793. return false;
  75794. }
  75795. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75796. return true;
  75797. };
  75798. /**
  75799. * Manually render a set of post processes to a texture.
  75800. * @param postProcesses An array of post processes to be run.
  75801. * @param targetTexture The target texture to render to.
  75802. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75803. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75804. * @param lodLevel defines which lod of the texture to render to
  75805. */
  75806. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75807. if (targetTexture === void 0) { targetTexture = null; }
  75808. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75809. if (faceIndex === void 0) { faceIndex = 0; }
  75810. if (lodLevel === void 0) { lodLevel = 0; }
  75811. var engine = this._scene.getEngine();
  75812. for (var index = 0; index < postProcesses.length; index++) {
  75813. if (index < postProcesses.length - 1) {
  75814. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75815. }
  75816. else {
  75817. if (targetTexture) {
  75818. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75819. }
  75820. else {
  75821. engine.restoreDefaultFramebuffer();
  75822. }
  75823. }
  75824. var pp = postProcesses[index];
  75825. var effect = pp.apply();
  75826. if (effect) {
  75827. pp.onBeforeRenderObservable.notifyObservers(effect);
  75828. // VBOs
  75829. this._prepareBuffers();
  75830. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75831. // Draw order
  75832. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75833. pp.onAfterRenderObservable.notifyObservers(effect);
  75834. }
  75835. }
  75836. // Restore depth buffer
  75837. engine.setDepthBuffer(true);
  75838. engine.setDepthWrite(true);
  75839. };
  75840. /**
  75841. * Finalize the result of the output of the postprocesses.
  75842. * @param doNotPresent If true the result will not be displayed to the screen.
  75843. * @param targetTexture The target texture to render to.
  75844. * @param faceIndex The index of the face to bind the target texture to.
  75845. * @param postProcesses The array of post processes to render.
  75846. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75847. * @hidden
  75848. */
  75849. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75850. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75851. var camera = this._scene.activeCamera;
  75852. if (!camera) {
  75853. return;
  75854. }
  75855. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75856. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75857. return;
  75858. }
  75859. var engine = this._scene.getEngine();
  75860. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75861. var pp = postProcesses[index];
  75862. if (index < len - 1) {
  75863. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75864. }
  75865. else {
  75866. if (targetTexture) {
  75867. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75868. pp._outputTexture = targetTexture;
  75869. }
  75870. else {
  75871. engine.restoreDefaultFramebuffer();
  75872. pp._outputTexture = null;
  75873. }
  75874. }
  75875. if (doNotPresent) {
  75876. break;
  75877. }
  75878. var effect = pp.apply();
  75879. if (effect) {
  75880. pp.onBeforeRenderObservable.notifyObservers(effect);
  75881. // VBOs
  75882. this._prepareBuffers();
  75883. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75884. // Draw order
  75885. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75886. pp.onAfterRenderObservable.notifyObservers(effect);
  75887. }
  75888. }
  75889. // Restore states
  75890. engine.setDepthBuffer(true);
  75891. engine.setDepthWrite(true);
  75892. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75893. };
  75894. /**
  75895. * Disposes of the post process manager.
  75896. */
  75897. PostProcessManager.prototype.dispose = function () {
  75898. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75899. if (buffer) {
  75900. buffer.dispose();
  75901. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75902. }
  75903. if (this._indexBuffer) {
  75904. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75905. this._indexBuffer = null;
  75906. }
  75907. };
  75908. return PostProcessManager;
  75909. }());
  75910. BABYLON.PostProcessManager = PostProcessManager;
  75911. })(BABYLON || (BABYLON = {}));
  75912. //# sourceMappingURL=babylon.postProcessManager.js.map
  75913. var BABYLON;
  75914. (function (BABYLON) {
  75915. /**
  75916. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75917. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75918. */
  75919. var PostProcess = /** @class */ (function () {
  75920. /**
  75921. * Creates a new instance PostProcess
  75922. * @param name The name of the PostProcess.
  75923. * @param fragmentUrl The url of the fragment shader to be used.
  75924. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75925. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75926. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75927. * @param camera The camera to apply the render pass to.
  75928. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75929. * @param engine The engine which the post process will be applied. (default: current engine)
  75930. * @param reusable If the post process can be reused on the same frame. (default: false)
  75931. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75932. * @param textureType Type of textures used when performing the post process. (default: 0)
  75933. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75934. * @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
  75935. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75936. */
  75937. function PostProcess(
  75938. /** Name of the PostProcess. */
  75939. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75940. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75941. if (defines === void 0) { defines = null; }
  75942. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75943. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75944. if (blockCompilation === void 0) { blockCompilation = false; }
  75945. this.name = name;
  75946. /**
  75947. * Width of the texture to apply the post process on
  75948. */
  75949. this.width = -1;
  75950. /**
  75951. * Height of the texture to apply the post process on
  75952. */
  75953. this.height = -1;
  75954. /**
  75955. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75956. * @hidden
  75957. */
  75958. this._outputTexture = null;
  75959. /**
  75960. * If the buffer needs to be cleared before applying the post process. (default: true)
  75961. * Should be set to false if shader will overwrite all previous pixels.
  75962. */
  75963. this.autoClear = true;
  75964. /**
  75965. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75966. */
  75967. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75968. /**
  75969. * Animations to be used for the post processing
  75970. */
  75971. this.animations = new Array();
  75972. /**
  75973. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75974. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75975. */
  75976. this.enablePixelPerfectMode = false;
  75977. /**
  75978. * Force the postprocess to be applied without taking in account viewport
  75979. */
  75980. this.forceFullscreenViewport = true;
  75981. /**
  75982. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75983. *
  75984. * | Value | Type | Description |
  75985. * | ----- | ----------------------------------- | ----------- |
  75986. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75987. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75988. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75989. *
  75990. */
  75991. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75992. /**
  75993. * Force textures to be a power of two (default: false)
  75994. */
  75995. this.alwaysForcePOT = false;
  75996. this._samples = 1;
  75997. /**
  75998. * Modify the scale of the post process to be the same as the viewport (default: false)
  75999. */
  76000. this.adaptScaleToCurrentViewport = false;
  76001. this._reusable = false;
  76002. /**
  76003. * Smart array of input and output textures for the post process.
  76004. * @hidden
  76005. */
  76006. this._textures = new BABYLON.SmartArray(2);
  76007. /**
  76008. * The index in _textures that corresponds to the output texture.
  76009. * @hidden
  76010. */
  76011. this._currentRenderTextureInd = 0;
  76012. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76013. this._texelSize = BABYLON.Vector2.Zero();
  76014. // Events
  76015. /**
  76016. * An event triggered when the postprocess is activated.
  76017. */
  76018. this.onActivateObservable = new BABYLON.Observable();
  76019. /**
  76020. * An event triggered when the postprocess changes its size.
  76021. */
  76022. this.onSizeChangedObservable = new BABYLON.Observable();
  76023. /**
  76024. * An event triggered when the postprocess applies its effect.
  76025. */
  76026. this.onApplyObservable = new BABYLON.Observable();
  76027. /**
  76028. * An event triggered before rendering the postprocess
  76029. */
  76030. this.onBeforeRenderObservable = new BABYLON.Observable();
  76031. /**
  76032. * An event triggered after rendering the postprocess
  76033. */
  76034. this.onAfterRenderObservable = new BABYLON.Observable();
  76035. if (camera != null) {
  76036. this._camera = camera;
  76037. this._scene = camera.getScene();
  76038. camera.attachPostProcess(this);
  76039. this._engine = this._scene.getEngine();
  76040. this._scene.postProcesses.push(this);
  76041. }
  76042. else if (engine) {
  76043. this._engine = engine;
  76044. this._engine.postProcesses.push(this);
  76045. }
  76046. this._options = options;
  76047. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76048. this._reusable = reusable || false;
  76049. this._textureType = textureType;
  76050. this._samplers = samplers || [];
  76051. this._samplers.push("textureSampler");
  76052. this._fragmentUrl = fragmentUrl;
  76053. this._vertexUrl = vertexUrl;
  76054. this._parameters = parameters || [];
  76055. this._parameters.push("scale");
  76056. this._indexParameters = indexParameters;
  76057. if (!blockCompilation) {
  76058. this.updateEffect(defines);
  76059. }
  76060. }
  76061. Object.defineProperty(PostProcess.prototype, "samples", {
  76062. /**
  76063. * Number of sample textures (default: 1)
  76064. */
  76065. get: function () {
  76066. return this._samples;
  76067. },
  76068. set: function (n) {
  76069. var _this = this;
  76070. this._samples = n;
  76071. this._textures.forEach(function (texture) {
  76072. if (texture.samples !== _this._samples) {
  76073. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76074. }
  76075. });
  76076. },
  76077. enumerable: true,
  76078. configurable: true
  76079. });
  76080. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76081. /**
  76082. * A function that is added to the onActivateObservable
  76083. */
  76084. set: function (callback) {
  76085. if (this._onActivateObserver) {
  76086. this.onActivateObservable.remove(this._onActivateObserver);
  76087. }
  76088. if (callback) {
  76089. this._onActivateObserver = this.onActivateObservable.add(callback);
  76090. }
  76091. },
  76092. enumerable: true,
  76093. configurable: true
  76094. });
  76095. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76096. /**
  76097. * A function that is added to the onSizeChangedObservable
  76098. */
  76099. set: function (callback) {
  76100. if (this._onSizeChangedObserver) {
  76101. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76102. }
  76103. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76104. },
  76105. enumerable: true,
  76106. configurable: true
  76107. });
  76108. Object.defineProperty(PostProcess.prototype, "onApply", {
  76109. /**
  76110. * A function that is added to the onApplyObservable
  76111. */
  76112. set: function (callback) {
  76113. if (this._onApplyObserver) {
  76114. this.onApplyObservable.remove(this._onApplyObserver);
  76115. }
  76116. this._onApplyObserver = this.onApplyObservable.add(callback);
  76117. },
  76118. enumerable: true,
  76119. configurable: true
  76120. });
  76121. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76122. /**
  76123. * A function that is added to the onBeforeRenderObservable
  76124. */
  76125. set: function (callback) {
  76126. if (this._onBeforeRenderObserver) {
  76127. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76128. }
  76129. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76130. },
  76131. enumerable: true,
  76132. configurable: true
  76133. });
  76134. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76135. /**
  76136. * A function that is added to the onAfterRenderObservable
  76137. */
  76138. set: function (callback) {
  76139. if (this._onAfterRenderObserver) {
  76140. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76141. }
  76142. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76143. },
  76144. enumerable: true,
  76145. configurable: true
  76146. });
  76147. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76148. /**
  76149. * 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
  76150. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76151. */
  76152. get: function () {
  76153. return this._textures.data[this._currentRenderTextureInd];
  76154. },
  76155. set: function (value) {
  76156. this._forcedOutputTexture = value;
  76157. },
  76158. enumerable: true,
  76159. configurable: true
  76160. });
  76161. /**
  76162. * Gets the camera which post process is applied to.
  76163. * @returns The camera the post process is applied to.
  76164. */
  76165. PostProcess.prototype.getCamera = function () {
  76166. return this._camera;
  76167. };
  76168. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76169. /**
  76170. * Gets the texel size of the postprocess.
  76171. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76172. */
  76173. get: function () {
  76174. if (this._shareOutputWithPostProcess) {
  76175. return this._shareOutputWithPostProcess.texelSize;
  76176. }
  76177. if (this._forcedOutputTexture) {
  76178. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76179. }
  76180. return this._texelSize;
  76181. },
  76182. enumerable: true,
  76183. configurable: true
  76184. });
  76185. /**
  76186. * Gets the engine which this post process belongs to.
  76187. * @returns The engine the post process was enabled with.
  76188. */
  76189. PostProcess.prototype.getEngine = function () {
  76190. return this._engine;
  76191. };
  76192. /**
  76193. * The effect that is created when initializing the post process.
  76194. * @returns The created effect corrisponding the the postprocess.
  76195. */
  76196. PostProcess.prototype.getEffect = function () {
  76197. return this._effect;
  76198. };
  76199. /**
  76200. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76201. * @param postProcess The post process to share the output with.
  76202. * @returns This post process.
  76203. */
  76204. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76205. this._disposeTextures();
  76206. this._shareOutputWithPostProcess = postProcess;
  76207. return this;
  76208. };
  76209. /**
  76210. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76211. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76212. */
  76213. PostProcess.prototype.useOwnOutput = function () {
  76214. if (this._textures.length == 0) {
  76215. this._textures = new BABYLON.SmartArray(2);
  76216. }
  76217. this._shareOutputWithPostProcess = null;
  76218. };
  76219. /**
  76220. * Updates the effect with the current post process compile time values and recompiles the shader.
  76221. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76222. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76223. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76224. * @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
  76225. * @param onCompiled Called when the shader has been compiled.
  76226. * @param onError Called if there is an error when compiling a shader.
  76227. */
  76228. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76229. if (defines === void 0) { defines = null; }
  76230. if (uniforms === void 0) { uniforms = null; }
  76231. if (samplers === void 0) { samplers = null; }
  76232. 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);
  76233. };
  76234. /**
  76235. * The post process is reusable if it can be used multiple times within one frame.
  76236. * @returns If the post process is reusable
  76237. */
  76238. PostProcess.prototype.isReusable = function () {
  76239. return this._reusable;
  76240. };
  76241. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76242. PostProcess.prototype.markTextureDirty = function () {
  76243. this.width = -1;
  76244. };
  76245. /**
  76246. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76247. * 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.
  76248. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76249. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76250. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76251. * @returns The target texture that was bound to be written to.
  76252. */
  76253. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76254. var _this = this;
  76255. if (sourceTexture === void 0) { sourceTexture = null; }
  76256. camera = camera || this._camera;
  76257. var scene = camera.getScene();
  76258. var engine = scene.getEngine();
  76259. var maxSize = engine.getCaps().maxTextureSize;
  76260. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76261. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76262. // 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
  76263. var webVRCamera = camera.parent;
  76264. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76265. requiredWidth /= 2;
  76266. }
  76267. var desiredWidth = (this._options.width || requiredWidth);
  76268. var desiredHeight = this._options.height || requiredHeight;
  76269. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76270. if (this.adaptScaleToCurrentViewport) {
  76271. var currentViewport = engine.currentViewport;
  76272. if (currentViewport) {
  76273. desiredWidth *= currentViewport.width;
  76274. desiredHeight *= currentViewport.height;
  76275. }
  76276. }
  76277. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76278. if (!this._options.width) {
  76279. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76280. }
  76281. if (!this._options.height) {
  76282. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76283. }
  76284. }
  76285. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76286. if (this._textures.length > 0) {
  76287. for (var i = 0; i < this._textures.length; i++) {
  76288. this._engine._releaseTexture(this._textures.data[i]);
  76289. }
  76290. this._textures.reset();
  76291. }
  76292. this.width = desiredWidth;
  76293. this.height = desiredHeight;
  76294. var textureSize = { width: this.width, height: this.height };
  76295. var textureOptions = {
  76296. generateMipMaps: false,
  76297. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76298. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76299. samplingMode: this.renderTargetSamplingMode,
  76300. type: this._textureType
  76301. };
  76302. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76303. if (this._reusable) {
  76304. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76305. }
  76306. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76307. this.onSizeChangedObservable.notifyObservers(this);
  76308. }
  76309. this._textures.forEach(function (texture) {
  76310. if (texture.samples !== _this.samples) {
  76311. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76312. }
  76313. });
  76314. }
  76315. var target;
  76316. if (this._shareOutputWithPostProcess) {
  76317. target = this._shareOutputWithPostProcess.inputTexture;
  76318. }
  76319. else if (this._forcedOutputTexture) {
  76320. target = this._forcedOutputTexture;
  76321. this.width = this._forcedOutputTexture.width;
  76322. this.height = this._forcedOutputTexture.height;
  76323. }
  76324. else {
  76325. target = this.inputTexture;
  76326. }
  76327. // Bind the input of this post process to be used as the output of the previous post process.
  76328. if (this.enablePixelPerfectMode) {
  76329. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76330. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76331. }
  76332. else {
  76333. this._scaleRatio.copyFromFloats(1, 1);
  76334. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76335. }
  76336. this.onActivateObservable.notifyObservers(camera);
  76337. // Clear
  76338. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76339. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76340. }
  76341. if (this._reusable) {
  76342. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76343. }
  76344. return target;
  76345. };
  76346. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76347. /**
  76348. * If the post process is supported.
  76349. */
  76350. get: function () {
  76351. return this._effect.isSupported;
  76352. },
  76353. enumerable: true,
  76354. configurable: true
  76355. });
  76356. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76357. /**
  76358. * The aspect ratio of the output texture.
  76359. */
  76360. get: function () {
  76361. if (this._shareOutputWithPostProcess) {
  76362. return this._shareOutputWithPostProcess.aspectRatio;
  76363. }
  76364. if (this._forcedOutputTexture) {
  76365. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76366. }
  76367. return this.width / this.height;
  76368. },
  76369. enumerable: true,
  76370. configurable: true
  76371. });
  76372. /**
  76373. * Get a value indicating if the post-process is ready to be used
  76374. * @returns true if the post-process is ready (shader is compiled)
  76375. */
  76376. PostProcess.prototype.isReady = function () {
  76377. return this._effect && this._effect.isReady();
  76378. };
  76379. /**
  76380. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76381. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76382. */
  76383. PostProcess.prototype.apply = function () {
  76384. // Check
  76385. if (!this._effect || !this._effect.isReady()) {
  76386. return null;
  76387. }
  76388. // States
  76389. this._engine.enableEffect(this._effect);
  76390. this._engine.setState(false);
  76391. this._engine.setDepthBuffer(false);
  76392. this._engine.setDepthWrite(false);
  76393. // Alpha
  76394. this._engine.setAlphaMode(this.alphaMode);
  76395. if (this.alphaConstants) {
  76396. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76397. }
  76398. // Bind the output texture of the preivous post process as the input to this post process.
  76399. var source;
  76400. if (this._shareOutputWithPostProcess) {
  76401. source = this._shareOutputWithPostProcess.inputTexture;
  76402. }
  76403. else if (this._forcedOutputTexture) {
  76404. source = this._forcedOutputTexture;
  76405. }
  76406. else {
  76407. source = this.inputTexture;
  76408. }
  76409. this._effect._bindTexture("textureSampler", source);
  76410. // Parameters
  76411. this._effect.setVector2("scale", this._scaleRatio);
  76412. this.onApplyObservable.notifyObservers(this._effect);
  76413. return this._effect;
  76414. };
  76415. PostProcess.prototype._disposeTextures = function () {
  76416. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76417. return;
  76418. }
  76419. if (this._textures.length > 0) {
  76420. for (var i = 0; i < this._textures.length; i++) {
  76421. this._engine._releaseTexture(this._textures.data[i]);
  76422. }
  76423. }
  76424. this._textures.dispose();
  76425. };
  76426. /**
  76427. * Disposes the post process.
  76428. * @param camera The camera to dispose the post process on.
  76429. */
  76430. PostProcess.prototype.dispose = function (camera) {
  76431. camera = camera || this._camera;
  76432. this._disposeTextures();
  76433. if (this._scene) {
  76434. var index_1 = this._scene.postProcesses.indexOf(this);
  76435. if (index_1 !== -1) {
  76436. this._scene.postProcesses.splice(index_1, 1);
  76437. }
  76438. }
  76439. else {
  76440. var index_2 = this._engine.postProcesses.indexOf(this);
  76441. if (index_2 !== -1) {
  76442. this._engine.postProcesses.splice(index_2, 1);
  76443. }
  76444. }
  76445. if (!camera) {
  76446. return;
  76447. }
  76448. camera.detachPostProcess(this);
  76449. var index = camera._postProcesses.indexOf(this);
  76450. if (index === 0 && camera._postProcesses.length > 0) {
  76451. var firstPostProcess = this._camera._getFirstPostProcess();
  76452. if (firstPostProcess) {
  76453. firstPostProcess.markTextureDirty();
  76454. }
  76455. }
  76456. this.onActivateObservable.clear();
  76457. this.onAfterRenderObservable.clear();
  76458. this.onApplyObservable.clear();
  76459. this.onBeforeRenderObservable.clear();
  76460. this.onSizeChangedObservable.clear();
  76461. };
  76462. return PostProcess;
  76463. }());
  76464. BABYLON.PostProcess = PostProcess;
  76465. })(BABYLON || (BABYLON = {}));
  76466. //# sourceMappingURL=babylon.postProcess.js.map
  76467. var BABYLON;
  76468. (function (BABYLON) {
  76469. /**
  76470. * PassPostProcess which produces an output the same as it's input
  76471. */
  76472. var PassPostProcess = /** @class */ (function (_super) {
  76473. __extends(PassPostProcess, _super);
  76474. /**
  76475. * Creates the PassPostProcess
  76476. * @param name The name of the effect.
  76477. * @param options The required width/height ratio to downsize to before computing the render pass.
  76478. * @param camera The camera to apply the render pass to.
  76479. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76480. * @param engine The engine which the post process will be applied. (default: current engine)
  76481. * @param reusable If the post process can be reused on the same frame. (default: false)
  76482. * @param textureType The type of texture to be used when performing the post processing.
  76483. * @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)
  76484. */
  76485. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76486. if (camera === void 0) { camera = null; }
  76487. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76488. if (blockCompilation === void 0) { blockCompilation = false; }
  76489. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76490. }
  76491. return PassPostProcess;
  76492. }(BABYLON.PostProcess));
  76493. BABYLON.PassPostProcess = PassPostProcess;
  76494. /**
  76495. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76496. */
  76497. var PassCubePostProcess = /** @class */ (function (_super) {
  76498. __extends(PassCubePostProcess, _super);
  76499. /**
  76500. * Creates the PassCubePostProcess
  76501. * @param name The name of the effect.
  76502. * @param options The required width/height ratio to downsize to before computing the render pass.
  76503. * @param camera The camera to apply the render pass to.
  76504. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76505. * @param engine The engine which the post process will be applied. (default: current engine)
  76506. * @param reusable If the post process can be reused on the same frame. (default: false)
  76507. * @param textureType The type of texture to be used when performing the post processing.
  76508. * @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)
  76509. */
  76510. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76511. if (camera === void 0) { camera = null; }
  76512. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76513. if (blockCompilation === void 0) { blockCompilation = false; }
  76514. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76515. _this._face = 0;
  76516. return _this;
  76517. }
  76518. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76519. /**
  76520. * Gets or sets the cube face to display.
  76521. * * 0 is +X
  76522. * * 1 is -X
  76523. * * 2 is +Y
  76524. * * 3 is -Y
  76525. * * 4 is +Z
  76526. * * 5 is -Z
  76527. */
  76528. get: function () {
  76529. return this._face;
  76530. },
  76531. set: function (value) {
  76532. if (value < 0 || value > 5) {
  76533. return;
  76534. }
  76535. this._face = value;
  76536. switch (this._face) {
  76537. case 0:
  76538. this.updateEffect("#define POSITIVEX");
  76539. break;
  76540. case 1:
  76541. this.updateEffect("#define NEGATIVEX");
  76542. break;
  76543. case 2:
  76544. this.updateEffect("#define POSITIVEY");
  76545. break;
  76546. case 3:
  76547. this.updateEffect("#define NEGATIVEY");
  76548. break;
  76549. case 4:
  76550. this.updateEffect("#define POSITIVEZ");
  76551. break;
  76552. case 5:
  76553. this.updateEffect("#define NEGATIVEZ");
  76554. break;
  76555. }
  76556. },
  76557. enumerable: true,
  76558. configurable: true
  76559. });
  76560. return PassCubePostProcess;
  76561. }(BABYLON.PostProcess));
  76562. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76563. })(BABYLON || (BABYLON = {}));
  76564. //# sourceMappingURL=babylon.passPostProcess.js.map
  76565. var __assign = (this && this.__assign) || function () {
  76566. __assign = Object.assign || function(t) {
  76567. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76568. s = arguments[i];
  76569. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76570. t[p] = s[p];
  76571. }
  76572. return t;
  76573. };
  76574. return __assign.apply(this, arguments);
  76575. };
  76576. var BABYLON;
  76577. (function (BABYLON) {
  76578. /**
  76579. * Default implementation IShadowGenerator.
  76580. * This is the main object responsible of generating shadows in the framework.
  76581. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76582. */
  76583. var ShadowGenerator = /** @class */ (function () {
  76584. /**
  76585. * Creates a ShadowGenerator object.
  76586. * A ShadowGenerator is the required tool to use the shadows.
  76587. * Each light casting shadows needs to use its own ShadowGenerator.
  76588. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76589. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76590. * @param light The light object generating the shadows.
  76591. * @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.
  76592. */
  76593. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76594. this._bias = 0.00005;
  76595. this._normalBias = 0;
  76596. this._blurBoxOffset = 1;
  76597. this._blurScale = 2;
  76598. this._blurKernel = 1;
  76599. this._useKernelBlur = false;
  76600. this._filter = ShadowGenerator.FILTER_NONE;
  76601. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76602. this._contactHardeningLightSizeUVRatio = 0.1;
  76603. this._darkness = 0;
  76604. this._transparencyShadow = false;
  76605. /**
  76606. * Controls the extent to which the shadows fade out at the edge of the frustum
  76607. * Used only by directionals and spots
  76608. */
  76609. this.frustumEdgeFalloff = 0;
  76610. /**
  76611. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76612. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76613. * It might on the other hand introduce peter panning.
  76614. */
  76615. this.forceBackFacesOnly = false;
  76616. this._lightDirection = BABYLON.Vector3.Zero();
  76617. this._viewMatrix = BABYLON.Matrix.Zero();
  76618. this._projectionMatrix = BABYLON.Matrix.Zero();
  76619. this._transformMatrix = BABYLON.Matrix.Zero();
  76620. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76621. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76622. this._currentFaceIndex = 0;
  76623. this._currentFaceIndexCache = 0;
  76624. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76625. this._mapSize = mapSize;
  76626. this._light = light;
  76627. this._scene = light.getScene();
  76628. light._shadowGenerator = this;
  76629. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76630. if (!component) {
  76631. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76632. this._scene._addComponent(component);
  76633. }
  76634. // Texture type fallback from float to int if not supported.
  76635. var caps = this._scene.getEngine().getCaps();
  76636. if (!usefulFloatFirst) {
  76637. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76638. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76639. }
  76640. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76641. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76642. }
  76643. else {
  76644. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76645. }
  76646. }
  76647. else {
  76648. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76649. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76650. }
  76651. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76652. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76653. }
  76654. else {
  76655. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76656. }
  76657. }
  76658. this._initializeGenerator();
  76659. this._applyFilterValues();
  76660. }
  76661. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76662. /**
  76663. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76664. */
  76665. get: function () {
  76666. return this._bias;
  76667. },
  76668. /**
  76669. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76670. */
  76671. set: function (bias) {
  76672. this._bias = bias;
  76673. },
  76674. enumerable: true,
  76675. configurable: true
  76676. });
  76677. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76678. /**
  76679. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76680. */
  76681. get: function () {
  76682. return this._normalBias;
  76683. },
  76684. /**
  76685. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76686. */
  76687. set: function (normalBias) {
  76688. this._normalBias = normalBias;
  76689. },
  76690. enumerable: true,
  76691. configurable: true
  76692. });
  76693. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76694. /**
  76695. * Gets the blur box offset: offset applied during the blur pass.
  76696. * Only useful if useKernelBlur = false
  76697. */
  76698. get: function () {
  76699. return this._blurBoxOffset;
  76700. },
  76701. /**
  76702. * Sets the blur box offset: offset applied during the blur pass.
  76703. * Only useful if useKernelBlur = false
  76704. */
  76705. set: function (value) {
  76706. if (this._blurBoxOffset === value) {
  76707. return;
  76708. }
  76709. this._blurBoxOffset = value;
  76710. this._disposeBlurPostProcesses();
  76711. },
  76712. enumerable: true,
  76713. configurable: true
  76714. });
  76715. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76716. /**
  76717. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76718. * 2 means half of the size.
  76719. */
  76720. get: function () {
  76721. return this._blurScale;
  76722. },
  76723. /**
  76724. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76725. * 2 means half of the size.
  76726. */
  76727. set: function (value) {
  76728. if (this._blurScale === value) {
  76729. return;
  76730. }
  76731. this._blurScale = value;
  76732. this._disposeBlurPostProcesses();
  76733. },
  76734. enumerable: true,
  76735. configurable: true
  76736. });
  76737. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76738. /**
  76739. * Gets the blur kernel: kernel size of the blur pass.
  76740. * Only useful if useKernelBlur = true
  76741. */
  76742. get: function () {
  76743. return this._blurKernel;
  76744. },
  76745. /**
  76746. * Sets the blur kernel: kernel size of the blur pass.
  76747. * Only useful if useKernelBlur = true
  76748. */
  76749. set: function (value) {
  76750. if (this._blurKernel === value) {
  76751. return;
  76752. }
  76753. this._blurKernel = value;
  76754. this._disposeBlurPostProcesses();
  76755. },
  76756. enumerable: true,
  76757. configurable: true
  76758. });
  76759. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76760. /**
  76761. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76762. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76763. */
  76764. get: function () {
  76765. return this._useKernelBlur;
  76766. },
  76767. /**
  76768. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76769. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76770. */
  76771. set: function (value) {
  76772. if (this._useKernelBlur === value) {
  76773. return;
  76774. }
  76775. this._useKernelBlur = value;
  76776. this._disposeBlurPostProcesses();
  76777. },
  76778. enumerable: true,
  76779. configurable: true
  76780. });
  76781. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76782. /**
  76783. * Gets the depth scale used in ESM mode.
  76784. */
  76785. get: function () {
  76786. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76787. },
  76788. /**
  76789. * Sets the depth scale used in ESM mode.
  76790. * This can override the scale stored on the light.
  76791. */
  76792. set: function (value) {
  76793. this._depthScale = value;
  76794. },
  76795. enumerable: true,
  76796. configurable: true
  76797. });
  76798. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76799. /**
  76800. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76801. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76802. */
  76803. get: function () {
  76804. return this._filter;
  76805. },
  76806. /**
  76807. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76808. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76809. */
  76810. set: function (value) {
  76811. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76812. if (this._light.needCube()) {
  76813. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76814. this.useExponentialShadowMap = true;
  76815. return;
  76816. }
  76817. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76818. this.useCloseExponentialShadowMap = true;
  76819. return;
  76820. }
  76821. // PCF on cubemap would also be expensive
  76822. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76823. this.usePoissonSampling = true;
  76824. return;
  76825. }
  76826. }
  76827. // Weblg1 fallback for PCF.
  76828. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76829. if (this._scene.getEngine().webGLVersion === 1) {
  76830. this.usePoissonSampling = true;
  76831. return;
  76832. }
  76833. }
  76834. if (this._filter === value) {
  76835. return;
  76836. }
  76837. this._filter = value;
  76838. this._disposeBlurPostProcesses();
  76839. this._applyFilterValues();
  76840. this._light._markMeshesAsLightDirty();
  76841. },
  76842. enumerable: true,
  76843. configurable: true
  76844. });
  76845. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76846. /**
  76847. * Gets if the current filter is set to Poisson Sampling.
  76848. */
  76849. get: function () {
  76850. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76851. },
  76852. /**
  76853. * Sets the current filter to Poisson Sampling.
  76854. */
  76855. set: function (value) {
  76856. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76857. return;
  76858. }
  76859. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76860. },
  76861. enumerable: true,
  76862. configurable: true
  76863. });
  76864. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76865. /**
  76866. * Gets if the current filter is set to ESM.
  76867. */
  76868. get: function () {
  76869. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76870. },
  76871. /**
  76872. * Sets the current filter is to ESM.
  76873. */
  76874. set: function (value) {
  76875. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76876. return;
  76877. }
  76878. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76879. },
  76880. enumerable: true,
  76881. configurable: true
  76882. });
  76883. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76884. /**
  76885. * Gets if the current filter is set to filtered ESM.
  76886. */
  76887. get: function () {
  76888. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76889. },
  76890. /**
  76891. * Gets if the current filter is set to filtered ESM.
  76892. */
  76893. set: function (value) {
  76894. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76895. return;
  76896. }
  76897. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76898. },
  76899. enumerable: true,
  76900. configurable: true
  76901. });
  76902. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76903. /**
  76904. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76905. * exponential to prevent steep falloff artifacts).
  76906. */
  76907. get: function () {
  76908. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76909. },
  76910. /**
  76911. * Sets the current filter to "close ESM" (using the inverse of the
  76912. * exponential to prevent steep falloff artifacts).
  76913. */
  76914. set: function (value) {
  76915. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76916. return;
  76917. }
  76918. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76919. },
  76920. enumerable: true,
  76921. configurable: true
  76922. });
  76923. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76924. /**
  76925. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76926. * exponential to prevent steep falloff artifacts).
  76927. */
  76928. get: function () {
  76929. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76930. },
  76931. /**
  76932. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76933. * exponential to prevent steep falloff artifacts).
  76934. */
  76935. set: function (value) {
  76936. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76937. return;
  76938. }
  76939. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76940. },
  76941. enumerable: true,
  76942. configurable: true
  76943. });
  76944. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76945. /**
  76946. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76947. */
  76948. get: function () {
  76949. return this.filter === ShadowGenerator.FILTER_PCF;
  76950. },
  76951. /**
  76952. * Sets the current filter to "PCF" (percentage closer filtering).
  76953. */
  76954. set: function (value) {
  76955. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76956. return;
  76957. }
  76958. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76959. },
  76960. enumerable: true,
  76961. configurable: true
  76962. });
  76963. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76964. /**
  76965. * Gets the PCF or PCSS Quality.
  76966. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76967. */
  76968. get: function () {
  76969. return this._filteringQuality;
  76970. },
  76971. /**
  76972. * Sets the PCF or PCSS Quality.
  76973. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76974. */
  76975. set: function (filteringQuality) {
  76976. this._filteringQuality = filteringQuality;
  76977. },
  76978. enumerable: true,
  76979. configurable: true
  76980. });
  76981. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76982. /**
  76983. * Gets if the current filter is set to "PCSS" (contact hardening).
  76984. */
  76985. get: function () {
  76986. return this.filter === ShadowGenerator.FILTER_PCSS;
  76987. },
  76988. /**
  76989. * Sets the current filter to "PCSS" (contact hardening).
  76990. */
  76991. set: function (value) {
  76992. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76993. return;
  76994. }
  76995. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76996. },
  76997. enumerable: true,
  76998. configurable: true
  76999. });
  77000. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77001. /**
  77002. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77003. * Using a ratio helps keeping shape stability independently of the map size.
  77004. *
  77005. * It does not account for the light projection as it was having too much
  77006. * instability during the light setup or during light position changes.
  77007. *
  77008. * Only valid if useContactHardeningShadow is true.
  77009. */
  77010. get: function () {
  77011. return this._contactHardeningLightSizeUVRatio;
  77012. },
  77013. /**
  77014. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77015. * Using a ratio helps keeping shape stability independently of the map size.
  77016. *
  77017. * It does not account for the light projection as it was having too much
  77018. * instability during the light setup or during light position changes.
  77019. *
  77020. * Only valid if useContactHardeningShadow is true.
  77021. */
  77022. set: function (contactHardeningLightSizeUVRatio) {
  77023. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77024. },
  77025. enumerable: true,
  77026. configurable: true
  77027. });
  77028. /**
  77029. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77030. * 0 means strongest and 1 would means no shadow.
  77031. * @returns the darkness.
  77032. */
  77033. ShadowGenerator.prototype.getDarkness = function () {
  77034. return this._darkness;
  77035. };
  77036. /**
  77037. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77038. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77039. * @returns the shadow generator allowing fluent coding.
  77040. */
  77041. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77042. if (darkness >= 1.0) {
  77043. this._darkness = 1.0;
  77044. }
  77045. else if (darkness <= 0.0) {
  77046. this._darkness = 0.0;
  77047. }
  77048. else {
  77049. this._darkness = darkness;
  77050. }
  77051. return this;
  77052. };
  77053. /**
  77054. * Sets the ability to have transparent shadow (boolean).
  77055. * @param transparent True if transparent else False
  77056. * @returns the shadow generator allowing fluent coding
  77057. */
  77058. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77059. this._transparencyShadow = transparent;
  77060. return this;
  77061. };
  77062. /**
  77063. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77064. * @returns The render target texture if present otherwise, null
  77065. */
  77066. ShadowGenerator.prototype.getShadowMap = function () {
  77067. return this._shadowMap;
  77068. };
  77069. /**
  77070. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77071. * @returns The render target texture if the shadow map is present otherwise, null
  77072. */
  77073. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77074. if (this._shadowMap2) {
  77075. return this._shadowMap2;
  77076. }
  77077. return this._shadowMap;
  77078. };
  77079. /**
  77080. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77081. * @param mesh Mesh to add
  77082. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77083. * @returns the Shadow Generator itself
  77084. */
  77085. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77086. if (includeDescendants === void 0) { includeDescendants = true; }
  77087. var _a;
  77088. if (!this._shadowMap) {
  77089. return this;
  77090. }
  77091. if (!this._shadowMap.renderList) {
  77092. this._shadowMap.renderList = [];
  77093. }
  77094. this._shadowMap.renderList.push(mesh);
  77095. if (includeDescendants) {
  77096. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77097. }
  77098. return this;
  77099. };
  77100. /**
  77101. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77102. * @param mesh Mesh to remove
  77103. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77104. * @returns the Shadow Generator itself
  77105. */
  77106. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77107. if (includeDescendants === void 0) { includeDescendants = true; }
  77108. if (!this._shadowMap || !this._shadowMap.renderList) {
  77109. return this;
  77110. }
  77111. var index = this._shadowMap.renderList.indexOf(mesh);
  77112. if (index !== -1) {
  77113. this._shadowMap.renderList.splice(index, 1);
  77114. }
  77115. if (includeDescendants) {
  77116. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77117. var child = _a[_i];
  77118. this.removeShadowCaster(child);
  77119. }
  77120. }
  77121. return this;
  77122. };
  77123. /**
  77124. * Returns the associated light object.
  77125. * @returns the light generating the shadow
  77126. */
  77127. ShadowGenerator.prototype.getLight = function () {
  77128. return this._light;
  77129. };
  77130. ShadowGenerator.prototype._initializeGenerator = function () {
  77131. this._light._markMeshesAsLightDirty();
  77132. this._initializeShadowMap();
  77133. };
  77134. ShadowGenerator.prototype._initializeShadowMap = function () {
  77135. var _this = this;
  77136. // Render target
  77137. var engine = this._scene.getEngine();
  77138. if (engine.webGLVersion > 1) {
  77139. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77140. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77141. }
  77142. else {
  77143. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77144. }
  77145. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77146. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77147. this._shadowMap.anisotropicFilteringLevel = 1;
  77148. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77149. this._shadowMap.renderParticles = false;
  77150. this._shadowMap.ignoreCameraViewport = true;
  77151. // Record Face Index before render.
  77152. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77153. _this._currentFaceIndex = faceIndex;
  77154. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77155. engine.setColorWrite(false);
  77156. }
  77157. });
  77158. // Custom render function.
  77159. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77160. // Blur if required afer render.
  77161. this._shadowMap.onAfterUnbindObservable.add(function () {
  77162. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77163. engine.setColorWrite(true);
  77164. }
  77165. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77166. return;
  77167. }
  77168. var shadowMap = _this.getShadowMapForRendering();
  77169. if (shadowMap) {
  77170. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77171. }
  77172. });
  77173. // Clear according to the chosen filter.
  77174. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77175. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77176. this._shadowMap.onClearObservable.add(function (engine) {
  77177. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77178. engine.clear(clearOne, false, true, false);
  77179. }
  77180. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77181. engine.clear(clearZero, true, true, false);
  77182. }
  77183. else {
  77184. engine.clear(clearOne, true, true, false);
  77185. }
  77186. });
  77187. };
  77188. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77189. var _this = this;
  77190. var engine = this._scene.getEngine();
  77191. var targetSize = this._mapSize / this.blurScale;
  77192. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77193. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77194. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77195. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77196. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77197. }
  77198. if (this.useKernelBlur) {
  77199. 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);
  77200. this._kernelBlurXPostprocess.width = targetSize;
  77201. this._kernelBlurXPostprocess.height = targetSize;
  77202. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77203. effect.setTexture("textureSampler", _this._shadowMap);
  77204. });
  77205. 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);
  77206. this._kernelBlurXPostprocess.autoClear = false;
  77207. this._kernelBlurYPostprocess.autoClear = false;
  77208. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77209. this._kernelBlurXPostprocess.packedFloat = true;
  77210. this._kernelBlurYPostprocess.packedFloat = true;
  77211. }
  77212. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77213. }
  77214. else {
  77215. 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);
  77216. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77217. effect.setFloat2("screenSize", targetSize, targetSize);
  77218. effect.setTexture("textureSampler", _this._shadowMap);
  77219. });
  77220. this._boxBlurPostprocess.autoClear = false;
  77221. this._blurPostProcesses = [this._boxBlurPostprocess];
  77222. }
  77223. };
  77224. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77225. var index;
  77226. var engine = this._scene.getEngine();
  77227. if (depthOnlySubMeshes.length) {
  77228. engine.setColorWrite(false);
  77229. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77230. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77231. }
  77232. engine.setColorWrite(true);
  77233. }
  77234. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77235. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77236. }
  77237. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77238. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77239. }
  77240. if (this._transparencyShadow) {
  77241. for (index = 0; index < transparentSubMeshes.length; index++) {
  77242. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77243. }
  77244. }
  77245. };
  77246. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77247. var _this = this;
  77248. var mesh = subMesh.getRenderingMesh();
  77249. var scene = this._scene;
  77250. var engine = scene.getEngine();
  77251. var material = subMesh.getMaterial();
  77252. if (!material || subMesh.verticesCount === 0) {
  77253. return;
  77254. }
  77255. // Culling
  77256. engine.setState(material.backFaceCulling);
  77257. // Managing instances
  77258. var batch = mesh._getInstancesRenderList(subMesh._id);
  77259. if (batch.mustReturn) {
  77260. return;
  77261. }
  77262. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77263. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77264. engine.enableEffect(this._effect);
  77265. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77266. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77267. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77268. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77269. this._effect.setVector3("lightData", this._cachedDirection);
  77270. }
  77271. else {
  77272. this._effect.setVector3("lightData", this._cachedPosition);
  77273. }
  77274. if (scene.activeCamera) {
  77275. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77276. }
  77277. // Alpha test
  77278. if (material && material.needAlphaTesting()) {
  77279. var alphaTexture = material.getAlphaTestTexture();
  77280. if (alphaTexture) {
  77281. this._effect.setTexture("diffuseSampler", alphaTexture);
  77282. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77283. }
  77284. }
  77285. // Bones
  77286. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77287. var skeleton = mesh.skeleton;
  77288. if (skeleton.isUsingTextureForMatrices) {
  77289. var boneTexture = skeleton.getTransformMatrixTexture();
  77290. if (!boneTexture) {
  77291. return;
  77292. }
  77293. this._effect.setTexture("boneSampler", boneTexture);
  77294. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77295. }
  77296. else {
  77297. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77298. }
  77299. }
  77300. // Morph targets
  77301. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77302. if (this.forceBackFacesOnly) {
  77303. engine.setState(true, 0, false, true);
  77304. }
  77305. // Draw
  77306. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77307. if (this.forceBackFacesOnly) {
  77308. engine.setState(true, 0, false, false);
  77309. }
  77310. }
  77311. else {
  77312. // Need to reset refresh rate of the shadowMap
  77313. if (this._shadowMap) {
  77314. this._shadowMap.resetRefreshCounter();
  77315. }
  77316. }
  77317. };
  77318. ShadowGenerator.prototype._applyFilterValues = function () {
  77319. if (!this._shadowMap) {
  77320. return;
  77321. }
  77322. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77323. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77324. }
  77325. else {
  77326. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77327. }
  77328. };
  77329. /**
  77330. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77331. * @param onCompiled Callback triggered at the and of the effects compilation
  77332. * @param options Sets of optional options forcing the compilation with different modes
  77333. */
  77334. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77335. var _this = this;
  77336. var localOptions = __assign({ useInstances: false }, options);
  77337. var shadowMap = this.getShadowMap();
  77338. if (!shadowMap) {
  77339. if (onCompiled) {
  77340. onCompiled(this);
  77341. }
  77342. return;
  77343. }
  77344. var renderList = shadowMap.renderList;
  77345. if (!renderList) {
  77346. if (onCompiled) {
  77347. onCompiled(this);
  77348. }
  77349. return;
  77350. }
  77351. var subMeshes = new Array();
  77352. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77353. var mesh = renderList_1[_i];
  77354. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77355. }
  77356. if (subMeshes.length === 0) {
  77357. if (onCompiled) {
  77358. onCompiled(this);
  77359. }
  77360. return;
  77361. }
  77362. var currentIndex = 0;
  77363. var checkReady = function () {
  77364. if (!_this._scene || !_this._scene.getEngine()) {
  77365. return;
  77366. }
  77367. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77368. currentIndex++;
  77369. if (currentIndex >= subMeshes.length) {
  77370. if (onCompiled) {
  77371. onCompiled(_this);
  77372. }
  77373. return;
  77374. }
  77375. }
  77376. setTimeout(checkReady, 16);
  77377. };
  77378. checkReady();
  77379. };
  77380. /**
  77381. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77382. * @param options Sets of optional options forcing the compilation with different modes
  77383. * @returns A promise that resolves when the compilation completes
  77384. */
  77385. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77386. var _this = this;
  77387. return new Promise(function (resolve) {
  77388. _this.forceCompilation(function () {
  77389. resolve();
  77390. }, options);
  77391. });
  77392. };
  77393. /**
  77394. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77395. * @param subMesh The submesh we want to render in the shadow map
  77396. * @param useInstances Defines wether will draw in the map using instances
  77397. * @returns true if ready otherwise, false
  77398. */
  77399. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77400. var defines = [];
  77401. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77402. defines.push("#define FLOAT");
  77403. }
  77404. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77405. defines.push("#define ESM");
  77406. }
  77407. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77408. defines.push("#define DEPTHTEXTURE");
  77409. }
  77410. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77411. var mesh = subMesh.getMesh();
  77412. var material = subMesh.getMaterial();
  77413. // Normal bias.
  77414. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77415. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77416. defines.push("#define NORMAL");
  77417. if (mesh.nonUniformScaling) {
  77418. defines.push("#define NONUNIFORMSCALING");
  77419. }
  77420. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77421. defines.push("#define DIRECTIONINLIGHTDATA");
  77422. }
  77423. }
  77424. // Alpha test
  77425. if (material && material.needAlphaTesting()) {
  77426. var alphaTexture = material.getAlphaTestTexture();
  77427. if (alphaTexture) {
  77428. defines.push("#define ALPHATEST");
  77429. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77430. attribs.push(BABYLON.VertexBuffer.UVKind);
  77431. defines.push("#define UV1");
  77432. }
  77433. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77434. if (alphaTexture.coordinatesIndex === 1) {
  77435. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77436. defines.push("#define UV2");
  77437. }
  77438. }
  77439. }
  77440. }
  77441. // Bones
  77442. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77443. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77444. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77445. if (mesh.numBoneInfluencers > 4) {
  77446. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77447. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77448. }
  77449. var skeleton = mesh.skeleton;
  77450. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77451. if (skeleton.isUsingTextureForMatrices) {
  77452. defines.push("#define BONETEXTURE");
  77453. }
  77454. else {
  77455. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77456. }
  77457. }
  77458. else {
  77459. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77460. }
  77461. // Morph targets
  77462. var manager = mesh.morphTargetManager;
  77463. var morphInfluencers = 0;
  77464. if (manager) {
  77465. if (manager.numInfluencers > 0) {
  77466. defines.push("#define MORPHTARGETS");
  77467. morphInfluencers = manager.numInfluencers;
  77468. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77469. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77470. }
  77471. }
  77472. // Instances
  77473. if (useInstances) {
  77474. defines.push("#define INSTANCES");
  77475. attribs.push("world0");
  77476. attribs.push("world1");
  77477. attribs.push("world2");
  77478. attribs.push("world3");
  77479. }
  77480. // Get correct effect
  77481. var join = defines.join("\n");
  77482. if (this._cachedDefines !== join) {
  77483. this._cachedDefines = join;
  77484. 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 });
  77485. }
  77486. if (!this._effect.isReady()) {
  77487. return false;
  77488. }
  77489. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77490. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77491. this._initializeBlurRTTAndPostProcesses();
  77492. }
  77493. }
  77494. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77495. return false;
  77496. }
  77497. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77498. return false;
  77499. }
  77500. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77501. return false;
  77502. }
  77503. return true;
  77504. };
  77505. /**
  77506. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77507. * @param defines Defines of the material we want to update
  77508. * @param lightIndex Index of the light in the enabled light list of the material
  77509. */
  77510. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77511. var scene = this._scene;
  77512. var light = this._light;
  77513. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77514. return;
  77515. }
  77516. defines["SHADOW" + lightIndex] = true;
  77517. if (this.useContactHardeningShadow) {
  77518. defines["SHADOWPCSS" + lightIndex] = true;
  77519. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77520. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77521. }
  77522. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77523. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77524. }
  77525. // else default to high.
  77526. }
  77527. if (this.usePercentageCloserFiltering) {
  77528. defines["SHADOWPCF" + lightIndex] = true;
  77529. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77530. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77531. }
  77532. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77533. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77534. }
  77535. // else default to high.
  77536. }
  77537. else if (this.usePoissonSampling) {
  77538. defines["SHADOWPOISSON" + lightIndex] = true;
  77539. }
  77540. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77541. defines["SHADOWESM" + lightIndex] = true;
  77542. }
  77543. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77544. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77545. }
  77546. if (light.needCube()) {
  77547. defines["SHADOWCUBE" + lightIndex] = true;
  77548. }
  77549. };
  77550. /**
  77551. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77552. * defined in the generator but impacting the effect).
  77553. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77554. * @param effect The effect we are binfing the information for
  77555. */
  77556. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77557. var light = this._light;
  77558. var scene = this._scene;
  77559. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77560. return;
  77561. }
  77562. var camera = scene.activeCamera;
  77563. if (!camera) {
  77564. return;
  77565. }
  77566. var shadowMap = this.getShadowMap();
  77567. if (!shadowMap) {
  77568. return;
  77569. }
  77570. if (!light.needCube()) {
  77571. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77572. }
  77573. // Only PCF uses depth stencil texture.
  77574. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77575. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77576. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77577. }
  77578. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77579. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77580. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77581. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77582. }
  77583. else {
  77584. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77585. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77586. }
  77587. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77588. };
  77589. /**
  77590. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77591. * (eq to shadow prjection matrix * light transform matrix)
  77592. * @returns The transform matrix used to create the shadow map
  77593. */
  77594. ShadowGenerator.prototype.getTransformMatrix = function () {
  77595. var scene = this._scene;
  77596. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77597. return this._transformMatrix;
  77598. }
  77599. this._currentRenderID = scene.getRenderId();
  77600. this._currentFaceIndexCache = this._currentFaceIndex;
  77601. var lightPosition = this._light.position;
  77602. if (this._light.computeTransformedInformation()) {
  77603. lightPosition = this._light.transformedPosition;
  77604. }
  77605. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77606. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77607. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77608. }
  77609. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77610. this._cachedPosition.copyFrom(lightPosition);
  77611. this._cachedDirection.copyFrom(this._lightDirection);
  77612. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77613. var shadowMap = this.getShadowMap();
  77614. if (shadowMap) {
  77615. var renderList = shadowMap.renderList;
  77616. if (renderList) {
  77617. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77618. }
  77619. }
  77620. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77621. }
  77622. return this._transformMatrix;
  77623. };
  77624. /**
  77625. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77626. * Cube and 2D textures for instance.
  77627. */
  77628. ShadowGenerator.prototype.recreateShadowMap = function () {
  77629. var shadowMap = this._shadowMap;
  77630. if (!shadowMap) {
  77631. return;
  77632. }
  77633. // Track render list.
  77634. var renderList = shadowMap.renderList;
  77635. // Clean up existing data.
  77636. this._disposeRTTandPostProcesses();
  77637. // Reinitializes.
  77638. this._initializeGenerator();
  77639. // Reaffect the filter to ensure a correct fallback if necessary.
  77640. this.filter = this.filter;
  77641. // Reaffect the filter.
  77642. this._applyFilterValues();
  77643. // Reaffect Render List.
  77644. this._shadowMap.renderList = renderList;
  77645. };
  77646. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77647. if (this._shadowMap2) {
  77648. this._shadowMap2.dispose();
  77649. this._shadowMap2 = null;
  77650. }
  77651. if (this._boxBlurPostprocess) {
  77652. this._boxBlurPostprocess.dispose();
  77653. this._boxBlurPostprocess = null;
  77654. }
  77655. if (this._kernelBlurXPostprocess) {
  77656. this._kernelBlurXPostprocess.dispose();
  77657. this._kernelBlurXPostprocess = null;
  77658. }
  77659. if (this._kernelBlurYPostprocess) {
  77660. this._kernelBlurYPostprocess.dispose();
  77661. this._kernelBlurYPostprocess = null;
  77662. }
  77663. this._blurPostProcesses = [];
  77664. };
  77665. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77666. if (this._shadowMap) {
  77667. this._shadowMap.dispose();
  77668. this._shadowMap = null;
  77669. }
  77670. this._disposeBlurPostProcesses();
  77671. };
  77672. /**
  77673. * Disposes the ShadowGenerator.
  77674. * Returns nothing.
  77675. */
  77676. ShadowGenerator.prototype.dispose = function () {
  77677. this._disposeRTTandPostProcesses();
  77678. if (this._light) {
  77679. this._light._shadowGenerator = null;
  77680. this._light._markMeshesAsLightDirty();
  77681. }
  77682. };
  77683. /**
  77684. * Serializes the shadow generator setup to a json object.
  77685. * @returns The serialized JSON object
  77686. */
  77687. ShadowGenerator.prototype.serialize = function () {
  77688. var serializationObject = {};
  77689. var shadowMap = this.getShadowMap();
  77690. if (!shadowMap) {
  77691. return serializationObject;
  77692. }
  77693. serializationObject.lightId = this._light.id;
  77694. serializationObject.mapSize = shadowMap.getRenderSize();
  77695. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77696. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77697. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77698. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77699. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77700. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77701. serializationObject.depthScale = this.depthScale;
  77702. serializationObject.darkness = this.getDarkness();
  77703. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77704. serializationObject.blurKernel = this.blurKernel;
  77705. serializationObject.blurScale = this.blurScale;
  77706. serializationObject.useKernelBlur = this.useKernelBlur;
  77707. serializationObject.transparencyShadow = this._transparencyShadow;
  77708. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77709. serializationObject.bias = this.bias;
  77710. serializationObject.normalBias = this.normalBias;
  77711. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77712. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77713. serializationObject.filteringQuality = this.filteringQuality;
  77714. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77715. serializationObject.renderList = [];
  77716. if (shadowMap.renderList) {
  77717. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77718. var mesh = shadowMap.renderList[meshIndex];
  77719. serializationObject.renderList.push(mesh.id);
  77720. }
  77721. }
  77722. return serializationObject;
  77723. };
  77724. /**
  77725. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77726. * @param parsedShadowGenerator The JSON object to parse
  77727. * @param scene The scene to create the shadow map for
  77728. * @returns The parsed shadow generator
  77729. */
  77730. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77731. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77732. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77733. var shadowMap = shadowGenerator.getShadowMap();
  77734. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77735. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77736. meshes.forEach(function (mesh) {
  77737. if (!shadowMap) {
  77738. return;
  77739. }
  77740. if (!shadowMap.renderList) {
  77741. shadowMap.renderList = [];
  77742. }
  77743. shadowMap.renderList.push(mesh);
  77744. });
  77745. }
  77746. if (parsedShadowGenerator.usePoissonSampling) {
  77747. shadowGenerator.usePoissonSampling = true;
  77748. }
  77749. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77750. shadowGenerator.useExponentialShadowMap = true;
  77751. }
  77752. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77753. shadowGenerator.useBlurExponentialShadowMap = true;
  77754. }
  77755. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77756. shadowGenerator.useCloseExponentialShadowMap = true;
  77757. }
  77758. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77759. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77760. }
  77761. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77762. shadowGenerator.usePercentageCloserFiltering = true;
  77763. }
  77764. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77765. shadowGenerator.useContactHardeningShadow = true;
  77766. }
  77767. if (parsedShadowGenerator.filteringQuality) {
  77768. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77769. }
  77770. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77771. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77772. }
  77773. // Backward compat
  77774. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77775. shadowGenerator.useExponentialShadowMap = true;
  77776. }
  77777. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77778. shadowGenerator.useBlurExponentialShadowMap = true;
  77779. }
  77780. if (parsedShadowGenerator.depthScale) {
  77781. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77782. }
  77783. if (parsedShadowGenerator.blurScale) {
  77784. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77785. }
  77786. if (parsedShadowGenerator.blurBoxOffset) {
  77787. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77788. }
  77789. if (parsedShadowGenerator.useKernelBlur) {
  77790. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77791. }
  77792. if (parsedShadowGenerator.blurKernel) {
  77793. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77794. }
  77795. if (parsedShadowGenerator.bias !== undefined) {
  77796. shadowGenerator.bias = parsedShadowGenerator.bias;
  77797. }
  77798. if (parsedShadowGenerator.normalBias !== undefined) {
  77799. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77800. }
  77801. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77802. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77803. }
  77804. if (parsedShadowGenerator.darkness) {
  77805. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77806. }
  77807. if (parsedShadowGenerator.transparencyShadow) {
  77808. shadowGenerator.setTransparencyShadow(true);
  77809. }
  77810. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77811. return shadowGenerator;
  77812. };
  77813. /**
  77814. * Shadow generator mode None: no filtering applied.
  77815. */
  77816. ShadowGenerator.FILTER_NONE = 0;
  77817. /**
  77818. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77819. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77820. */
  77821. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77822. /**
  77823. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77824. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77825. */
  77826. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77827. /**
  77828. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77829. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77830. */
  77831. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77832. /**
  77833. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77834. * edge artifacts on steep falloff.
  77835. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77836. */
  77837. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77838. /**
  77839. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77840. * edge artifacts on steep falloff.
  77841. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77842. */
  77843. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77844. /**
  77845. * Shadow generator mode PCF: Percentage Closer Filtering
  77846. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77847. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77848. */
  77849. ShadowGenerator.FILTER_PCF = 6;
  77850. /**
  77851. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77852. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77853. * Contact Hardening
  77854. */
  77855. ShadowGenerator.FILTER_PCSS = 7;
  77856. /**
  77857. * Reserved for PCF and PCSS
  77858. * Highest Quality.
  77859. *
  77860. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77861. *
  77862. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77863. */
  77864. ShadowGenerator.QUALITY_HIGH = 0;
  77865. /**
  77866. * Reserved for PCF and PCSS
  77867. * Good tradeoff for quality/perf cross devices
  77868. *
  77869. * Execute PCF on a 3*3 kernel.
  77870. *
  77871. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77872. */
  77873. ShadowGenerator.QUALITY_MEDIUM = 1;
  77874. /**
  77875. * Reserved for PCF and PCSS
  77876. * The lowest quality but the fastest.
  77877. *
  77878. * Execute PCF on a 1*1 kernel.
  77879. *
  77880. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77881. */
  77882. ShadowGenerator.QUALITY_LOW = 2;
  77883. return ShadowGenerator;
  77884. }());
  77885. BABYLON.ShadowGenerator = ShadowGenerator;
  77886. })(BABYLON || (BABYLON = {}));
  77887. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77888. var BABYLON;
  77889. (function (BABYLON) {
  77890. // Adds the parser to the scene parsers.
  77891. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77892. // Shadows
  77893. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77894. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77895. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77896. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77897. // SG would be available on their associated lights
  77898. }
  77899. }
  77900. });
  77901. /**
  77902. * Defines the shadow generator component responsible to manage any shadow generators
  77903. * in a given scene.
  77904. */
  77905. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77906. /**
  77907. * Creates a new instance of the component for the given scene
  77908. * @param scene Defines the scene to register the component in
  77909. */
  77910. function ShadowGeneratorSceneComponent(scene) {
  77911. /**
  77912. * The component name helpfull to identify the component in the list of scene components.
  77913. */
  77914. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77915. this.scene = scene;
  77916. }
  77917. /**
  77918. * Registers the component in a given scene
  77919. */
  77920. ShadowGeneratorSceneComponent.prototype.register = function () {
  77921. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77922. };
  77923. /**
  77924. * Rebuilds the elements related to this component in case of
  77925. * context lost for instance.
  77926. */
  77927. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77928. // Nothing To Do Here.
  77929. };
  77930. /**
  77931. * Serializes the component data to the specified json object
  77932. * @param serializationObject The object to serialize to
  77933. */
  77934. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77935. // Shadows
  77936. serializationObject.shadowGenerators = [];
  77937. var lights = this.scene.lights;
  77938. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77939. var light = lights_1[_i];
  77940. var shadowGenerator = light.getShadowGenerator();
  77941. if (shadowGenerator) {
  77942. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77943. }
  77944. }
  77945. };
  77946. /**
  77947. * Adds all the element from the container to the scene
  77948. * @param container the container holding the elements
  77949. */
  77950. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77951. // Nothing To Do Here. (directly attached to a light)
  77952. };
  77953. /**
  77954. * Removes all the elements in the container from the scene
  77955. * @param container contains the elements to remove
  77956. */
  77957. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77958. // Nothing To Do Here. (directly attached to a light)
  77959. };
  77960. /**
  77961. * Rebuilds the elements related to this component in case of
  77962. * context lost for instance.
  77963. */
  77964. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77965. // Nothing To Do Here.
  77966. };
  77967. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77968. // Shadows
  77969. var scene = this.scene;
  77970. if (this.scene.shadowsEnabled) {
  77971. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77972. var light = scene.lights[lightIndex];
  77973. var shadowGenerator = light.getShadowGenerator();
  77974. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77975. var shadowMap = (shadowGenerator.getShadowMap());
  77976. if (scene.textures.indexOf(shadowMap) !== -1) {
  77977. renderTargets.push(shadowMap);
  77978. }
  77979. }
  77980. }
  77981. }
  77982. };
  77983. return ShadowGeneratorSceneComponent;
  77984. }());
  77985. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77986. })(BABYLON || (BABYLON = {}));
  77987. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77988. var BABYLON;
  77989. (function (BABYLON) {
  77990. /**
  77991. * Class used for the default loading screen
  77992. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77993. */
  77994. var DefaultLoadingScreen = /** @class */ (function () {
  77995. /**
  77996. * Creates a new default loading screen
  77997. * @param _renderingCanvas defines the canvas used to render the scene
  77998. * @param _loadingText defines the default text to display
  77999. * @param _loadingDivBackgroundColor defines the default background color
  78000. */
  78001. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78002. if (_loadingText === void 0) { _loadingText = ""; }
  78003. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78004. var _this = this;
  78005. this._renderingCanvas = _renderingCanvas;
  78006. this._loadingText = _loadingText;
  78007. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78008. // Resize
  78009. this._resizeLoadingUI = function () {
  78010. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78011. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78012. if (!_this._loadingDiv) {
  78013. return;
  78014. }
  78015. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78016. _this._loadingDiv.style.left = canvasRect.left + "px";
  78017. _this._loadingDiv.style.top = canvasRect.top + "px";
  78018. _this._loadingDiv.style.width = canvasRect.width + "px";
  78019. _this._loadingDiv.style.height = canvasRect.height + "px";
  78020. };
  78021. }
  78022. /**
  78023. * Function called to display the loading screen
  78024. */
  78025. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78026. if (this._loadingDiv) {
  78027. // Do not add a loading screen if there is already one
  78028. return;
  78029. }
  78030. this._loadingDiv = document.createElement("div");
  78031. this._loadingDiv.id = "babylonjsLoadingDiv";
  78032. this._loadingDiv.style.opacity = "0";
  78033. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78034. this._loadingDiv.style.pointerEvents = "none";
  78035. // Loading text
  78036. this._loadingTextDiv = document.createElement("div");
  78037. this._loadingTextDiv.style.position = "absolute";
  78038. this._loadingTextDiv.style.left = "0";
  78039. this._loadingTextDiv.style.top = "50%";
  78040. this._loadingTextDiv.style.marginTop = "80px";
  78041. this._loadingTextDiv.style.width = "100%";
  78042. this._loadingTextDiv.style.height = "20px";
  78043. this._loadingTextDiv.style.fontFamily = "Arial";
  78044. this._loadingTextDiv.style.fontSize = "14px";
  78045. this._loadingTextDiv.style.color = "white";
  78046. this._loadingTextDiv.style.textAlign = "center";
  78047. this._loadingTextDiv.innerHTML = "Loading";
  78048. this._loadingDiv.appendChild(this._loadingTextDiv);
  78049. //set the predefined text
  78050. this._loadingTextDiv.innerHTML = this._loadingText;
  78051. // Generating keyframes
  78052. var style = document.createElement('style');
  78053. style.type = 'text/css';
  78054. 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 }";
  78055. style.innerHTML = keyFrames;
  78056. document.getElementsByTagName('head')[0].appendChild(style);
  78057. // Loading img
  78058. var imgBack = new Image();
  78059. imgBack.src = "data:image/png;base64,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";
  78060. imgBack.style.position = "absolute";
  78061. imgBack.style.left = "50%";
  78062. imgBack.style.top = "50%";
  78063. imgBack.style.marginLeft = "-60px";
  78064. imgBack.style.marginTop = "-60px";
  78065. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78066. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78067. imgBack.style.transformOrigin = "50% 50%";
  78068. imgBack.style.webkitTransformOrigin = "50% 50%";
  78069. this._loadingDiv.appendChild(imgBack);
  78070. this._resizeLoadingUI();
  78071. window.addEventListener("resize", this._resizeLoadingUI);
  78072. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78073. document.body.appendChild(this._loadingDiv);
  78074. this._loadingDiv.style.opacity = "1";
  78075. };
  78076. /**
  78077. * Function called to hide the loading screen
  78078. */
  78079. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78080. var _this = this;
  78081. if (!this._loadingDiv) {
  78082. return;
  78083. }
  78084. var onTransitionEnd = function () {
  78085. if (!_this._loadingDiv) {
  78086. return;
  78087. }
  78088. if (_this._loadingDiv.parentElement) {
  78089. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78090. }
  78091. window.removeEventListener("resize", _this._resizeLoadingUI);
  78092. _this._loadingDiv = null;
  78093. };
  78094. this._loadingDiv.style.opacity = "0";
  78095. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78096. };
  78097. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78098. get: function () {
  78099. return this._loadingText;
  78100. },
  78101. /**
  78102. * Gets or sets the text to display while loading
  78103. */
  78104. set: function (text) {
  78105. this._loadingText = text;
  78106. if (this._loadingTextDiv) {
  78107. this._loadingTextDiv.innerHTML = this._loadingText;
  78108. }
  78109. },
  78110. enumerable: true,
  78111. configurable: true
  78112. });
  78113. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78114. /**
  78115. * Gets or sets the color to use for the background
  78116. */
  78117. get: function () {
  78118. return this._loadingDivBackgroundColor;
  78119. },
  78120. set: function (color) {
  78121. this._loadingDivBackgroundColor = color;
  78122. if (!this._loadingDiv) {
  78123. return;
  78124. }
  78125. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78126. },
  78127. enumerable: true,
  78128. configurable: true
  78129. });
  78130. return DefaultLoadingScreen;
  78131. }());
  78132. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78133. })(BABYLON || (BABYLON = {}));
  78134. //# sourceMappingURL=babylon.loadingScreen.js.map
  78135. var BABYLON;
  78136. (function (BABYLON) {
  78137. /**
  78138. * Class used to represent data loading progression
  78139. */
  78140. var SceneLoaderProgressEvent = /** @class */ (function () {
  78141. /**
  78142. * Create a new progress event
  78143. * @param lengthComputable defines if data length to load can be evaluated
  78144. * @param loaded defines the loaded data length
  78145. * @param total defines the data length to load
  78146. */
  78147. function SceneLoaderProgressEvent(
  78148. /** defines if data length to load can be evaluated */
  78149. lengthComputable,
  78150. /** defines the loaded data length */
  78151. loaded,
  78152. /** defines the data length to load */
  78153. total) {
  78154. this.lengthComputable = lengthComputable;
  78155. this.loaded = loaded;
  78156. this.total = total;
  78157. }
  78158. /**
  78159. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78160. * @param event defines the source event
  78161. * @returns a new SceneLoaderProgressEvent
  78162. */
  78163. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78164. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78165. };
  78166. return SceneLoaderProgressEvent;
  78167. }());
  78168. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78169. /**
  78170. * Class used to load scene from various file formats using registered plugins
  78171. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78172. */
  78173. var SceneLoader = /** @class */ (function () {
  78174. function SceneLoader() {
  78175. }
  78176. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78177. /**
  78178. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78179. */
  78180. get: function () {
  78181. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78182. },
  78183. set: function (value) {
  78184. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78185. },
  78186. enumerable: true,
  78187. configurable: true
  78188. });
  78189. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78190. /**
  78191. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78192. */
  78193. get: function () {
  78194. return SceneLoader._ShowLoadingScreen;
  78195. },
  78196. set: function (value) {
  78197. SceneLoader._ShowLoadingScreen = value;
  78198. },
  78199. enumerable: true,
  78200. configurable: true
  78201. });
  78202. Object.defineProperty(SceneLoader, "loggingLevel", {
  78203. /**
  78204. * Defines the current logging level (while loading the scene)
  78205. * @ignorenaming
  78206. */
  78207. get: function () {
  78208. return SceneLoader._loggingLevel;
  78209. },
  78210. set: function (value) {
  78211. SceneLoader._loggingLevel = value;
  78212. },
  78213. enumerable: true,
  78214. configurable: true
  78215. });
  78216. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78217. /**
  78218. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78219. */
  78220. get: function () {
  78221. return SceneLoader._CleanBoneMatrixWeights;
  78222. },
  78223. set: function (value) {
  78224. SceneLoader._CleanBoneMatrixWeights = value;
  78225. },
  78226. enumerable: true,
  78227. configurable: true
  78228. });
  78229. SceneLoader._getDefaultPlugin = function () {
  78230. return SceneLoader._registeredPlugins[".babylon"];
  78231. };
  78232. SceneLoader._getPluginForExtension = function (extension) {
  78233. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78234. if (registeredPlugin) {
  78235. return registeredPlugin;
  78236. }
  78237. 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");
  78238. return SceneLoader._getDefaultPlugin();
  78239. };
  78240. SceneLoader._getPluginForDirectLoad = function (data) {
  78241. for (var extension in SceneLoader._registeredPlugins) {
  78242. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78243. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78244. return SceneLoader._registeredPlugins[extension];
  78245. }
  78246. }
  78247. return SceneLoader._getDefaultPlugin();
  78248. };
  78249. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78250. var queryStringPosition = sceneFilename.indexOf("?");
  78251. if (queryStringPosition !== -1) {
  78252. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78253. }
  78254. var dotPosition = sceneFilename.lastIndexOf(".");
  78255. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78256. return SceneLoader._getPluginForExtension(extension);
  78257. };
  78258. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78259. SceneLoader._getDirectLoad = function (sceneFilename) {
  78260. if (sceneFilename.substr(0, 5) === "data:") {
  78261. return sceneFilename.substr(5);
  78262. }
  78263. return null;
  78264. };
  78265. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78266. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78267. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78268. var plugin;
  78269. if (registeredPlugin.plugin.createPlugin) {
  78270. plugin = registeredPlugin.plugin.createPlugin();
  78271. }
  78272. else {
  78273. plugin = registeredPlugin.plugin;
  78274. }
  78275. var useArrayBuffer = registeredPlugin.isBinary;
  78276. var offlineProvider;
  78277. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78278. var dataCallback = function (data, responseURL) {
  78279. if (scene.isDisposed) {
  78280. onError("Scene has been disposed");
  78281. return;
  78282. }
  78283. scene.offlineProvider = offlineProvider;
  78284. onSuccess(plugin, data, responseURL);
  78285. };
  78286. var request = null;
  78287. var pluginDisposed = false;
  78288. var onDisposeObservable = plugin.onDisposeObservable;
  78289. if (onDisposeObservable) {
  78290. onDisposeObservable.add(function () {
  78291. pluginDisposed = true;
  78292. if (request) {
  78293. request.abort();
  78294. request = null;
  78295. }
  78296. onDispose();
  78297. });
  78298. }
  78299. var manifestChecked = function () {
  78300. if (pluginDisposed) {
  78301. return;
  78302. }
  78303. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78304. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78305. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78306. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78307. });
  78308. };
  78309. if (directLoad) {
  78310. dataCallback(directLoad);
  78311. return plugin;
  78312. }
  78313. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78314. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78315. var engine = scene.getEngine();
  78316. var canUseOfflineSupport = engine.enableOfflineSupport;
  78317. if (canUseOfflineSupport) {
  78318. // Also check for exceptions
  78319. var exceptionFound = false;
  78320. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78321. var regex = _a[_i];
  78322. if (regex.test(fileInfo.url)) {
  78323. exceptionFound = true;
  78324. break;
  78325. }
  78326. }
  78327. canUseOfflineSupport = !exceptionFound;
  78328. }
  78329. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78330. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78331. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78332. }
  78333. else {
  78334. manifestChecked();
  78335. }
  78336. }
  78337. // Loading file from disk via input file or drag'n'drop
  78338. else {
  78339. if (file) {
  78340. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78341. }
  78342. else {
  78343. onError("Unable to find file named " + fileInfo.name);
  78344. }
  78345. }
  78346. return plugin;
  78347. };
  78348. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78349. var url;
  78350. var name;
  78351. var file = null;
  78352. if (!sceneFilename) {
  78353. url = rootUrl;
  78354. name = BABYLON.Tools.GetFilename(rootUrl);
  78355. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78356. }
  78357. else if (sceneFilename instanceof File) {
  78358. url = rootUrl + sceneFilename.name;
  78359. name = sceneFilename.name;
  78360. file = sceneFilename;
  78361. }
  78362. else {
  78363. if (sceneFilename.substr(0, 1) === "/") {
  78364. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78365. return null;
  78366. }
  78367. url = rootUrl + sceneFilename;
  78368. name = sceneFilename;
  78369. }
  78370. return {
  78371. url: url,
  78372. rootUrl: rootUrl,
  78373. name: name,
  78374. file: file
  78375. };
  78376. };
  78377. // Public functions
  78378. /**
  78379. * Gets a plugin that can load the given extension
  78380. * @param extension defines the extension to load
  78381. * @returns a plugin or null if none works
  78382. */
  78383. SceneLoader.GetPluginForExtension = function (extension) {
  78384. return SceneLoader._getPluginForExtension(extension).plugin;
  78385. };
  78386. /**
  78387. * Gets a boolean indicating that the given extension can be loaded
  78388. * @param extension defines the extension to load
  78389. * @returns true if the extension is supported
  78390. */
  78391. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78392. return !!SceneLoader._registeredPlugins[extension];
  78393. };
  78394. /**
  78395. * Adds a new plugin to the list of registered plugins
  78396. * @param plugin defines the plugin to add
  78397. */
  78398. SceneLoader.RegisterPlugin = function (plugin) {
  78399. if (typeof plugin.extensions === "string") {
  78400. var extension = plugin.extensions;
  78401. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78402. plugin: plugin,
  78403. isBinary: false
  78404. };
  78405. }
  78406. else {
  78407. var extensions = plugin.extensions;
  78408. Object.keys(extensions).forEach(function (extension) {
  78409. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78410. plugin: plugin,
  78411. isBinary: extensions[extension].isBinary
  78412. };
  78413. });
  78414. }
  78415. };
  78416. /**
  78417. * Import meshes into a scene
  78418. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78419. * @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)
  78420. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78421. * @param scene the instance of BABYLON.Scene to append to
  78422. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78423. * @param onProgress a callback with a progress event for each file being loaded
  78424. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78425. * @param pluginExtension the extension used to determine the plugin
  78426. * @returns The loaded plugin
  78427. */
  78428. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78429. if (sceneFilename === void 0) { sceneFilename = ""; }
  78430. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78431. if (onSuccess === void 0) { onSuccess = null; }
  78432. if (onProgress === void 0) { onProgress = null; }
  78433. if (onError === void 0) { onError = null; }
  78434. if (pluginExtension === void 0) { pluginExtension = null; }
  78435. if (!scene) {
  78436. BABYLON.Tools.Error("No scene available to import mesh to");
  78437. return null;
  78438. }
  78439. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78440. if (!fileInfo) {
  78441. return null;
  78442. }
  78443. var loadingToken = {};
  78444. scene._addPendingData(loadingToken);
  78445. var disposeHandler = function () {
  78446. scene._removePendingData(loadingToken);
  78447. };
  78448. var errorHandler = function (message, exception) {
  78449. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78450. if (onError) {
  78451. onError(scene, errorMessage, exception);
  78452. }
  78453. else {
  78454. BABYLON.Tools.Error(errorMessage);
  78455. // should the exception be thrown?
  78456. }
  78457. disposeHandler();
  78458. };
  78459. var progressHandler = onProgress ? function (event) {
  78460. try {
  78461. onProgress(event);
  78462. }
  78463. catch (e) {
  78464. errorHandler("Error in onProgress callback", e);
  78465. }
  78466. } : undefined;
  78467. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78468. scene.importedMeshesFiles.push(fileInfo.url);
  78469. if (onSuccess) {
  78470. try {
  78471. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78472. }
  78473. catch (e) {
  78474. errorHandler("Error in onSuccess callback", e);
  78475. }
  78476. }
  78477. scene._removePendingData(loadingToken);
  78478. };
  78479. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78480. if (plugin.rewriteRootURL) {
  78481. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78482. }
  78483. if (plugin.importMesh) {
  78484. var syncedPlugin = plugin;
  78485. var meshes = new Array();
  78486. var particleSystems = new Array();
  78487. var skeletons = new Array();
  78488. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78489. return;
  78490. }
  78491. scene.loadingPluginName = plugin.name;
  78492. successHandler(meshes, particleSystems, skeletons, []);
  78493. }
  78494. else {
  78495. var asyncedPlugin = plugin;
  78496. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78497. scene.loadingPluginName = plugin.name;
  78498. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78499. }).catch(function (error) {
  78500. errorHandler(error.message, error);
  78501. });
  78502. }
  78503. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78504. };
  78505. /**
  78506. * Import meshes into a scene
  78507. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78508. * @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)
  78509. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78510. * @param scene the instance of BABYLON.Scene to append to
  78511. * @param onProgress a callback with a progress event for each file being loaded
  78512. * @param pluginExtension the extension used to determine the plugin
  78513. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78514. */
  78515. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78516. if (sceneFilename === void 0) { sceneFilename = ""; }
  78517. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78518. if (onProgress === void 0) { onProgress = null; }
  78519. if (pluginExtension === void 0) { pluginExtension = null; }
  78520. return new Promise(function (resolve, reject) {
  78521. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78522. resolve({
  78523. meshes: meshes,
  78524. particleSystems: particleSystems,
  78525. skeletons: skeletons,
  78526. animationGroups: animationGroups
  78527. });
  78528. }, onProgress, function (scene, message, exception) {
  78529. reject(exception || new Error(message));
  78530. }, pluginExtension);
  78531. });
  78532. };
  78533. /**
  78534. * Load a scene
  78535. * @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)
  78536. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78537. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78538. * @param onSuccess a callback with the scene when import succeeds
  78539. * @param onProgress a callback with a progress event for each file being loaded
  78540. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78541. * @param pluginExtension the extension used to determine the plugin
  78542. * @returns The loaded plugin
  78543. */
  78544. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78545. if (sceneFilename === void 0) { sceneFilename = ""; }
  78546. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78547. if (onSuccess === void 0) { onSuccess = null; }
  78548. if (onProgress === void 0) { onProgress = null; }
  78549. if (onError === void 0) { onError = null; }
  78550. if (pluginExtension === void 0) { pluginExtension = null; }
  78551. if (!engine) {
  78552. BABYLON.Tools.Error("No engine available");
  78553. return null;
  78554. }
  78555. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78556. };
  78557. /**
  78558. * Load a scene
  78559. * @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)
  78560. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78561. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78562. * @param onProgress a callback with a progress event for each file being loaded
  78563. * @param pluginExtension the extension used to determine the plugin
  78564. * @returns The loaded scene
  78565. */
  78566. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78567. if (sceneFilename === void 0) { sceneFilename = ""; }
  78568. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78569. if (onProgress === void 0) { onProgress = null; }
  78570. if (pluginExtension === void 0) { pluginExtension = null; }
  78571. return new Promise(function (resolve, reject) {
  78572. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78573. resolve(scene);
  78574. }, onProgress, function (scene, message, exception) {
  78575. reject(exception || new Error(message));
  78576. }, pluginExtension);
  78577. });
  78578. };
  78579. /**
  78580. * Append a scene
  78581. * @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)
  78582. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78583. * @param scene is the instance of BABYLON.Scene to append to
  78584. * @param onSuccess a callback with the scene when import succeeds
  78585. * @param onProgress a callback with a progress event for each file being loaded
  78586. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78587. * @param pluginExtension the extension used to determine the plugin
  78588. * @returns The loaded plugin
  78589. */
  78590. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78591. if (sceneFilename === void 0) { sceneFilename = ""; }
  78592. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78593. if (onSuccess === void 0) { onSuccess = null; }
  78594. if (onProgress === void 0) { onProgress = null; }
  78595. if (onError === void 0) { onError = null; }
  78596. if (pluginExtension === void 0) { pluginExtension = null; }
  78597. if (!scene) {
  78598. BABYLON.Tools.Error("No scene available to append to");
  78599. return null;
  78600. }
  78601. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78602. if (!fileInfo) {
  78603. return null;
  78604. }
  78605. if (SceneLoader.ShowLoadingScreen) {
  78606. scene.getEngine().displayLoadingUI();
  78607. }
  78608. var loadingToken = {};
  78609. scene._addPendingData(loadingToken);
  78610. var disposeHandler = function () {
  78611. scene._removePendingData(loadingToken);
  78612. scene.getEngine().hideLoadingUI();
  78613. };
  78614. var errorHandler = function (message, exception) {
  78615. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78616. if (onError) {
  78617. onError(scene, errorMessage, exception);
  78618. }
  78619. else {
  78620. BABYLON.Tools.Error(errorMessage);
  78621. // should the exception be thrown?
  78622. }
  78623. disposeHandler();
  78624. };
  78625. var progressHandler = onProgress ? function (event) {
  78626. try {
  78627. onProgress(event);
  78628. }
  78629. catch (e) {
  78630. errorHandler("Error in onProgress callback", e);
  78631. }
  78632. } : undefined;
  78633. var successHandler = function () {
  78634. if (onSuccess) {
  78635. try {
  78636. onSuccess(scene);
  78637. }
  78638. catch (e) {
  78639. errorHandler("Error in onSuccess callback", e);
  78640. }
  78641. }
  78642. scene._removePendingData(loadingToken);
  78643. };
  78644. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78645. if (plugin.load) {
  78646. var syncedPlugin = plugin;
  78647. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78648. return;
  78649. }
  78650. scene.loadingPluginName = plugin.name;
  78651. successHandler();
  78652. }
  78653. else {
  78654. var asyncedPlugin = plugin;
  78655. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78656. scene.loadingPluginName = plugin.name;
  78657. successHandler();
  78658. }).catch(function (error) {
  78659. errorHandler(error.message, error);
  78660. });
  78661. }
  78662. if (SceneLoader.ShowLoadingScreen) {
  78663. scene.executeWhenReady(function () {
  78664. scene.getEngine().hideLoadingUI();
  78665. });
  78666. }
  78667. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78668. };
  78669. /**
  78670. * Append a scene
  78671. * @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)
  78672. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78673. * @param scene is the instance of BABYLON.Scene to append to
  78674. * @param onProgress a callback with a progress event for each file being loaded
  78675. * @param pluginExtension the extension used to determine the plugin
  78676. * @returns The given scene
  78677. */
  78678. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78679. if (sceneFilename === void 0) { sceneFilename = ""; }
  78680. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78681. if (onProgress === void 0) { onProgress = null; }
  78682. if (pluginExtension === void 0) { pluginExtension = null; }
  78683. return new Promise(function (resolve, reject) {
  78684. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78685. resolve(scene);
  78686. }, onProgress, function (scene, message, exception) {
  78687. reject(exception || new Error(message));
  78688. }, pluginExtension);
  78689. });
  78690. };
  78691. /**
  78692. * Load a scene into an asset container
  78693. * @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)
  78694. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78695. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78696. * @param onSuccess a callback with the scene when import succeeds
  78697. * @param onProgress a callback with a progress event for each file being loaded
  78698. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78699. * @param pluginExtension the extension used to determine the plugin
  78700. * @returns The loaded plugin
  78701. */
  78702. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78703. if (sceneFilename === void 0) { sceneFilename = ""; }
  78704. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78705. if (onSuccess === void 0) { onSuccess = null; }
  78706. if (onProgress === void 0) { onProgress = null; }
  78707. if (onError === void 0) { onError = null; }
  78708. if (pluginExtension === void 0) { pluginExtension = null; }
  78709. if (!scene) {
  78710. BABYLON.Tools.Error("No scene available to load asset container to");
  78711. return null;
  78712. }
  78713. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78714. if (!fileInfo) {
  78715. return null;
  78716. }
  78717. var loadingToken = {};
  78718. scene._addPendingData(loadingToken);
  78719. var disposeHandler = function () {
  78720. scene._removePendingData(loadingToken);
  78721. };
  78722. var errorHandler = function (message, exception) {
  78723. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78724. if (onError) {
  78725. onError(scene, errorMessage, exception);
  78726. }
  78727. else {
  78728. BABYLON.Tools.Error(errorMessage);
  78729. // should the exception be thrown?
  78730. }
  78731. disposeHandler();
  78732. };
  78733. var progressHandler = onProgress ? function (event) {
  78734. try {
  78735. onProgress(event);
  78736. }
  78737. catch (e) {
  78738. errorHandler("Error in onProgress callback", e);
  78739. }
  78740. } : undefined;
  78741. var successHandler = function (assets) {
  78742. if (onSuccess) {
  78743. try {
  78744. onSuccess(assets);
  78745. }
  78746. catch (e) {
  78747. errorHandler("Error in onSuccess callback", e);
  78748. }
  78749. }
  78750. scene._removePendingData(loadingToken);
  78751. };
  78752. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78753. if (plugin.loadAssetContainer) {
  78754. var syncedPlugin = plugin;
  78755. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78756. if (!assetContainer) {
  78757. return;
  78758. }
  78759. scene.loadingPluginName = plugin.name;
  78760. successHandler(assetContainer);
  78761. }
  78762. else if (plugin.loadAssetContainerAsync) {
  78763. var asyncedPlugin = plugin;
  78764. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78765. scene.loadingPluginName = plugin.name;
  78766. successHandler(assetContainer);
  78767. }).catch(function (error) {
  78768. errorHandler(error.message, error);
  78769. });
  78770. }
  78771. else {
  78772. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78773. }
  78774. if (SceneLoader.ShowLoadingScreen) {
  78775. scene.executeWhenReady(function () {
  78776. scene.getEngine().hideLoadingUI();
  78777. });
  78778. }
  78779. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78780. };
  78781. /**
  78782. * Load a scene into an asset container
  78783. * @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)
  78784. * @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)
  78785. * @param scene is the instance of BABYLON.Scene to append to
  78786. * @param onProgress a callback with a progress event for each file being loaded
  78787. * @param pluginExtension the extension used to determine the plugin
  78788. * @returns The loaded asset container
  78789. */
  78790. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78791. if (sceneFilename === void 0) { sceneFilename = ""; }
  78792. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78793. if (onProgress === void 0) { onProgress = null; }
  78794. if (pluginExtension === void 0) { pluginExtension = null; }
  78795. return new Promise(function (resolve, reject) {
  78796. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78797. resolve(assetContainer);
  78798. }, onProgress, function (scene, message, exception) {
  78799. reject(exception || new Error(message));
  78800. }, pluginExtension);
  78801. });
  78802. };
  78803. // Flags
  78804. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78805. SceneLoader._ShowLoadingScreen = true;
  78806. SceneLoader._CleanBoneMatrixWeights = false;
  78807. /**
  78808. * No logging while loading
  78809. */
  78810. SceneLoader.NO_LOGGING = 0;
  78811. /**
  78812. * Minimal logging while loading
  78813. */
  78814. SceneLoader.MINIMAL_LOGGING = 1;
  78815. /**
  78816. * Summary logging while loading
  78817. */
  78818. SceneLoader.SUMMARY_LOGGING = 2;
  78819. /**
  78820. * Detailled logging while loading
  78821. */
  78822. SceneLoader.DETAILED_LOGGING = 3;
  78823. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78824. // Members
  78825. /**
  78826. * Event raised when a plugin is used to load a scene
  78827. */
  78828. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78829. SceneLoader._registeredPlugins = {};
  78830. return SceneLoader;
  78831. }());
  78832. BABYLON.SceneLoader = SceneLoader;
  78833. })(BABYLON || (BABYLON = {}));
  78834. //# sourceMappingURL=babylon.sceneLoader.js.map
  78835. var BABYLON;
  78836. (function (BABYLON) {
  78837. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78838. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78839. var parsedMaterial = parsedData.materials[index];
  78840. if (parsedMaterial.id === id) {
  78841. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78842. }
  78843. }
  78844. return null;
  78845. };
  78846. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78847. for (var i in names) {
  78848. if (mesh.name === names[i]) {
  78849. hierarchyIds.push(mesh.id);
  78850. return true;
  78851. }
  78852. }
  78853. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78854. hierarchyIds.push(mesh.id);
  78855. return true;
  78856. }
  78857. return false;
  78858. };
  78859. var logOperation = function (operation, producer) {
  78860. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78861. };
  78862. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78863. if (addToScene === void 0) { addToScene = false; }
  78864. var container = new BABYLON.AssetContainer(scene);
  78865. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78866. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78867. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78868. // and avoid problems with multiple concurrent .babylon loads.
  78869. var log = "importScene has failed JSON parse";
  78870. try {
  78871. var parsedData = JSON.parse(data);
  78872. log = "";
  78873. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78874. var index;
  78875. var cache;
  78876. // Lights
  78877. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78878. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78879. var parsedLight = parsedData.lights[index];
  78880. var light = BABYLON.Light.Parse(parsedLight, scene);
  78881. if (light) {
  78882. container.lights.push(light);
  78883. log += (index === 0 ? "\n\tLights:" : "");
  78884. log += "\n\t\t" + light.toString(fullDetails);
  78885. }
  78886. }
  78887. }
  78888. // Reflection probes
  78889. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78890. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78891. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78892. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78893. if (reflectionProbe) {
  78894. container.reflectionProbes.push(reflectionProbe);
  78895. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78896. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78897. }
  78898. }
  78899. }
  78900. // Animations
  78901. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78902. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78903. var parsedAnimation = parsedData.animations[index];
  78904. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78905. scene.animations.push(animation);
  78906. container.animations.push(animation);
  78907. log += (index === 0 ? "\n\tAnimations:" : "");
  78908. log += "\n\t\t" + animation.toString(fullDetails);
  78909. }
  78910. }
  78911. // Materials
  78912. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78913. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78914. var parsedMaterial = parsedData.materials[index];
  78915. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78916. container.materials.push(mat);
  78917. log += (index === 0 ? "\n\tMaterials:" : "");
  78918. log += "\n\t\t" + mat.toString(fullDetails);
  78919. }
  78920. }
  78921. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78922. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78923. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78924. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78925. container.multiMaterials.push(mmat);
  78926. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78927. log += "\n\t\t" + mmat.toString(fullDetails);
  78928. }
  78929. }
  78930. // Morph targets
  78931. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78932. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78933. var managerData = _a[_i];
  78934. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78935. }
  78936. }
  78937. // Skeletons
  78938. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78939. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78940. var parsedSkeleton = parsedData.skeletons[index];
  78941. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78942. container.skeletons.push(skeleton);
  78943. log += (index === 0 ? "\n\tSkeletons:" : "");
  78944. log += "\n\t\t" + skeleton.toString(fullDetails);
  78945. }
  78946. }
  78947. // Geometries
  78948. var geometries = parsedData.geometries;
  78949. if (geometries !== undefined && geometries !== null) {
  78950. var addedGeometry = new Array();
  78951. // Boxes
  78952. var boxes = geometries.boxes;
  78953. if (boxes !== undefined && boxes !== null) {
  78954. for (index = 0, cache = boxes.length; index < cache; index++) {
  78955. var parsedBox = boxes[index];
  78956. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78957. }
  78958. }
  78959. // Spheres
  78960. var spheres = geometries.spheres;
  78961. if (spheres !== undefined && spheres !== null) {
  78962. for (index = 0, cache = spheres.length; index < cache; index++) {
  78963. var parsedSphere = spheres[index];
  78964. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78965. }
  78966. }
  78967. // Cylinders
  78968. var cylinders = geometries.cylinders;
  78969. if (cylinders !== undefined && cylinders !== null) {
  78970. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78971. var parsedCylinder = cylinders[index];
  78972. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78973. }
  78974. }
  78975. // Toruses
  78976. var toruses = geometries.toruses;
  78977. if (toruses !== undefined && toruses !== null) {
  78978. for (index = 0, cache = toruses.length; index < cache; index++) {
  78979. var parsedTorus = toruses[index];
  78980. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78981. }
  78982. }
  78983. // Grounds
  78984. var grounds = geometries.grounds;
  78985. if (grounds !== undefined && grounds !== null) {
  78986. for (index = 0, cache = grounds.length; index < cache; index++) {
  78987. var parsedGround = grounds[index];
  78988. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78989. }
  78990. }
  78991. // Planes
  78992. var planes = geometries.planes;
  78993. if (planes !== undefined && planes !== null) {
  78994. for (index = 0, cache = planes.length; index < cache; index++) {
  78995. var parsedPlane = planes[index];
  78996. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78997. }
  78998. }
  78999. // TorusKnots
  79000. var torusKnots = geometries.torusKnots;
  79001. if (torusKnots !== undefined && torusKnots !== null) {
  79002. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79003. var parsedTorusKnot = torusKnots[index];
  79004. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79005. }
  79006. }
  79007. // VertexData
  79008. var vertexData = geometries.vertexData;
  79009. if (vertexData !== undefined && vertexData !== null) {
  79010. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79011. var parsedVertexData = vertexData[index];
  79012. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79013. }
  79014. }
  79015. addedGeometry.forEach(function (g) {
  79016. if (g) {
  79017. container.geometries.push(g);
  79018. }
  79019. });
  79020. }
  79021. // Transform nodes
  79022. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79023. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79024. var parsedTransformNode = parsedData.transformNodes[index];
  79025. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79026. container.transformNodes.push(node);
  79027. }
  79028. }
  79029. // Meshes
  79030. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79031. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79032. var parsedMesh = parsedData.meshes[index];
  79033. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79034. container.meshes.push(mesh);
  79035. log += (index === 0 ? "\n\tMeshes:" : "");
  79036. log += "\n\t\t" + mesh.toString(fullDetails);
  79037. }
  79038. }
  79039. // Cameras
  79040. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79041. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79042. var parsedCamera = parsedData.cameras[index];
  79043. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79044. container.cameras.push(camera);
  79045. log += (index === 0 ? "\n\tCameras:" : "");
  79046. log += "\n\t\t" + camera.toString(fullDetails);
  79047. }
  79048. }
  79049. // Animation Groups
  79050. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79051. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79052. var parsedAnimationGroup = parsedData.animationGroups[index];
  79053. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79054. container.animationGroups.push(animationGroup);
  79055. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79056. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79057. }
  79058. }
  79059. // Browsing all the graph to connect the dots
  79060. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79061. var camera = scene.cameras[index];
  79062. if (camera._waitingParentId) {
  79063. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79064. camera._waitingParentId = null;
  79065. }
  79066. }
  79067. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79068. var light_1 = scene.lights[index];
  79069. if (light_1 && light_1._waitingParentId) {
  79070. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79071. light_1._waitingParentId = null;
  79072. }
  79073. }
  79074. // Connect parents & children and parse actions
  79075. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79076. var transformNode = scene.transformNodes[index];
  79077. if (transformNode._waitingParentId) {
  79078. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79079. transformNode._waitingParentId = null;
  79080. }
  79081. }
  79082. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79083. var mesh = scene.meshes[index];
  79084. if (mesh._waitingParentId) {
  79085. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79086. mesh._waitingParentId = null;
  79087. }
  79088. }
  79089. // freeze world matrix application
  79090. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79091. var currentMesh = scene.meshes[index];
  79092. if (currentMesh._waitingFreezeWorldMatrix) {
  79093. currentMesh.freezeWorldMatrix();
  79094. currentMesh._waitingFreezeWorldMatrix = null;
  79095. }
  79096. else {
  79097. currentMesh.computeWorldMatrix(true);
  79098. }
  79099. }
  79100. // Lights exclusions / inclusions
  79101. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79102. var light_2 = scene.lights[index];
  79103. // Excluded check
  79104. if (light_2._excludedMeshesIds.length > 0) {
  79105. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79106. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79107. if (excludedMesh) {
  79108. light_2.excludedMeshes.push(excludedMesh);
  79109. }
  79110. }
  79111. light_2._excludedMeshesIds = [];
  79112. }
  79113. // Included check
  79114. if (light_2._includedOnlyMeshesIds.length > 0) {
  79115. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79116. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79117. if (includedOnlyMesh) {
  79118. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79119. }
  79120. }
  79121. light_2._includedOnlyMeshesIds = [];
  79122. }
  79123. }
  79124. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79125. // Actions (scene) Done last as it can access other objects.
  79126. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79127. var mesh = scene.meshes[index];
  79128. if (mesh._waitingActions) {
  79129. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79130. mesh._waitingActions = null;
  79131. }
  79132. }
  79133. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79134. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79135. }
  79136. if (!addToScene) {
  79137. container.removeAllFromScene();
  79138. }
  79139. }
  79140. catch (err) {
  79141. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79142. if (onError) {
  79143. onError(msg, err);
  79144. }
  79145. else {
  79146. BABYLON.Tools.Log(msg);
  79147. throw err;
  79148. }
  79149. }
  79150. finally {
  79151. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79152. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79153. }
  79154. }
  79155. return container;
  79156. };
  79157. BABYLON.SceneLoader.RegisterPlugin({
  79158. name: "babylon.js",
  79159. extensions: ".babylon",
  79160. canDirectLoad: function (data) {
  79161. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79162. return true;
  79163. }
  79164. return false;
  79165. },
  79166. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79167. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79168. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79169. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79170. // and avoid problems with multiple concurrent .babylon loads.
  79171. var log = "importMesh has failed JSON parse";
  79172. try {
  79173. var parsedData = JSON.parse(data);
  79174. log = "";
  79175. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79176. if (!meshesNames) {
  79177. meshesNames = null;
  79178. }
  79179. else if (!Array.isArray(meshesNames)) {
  79180. meshesNames = [meshesNames];
  79181. }
  79182. var hierarchyIds = new Array();
  79183. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79184. var loadedSkeletonsIds = [];
  79185. var loadedMaterialsIds = [];
  79186. var index;
  79187. var cache;
  79188. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79189. var parsedMesh = parsedData.meshes[index];
  79190. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79191. if (meshesNames !== null) {
  79192. // Remove found mesh name from list.
  79193. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79194. }
  79195. //Geometry?
  79196. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79197. //does the file contain geometries?
  79198. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79199. //find the correct geometry and add it to the scene
  79200. var found = false;
  79201. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79202. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79203. return;
  79204. }
  79205. else {
  79206. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79207. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79208. switch (geometryType) {
  79209. case "boxes":
  79210. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79211. break;
  79212. case "spheres":
  79213. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79214. break;
  79215. case "cylinders":
  79216. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79217. break;
  79218. case "toruses":
  79219. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79220. break;
  79221. case "grounds":
  79222. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79223. break;
  79224. case "planes":
  79225. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79226. break;
  79227. case "torusKnots":
  79228. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79229. break;
  79230. case "vertexData":
  79231. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79232. break;
  79233. }
  79234. found = true;
  79235. }
  79236. });
  79237. }
  79238. });
  79239. if (found === false) {
  79240. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79241. }
  79242. }
  79243. }
  79244. // Material ?
  79245. if (parsedMesh.materialId) {
  79246. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79247. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79248. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79249. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79250. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79251. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79252. var subMatId = parsedMultiMaterial.materials[matIndex];
  79253. loadedMaterialsIds.push(subMatId);
  79254. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79255. if (mat) {
  79256. log += "\n\tMaterial " + mat.toString(fullDetails);
  79257. }
  79258. }
  79259. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79260. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79261. if (mmat) {
  79262. materialFound = true;
  79263. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79264. }
  79265. break;
  79266. }
  79267. }
  79268. }
  79269. if (materialFound === false) {
  79270. loadedMaterialsIds.push(parsedMesh.materialId);
  79271. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79272. if (!mat) {
  79273. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79274. }
  79275. else {
  79276. log += "\n\tMaterial " + mat.toString(fullDetails);
  79277. }
  79278. }
  79279. }
  79280. // Skeleton ?
  79281. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79282. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79283. if (skeletonAlreadyLoaded === false) {
  79284. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79285. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79286. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79287. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79288. skeletons.push(skeleton);
  79289. loadedSkeletonsIds.push(parsedSkeleton.id);
  79290. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79291. }
  79292. }
  79293. }
  79294. }
  79295. // Morph targets ?
  79296. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79297. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79298. var managerData = _a[_i];
  79299. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79300. }
  79301. }
  79302. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79303. meshes.push(mesh);
  79304. log += "\n\tMesh " + mesh.toString(fullDetails);
  79305. }
  79306. }
  79307. // Connecting parents
  79308. var currentMesh;
  79309. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79310. currentMesh = scene.meshes[index];
  79311. if (currentMesh._waitingParentId) {
  79312. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79313. currentMesh._waitingParentId = null;
  79314. }
  79315. }
  79316. // freeze and compute world matrix application
  79317. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79318. currentMesh = scene.meshes[index];
  79319. if (currentMesh._waitingFreezeWorldMatrix) {
  79320. currentMesh.freezeWorldMatrix();
  79321. currentMesh._waitingFreezeWorldMatrix = null;
  79322. }
  79323. else {
  79324. currentMesh.computeWorldMatrix(true);
  79325. }
  79326. }
  79327. }
  79328. // Particles
  79329. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79330. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79331. if (parser) {
  79332. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79333. var parsedParticleSystem = parsedData.particleSystems[index];
  79334. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79335. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79336. }
  79337. }
  79338. }
  79339. }
  79340. return true;
  79341. }
  79342. catch (err) {
  79343. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79344. if (onError) {
  79345. onError(msg, err);
  79346. }
  79347. else {
  79348. BABYLON.Tools.Log(msg);
  79349. throw err;
  79350. }
  79351. }
  79352. finally {
  79353. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79354. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79355. }
  79356. }
  79357. return false;
  79358. },
  79359. load: function (scene, data, rootUrl, onError) {
  79360. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79361. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79362. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79363. // and avoid problems with multiple concurrent .babylon loads.
  79364. var log = "importScene has failed JSON parse";
  79365. try {
  79366. var parsedData = JSON.parse(data);
  79367. log = "";
  79368. // Scene
  79369. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79370. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79371. }
  79372. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79373. scene.autoClear = parsedData.autoClear;
  79374. }
  79375. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79376. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79377. }
  79378. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79379. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79380. }
  79381. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79382. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79383. }
  79384. // Fog
  79385. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79386. scene.fogMode = parsedData.fogMode;
  79387. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79388. scene.fogStart = parsedData.fogStart;
  79389. scene.fogEnd = parsedData.fogEnd;
  79390. scene.fogDensity = parsedData.fogDensity;
  79391. log += "\tFog mode for scene: ";
  79392. switch (scene.fogMode) {
  79393. // getters not compiling, so using hardcoded
  79394. case 1:
  79395. log += "exp\n";
  79396. break;
  79397. case 2:
  79398. log += "exp2\n";
  79399. break;
  79400. case 3:
  79401. log += "linear\n";
  79402. break;
  79403. }
  79404. }
  79405. //Physics
  79406. if (parsedData.physicsEnabled) {
  79407. var physicsPlugin;
  79408. if (parsedData.physicsEngine === "cannon") {
  79409. physicsPlugin = new BABYLON.CannonJSPlugin();
  79410. }
  79411. else if (parsedData.physicsEngine === "oimo") {
  79412. physicsPlugin = new BABYLON.OimoJSPlugin();
  79413. }
  79414. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79415. //else - default engine, which is currently oimo
  79416. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79417. scene.enablePhysics(physicsGravity, physicsPlugin);
  79418. }
  79419. // Metadata
  79420. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79421. scene.metadata = parsedData.metadata;
  79422. }
  79423. //collisions, if defined. otherwise, default is true
  79424. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79425. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79426. }
  79427. scene.workerCollisions = !!parsedData.workerCollisions;
  79428. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79429. if (!container) {
  79430. return false;
  79431. }
  79432. if (parsedData.autoAnimate) {
  79433. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79434. }
  79435. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79436. scene.setActiveCameraByID(parsedData.activeCameraID);
  79437. }
  79438. // Environment texture
  79439. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79440. // PBR needed for both HDR texture (gamma space) & a sky box
  79441. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79442. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79443. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79444. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79445. if (parsedData.environmentTextureRotationY) {
  79446. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79447. }
  79448. scene.environmentTexture = hdrTexture;
  79449. }
  79450. else {
  79451. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79452. if (parsedData.environmentTextureRotationY) {
  79453. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79454. }
  79455. scene.environmentTexture = cubeTexture;
  79456. }
  79457. if (parsedData.createDefaultSkybox === true) {
  79458. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79459. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79460. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79461. }
  79462. }
  79463. // Finish
  79464. return true;
  79465. }
  79466. catch (err) {
  79467. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79468. if (onError) {
  79469. onError(msg, err);
  79470. }
  79471. else {
  79472. BABYLON.Tools.Log(msg);
  79473. throw err;
  79474. }
  79475. }
  79476. finally {
  79477. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79478. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79479. }
  79480. }
  79481. return false;
  79482. },
  79483. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79484. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79485. return container;
  79486. }
  79487. });
  79488. })(BABYLON || (BABYLON = {}));
  79489. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79490. var BABYLON;
  79491. (function (BABYLON) {
  79492. /**
  79493. * Class used to help managing file picking and drag'n'drop
  79494. */
  79495. var FilesInput = /** @class */ (function () {
  79496. /**
  79497. * Creates a new FilesInput
  79498. * @param engine defines the rendering engine
  79499. * @param scene defines the hosting scene
  79500. * @param sceneLoadedCallback callback called when scene is loaded
  79501. * @param progressCallback callback called to track progress
  79502. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79503. * @param textureLoadingCallback callback called when a texture is loading
  79504. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79505. * @param onReloadCallback callback called when a reload is requested
  79506. * @param errorCallback callback call if an error occurs
  79507. */
  79508. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79509. /**
  79510. * Callback called when a file is processed
  79511. */
  79512. this.onProcessFileCallback = function () { return true; };
  79513. this._engine = engine;
  79514. this._currentScene = scene;
  79515. this._sceneLoadedCallback = sceneLoadedCallback;
  79516. this._progressCallback = progressCallback;
  79517. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79518. this._textureLoadingCallback = textureLoadingCallback;
  79519. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79520. this._onReloadCallback = onReloadCallback;
  79521. this._errorCallback = errorCallback;
  79522. }
  79523. /**
  79524. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79525. * @param elementToMonitor defines the DOM element to track
  79526. */
  79527. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79528. var _this = this;
  79529. if (elementToMonitor) {
  79530. this._elementToMonitor = elementToMonitor;
  79531. this._dragEnterHandler = function (e) { _this.drag(e); };
  79532. this._dragOverHandler = function (e) { _this.drag(e); };
  79533. this._dropHandler = function (e) { _this.drop(e); };
  79534. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79535. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79536. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79537. }
  79538. };
  79539. /**
  79540. * Release all associated resources
  79541. */
  79542. FilesInput.prototype.dispose = function () {
  79543. if (!this._elementToMonitor) {
  79544. return;
  79545. }
  79546. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79547. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79548. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79549. };
  79550. FilesInput.prototype.renderFunction = function () {
  79551. if (this._additionalRenderLoopLogicCallback) {
  79552. this._additionalRenderLoopLogicCallback();
  79553. }
  79554. if (this._currentScene) {
  79555. if (this._textureLoadingCallback) {
  79556. var remaining = this._currentScene.getWaitingItemsCount();
  79557. if (remaining > 0) {
  79558. this._textureLoadingCallback(remaining);
  79559. }
  79560. }
  79561. this._currentScene.render();
  79562. }
  79563. };
  79564. FilesInput.prototype.drag = function (e) {
  79565. e.stopPropagation();
  79566. e.preventDefault();
  79567. };
  79568. FilesInput.prototype.drop = function (eventDrop) {
  79569. eventDrop.stopPropagation();
  79570. eventDrop.preventDefault();
  79571. this.loadFiles(eventDrop);
  79572. };
  79573. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79574. var _this = this;
  79575. var reader = folder.createReader();
  79576. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79577. reader.readEntries(function (entries) {
  79578. remaining.count += entries.length;
  79579. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79580. var entry = entries_1[_i];
  79581. if (entry.isFile) {
  79582. entry.file(function (file) {
  79583. file.correctName = relativePath + file.name;
  79584. files.push(file);
  79585. if (--remaining.count === 0) {
  79586. callback();
  79587. }
  79588. });
  79589. }
  79590. else if (entry.isDirectory) {
  79591. _this._traverseFolder(entry, files, remaining, callback);
  79592. }
  79593. }
  79594. if (--remaining.count) {
  79595. callback();
  79596. }
  79597. });
  79598. };
  79599. FilesInput.prototype._processFiles = function (files) {
  79600. for (var i = 0; i < files.length; i++) {
  79601. var name = files[i].correctName.toLowerCase();
  79602. var extension = name.split('.').pop();
  79603. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79604. continue;
  79605. }
  79606. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79607. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79608. this._sceneFileToLoad = files[i];
  79609. }
  79610. FilesInput.FilesToLoad[name] = files[i];
  79611. }
  79612. };
  79613. /**
  79614. * Load files from a drop event
  79615. * @param event defines the drop event to use as source
  79616. */
  79617. FilesInput.prototype.loadFiles = function (event) {
  79618. var _this = this;
  79619. // Handling data transfer via drag'n'drop
  79620. if (event && event.dataTransfer && event.dataTransfer.files) {
  79621. this._filesToLoad = event.dataTransfer.files;
  79622. }
  79623. // Handling files from input files
  79624. if (event && event.target && event.target.files) {
  79625. this._filesToLoad = event.target.files;
  79626. }
  79627. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79628. return;
  79629. }
  79630. if (this._startingProcessingFilesCallback) {
  79631. this._startingProcessingFilesCallback(this._filesToLoad);
  79632. }
  79633. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79634. var files_1 = new Array();
  79635. var folders = [];
  79636. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79637. for (var i = 0; i < this._filesToLoad.length; i++) {
  79638. var fileToLoad = this._filesToLoad[i];
  79639. var name_1 = fileToLoad.name.toLowerCase();
  79640. var entry = void 0;
  79641. fileToLoad.correctName = name_1;
  79642. if (items) {
  79643. var item = items[i];
  79644. if (item.getAsEntry) {
  79645. entry = item.getAsEntry();
  79646. }
  79647. else if (item.webkitGetAsEntry) {
  79648. entry = item.webkitGetAsEntry();
  79649. }
  79650. }
  79651. if (!entry) {
  79652. files_1.push(fileToLoad);
  79653. }
  79654. else {
  79655. if (entry.isDirectory) {
  79656. folders.push(entry);
  79657. }
  79658. else {
  79659. files_1.push(fileToLoad);
  79660. }
  79661. }
  79662. }
  79663. if (folders.length === 0) {
  79664. this._processFiles(files_1);
  79665. this._processReload();
  79666. }
  79667. else {
  79668. var remaining = { count: folders.length };
  79669. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79670. var folder = folders_1[_i];
  79671. this._traverseFolder(folder, files_1, remaining, function () {
  79672. _this._processFiles(files_1);
  79673. if (remaining.count === 0) {
  79674. _this._processReload();
  79675. }
  79676. });
  79677. }
  79678. }
  79679. }
  79680. };
  79681. FilesInput.prototype._processReload = function () {
  79682. if (this._onReloadCallback) {
  79683. this._onReloadCallback(this._sceneFileToLoad);
  79684. }
  79685. else {
  79686. this.reload();
  79687. }
  79688. };
  79689. /**
  79690. * Reload the current scene from the loaded files
  79691. */
  79692. FilesInput.prototype.reload = function () {
  79693. var _this = this;
  79694. // If a scene file has been provided
  79695. if (this._sceneFileToLoad) {
  79696. if (this._currentScene) {
  79697. if (BABYLON.Tools.errorsCount > 0) {
  79698. BABYLON.Tools.ClearLogCache();
  79699. }
  79700. this._engine.stopRenderLoop();
  79701. }
  79702. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79703. if (_this._progressCallback) {
  79704. _this._progressCallback(progress);
  79705. }
  79706. }).then(function (scene) {
  79707. if (_this._currentScene) {
  79708. _this._currentScene.dispose();
  79709. }
  79710. _this._currentScene = scene;
  79711. if (_this._sceneLoadedCallback) {
  79712. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79713. }
  79714. // Wait for textures and shaders to be ready
  79715. _this._currentScene.executeWhenReady(function () {
  79716. _this._engine.runRenderLoop(function () {
  79717. _this.renderFunction();
  79718. });
  79719. });
  79720. }).catch(function (error) {
  79721. if (_this._errorCallback) {
  79722. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79723. }
  79724. });
  79725. }
  79726. else {
  79727. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79728. }
  79729. };
  79730. /**
  79731. * List of files ready to be loaded
  79732. */
  79733. FilesInput.FilesToLoad = {};
  79734. return FilesInput;
  79735. }());
  79736. BABYLON.FilesInput = FilesInput;
  79737. })(BABYLON || (BABYLON = {}));
  79738. //# sourceMappingURL=babylon.filesInput.js.map
  79739. var BABYLON;
  79740. (function (BABYLON) {
  79741. /**
  79742. * Class used to store custom tags
  79743. */
  79744. var Tags = /** @class */ (function () {
  79745. function Tags() {
  79746. }
  79747. /**
  79748. * Adds support for tags on the given object
  79749. * @param obj defines the object to use
  79750. */
  79751. Tags.EnableFor = function (obj) {
  79752. obj._tags = obj._tags || {};
  79753. obj.hasTags = function () {
  79754. return Tags.HasTags(obj);
  79755. };
  79756. obj.addTags = function (tagsString) {
  79757. return Tags.AddTagsTo(obj, tagsString);
  79758. };
  79759. obj.removeTags = function (tagsString) {
  79760. return Tags.RemoveTagsFrom(obj, tagsString);
  79761. };
  79762. obj.matchesTagsQuery = function (tagsQuery) {
  79763. return Tags.MatchesQuery(obj, tagsQuery);
  79764. };
  79765. };
  79766. /**
  79767. * Removes tags support
  79768. * @param obj defines the object to use
  79769. */
  79770. Tags.DisableFor = function (obj) {
  79771. delete obj._tags;
  79772. delete obj.hasTags;
  79773. delete obj.addTags;
  79774. delete obj.removeTags;
  79775. delete obj.matchesTagsQuery;
  79776. };
  79777. /**
  79778. * Gets a boolean indicating if the given object has tags
  79779. * @param obj defines the object to use
  79780. * @returns a boolean
  79781. */
  79782. Tags.HasTags = function (obj) {
  79783. if (!obj._tags) {
  79784. return false;
  79785. }
  79786. return !BABYLON.Tools.IsEmpty(obj._tags);
  79787. };
  79788. /**
  79789. * Gets the tags available on a given object
  79790. * @param obj defines the object to use
  79791. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79792. * @returns the tags
  79793. */
  79794. Tags.GetTags = function (obj, asString) {
  79795. if (asString === void 0) { asString = true; }
  79796. if (!obj._tags) {
  79797. return null;
  79798. }
  79799. if (asString) {
  79800. var tagsArray = [];
  79801. for (var tag in obj._tags) {
  79802. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79803. tagsArray.push(tag);
  79804. }
  79805. }
  79806. return tagsArray.join(" ");
  79807. }
  79808. else {
  79809. return obj._tags;
  79810. }
  79811. };
  79812. /**
  79813. * Adds tags to an object
  79814. * @param obj defines the object to use
  79815. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79816. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79817. */
  79818. Tags.AddTagsTo = function (obj, tagsString) {
  79819. if (!tagsString) {
  79820. return;
  79821. }
  79822. if (typeof tagsString !== "string") {
  79823. return;
  79824. }
  79825. var tags = tagsString.split(" ");
  79826. tags.forEach(function (tag, index, array) {
  79827. Tags._AddTagTo(obj, tag);
  79828. });
  79829. };
  79830. /**
  79831. * @hidden
  79832. */
  79833. Tags._AddTagTo = function (obj, tag) {
  79834. tag = tag.trim();
  79835. if (tag === "" || tag === "true" || tag === "false") {
  79836. return;
  79837. }
  79838. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79839. return;
  79840. }
  79841. Tags.EnableFor(obj);
  79842. obj._tags[tag] = true;
  79843. };
  79844. /**
  79845. * Removes specific tags from a specific object
  79846. * @param obj defines the object to use
  79847. * @param tagsString defines the tags to remove
  79848. */
  79849. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79850. if (!Tags.HasTags(obj)) {
  79851. return;
  79852. }
  79853. var tags = tagsString.split(" ");
  79854. for (var t in tags) {
  79855. Tags._RemoveTagFrom(obj, tags[t]);
  79856. }
  79857. };
  79858. /**
  79859. * @hidden
  79860. */
  79861. Tags._RemoveTagFrom = function (obj, tag) {
  79862. delete obj._tags[tag];
  79863. };
  79864. /**
  79865. * Defines if tags hosted on an object match a given query
  79866. * @param obj defines the object to use
  79867. * @param tagsQuery defines the tag query
  79868. * @returns a boolean
  79869. */
  79870. Tags.MatchesQuery = function (obj, tagsQuery) {
  79871. if (tagsQuery === undefined) {
  79872. return true;
  79873. }
  79874. if (tagsQuery === "") {
  79875. return Tags.HasTags(obj);
  79876. }
  79877. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79878. };
  79879. return Tags;
  79880. }());
  79881. BABYLON.Tags = Tags;
  79882. })(BABYLON || (BABYLON = {}));
  79883. //# sourceMappingURL=babylon.tags.js.map
  79884. var BABYLON;
  79885. (function (BABYLON) {
  79886. /**
  79887. * Class used to evalaute queries containing `and` and `or` operators
  79888. */
  79889. var AndOrNotEvaluator = /** @class */ (function () {
  79890. function AndOrNotEvaluator() {
  79891. }
  79892. /**
  79893. * Evaluate a query
  79894. * @param query defines the query to evaluate
  79895. * @param evaluateCallback defines the callback used to filter result
  79896. * @returns true if the query matches
  79897. */
  79898. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79899. if (!query.match(/\([^\(\)]*\)/g)) {
  79900. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79901. }
  79902. else {
  79903. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79904. // remove parenthesis
  79905. r = r.slice(1, r.length - 1);
  79906. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79907. });
  79908. }
  79909. if (query === "true") {
  79910. return true;
  79911. }
  79912. if (query === "false") {
  79913. return false;
  79914. }
  79915. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79916. };
  79917. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79918. evaluateCallback = evaluateCallback || (function (r) {
  79919. return r === "true" ? true : false;
  79920. });
  79921. var result;
  79922. var or = parenthesisContent.split("||");
  79923. for (var i in or) {
  79924. if (or.hasOwnProperty(i)) {
  79925. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79926. var and = ori.split("&&");
  79927. if (and.length > 1) {
  79928. for (var j = 0; j < and.length; ++j) {
  79929. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79930. if (andj !== "true" && andj !== "false") {
  79931. if (andj[0] === "!") {
  79932. result = !evaluateCallback(andj.substring(1));
  79933. }
  79934. else {
  79935. result = evaluateCallback(andj);
  79936. }
  79937. }
  79938. else {
  79939. result = andj === "true" ? true : false;
  79940. }
  79941. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79942. ori = "false";
  79943. break;
  79944. }
  79945. }
  79946. }
  79947. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79948. result = true;
  79949. break;
  79950. }
  79951. // result equals false (or undefined)
  79952. if (ori !== "true" && ori !== "false") {
  79953. if (ori[0] === "!") {
  79954. result = !evaluateCallback(ori.substring(1));
  79955. }
  79956. else {
  79957. result = evaluateCallback(ori);
  79958. }
  79959. }
  79960. else {
  79961. result = ori === "true" ? true : false;
  79962. }
  79963. }
  79964. }
  79965. // the whole parenthesis scope is replaced by 'true' or 'false'
  79966. return result ? "true" : "false";
  79967. };
  79968. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79969. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79970. // remove whitespaces
  79971. r = r.replace(/[\s]/g, function () { return ""; });
  79972. return r.length % 2 ? "!" : "";
  79973. });
  79974. booleanString = booleanString.trim();
  79975. if (booleanString === "!true") {
  79976. booleanString = "false";
  79977. }
  79978. else if (booleanString === "!false") {
  79979. booleanString = "true";
  79980. }
  79981. return booleanString;
  79982. };
  79983. return AndOrNotEvaluator;
  79984. }());
  79985. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79986. })(BABYLON || (BABYLON = {}));
  79987. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79988. var BABYLON;
  79989. (function (BABYLON) {
  79990. // Sets the default offline provider to Babylon.js
  79991. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79992. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79993. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79994. };
  79995. /**
  79996. * Class used to enable access to IndexedDB
  79997. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79998. */
  79999. var Database = /** @class */ (function () {
  80000. /**
  80001. * Creates a new Database
  80002. * @param urlToScene defines the url to load the scene
  80003. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80004. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80005. */
  80006. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80007. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80008. var _this = this;
  80009. // Handling various flavors of prefixed version of IndexedDB
  80010. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80011. this._callbackManifestChecked = callbackManifestChecked;
  80012. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80013. this._db = null;
  80014. this._enableSceneOffline = false;
  80015. this._enableTexturesOffline = false;
  80016. this._manifestVersionFound = 0;
  80017. this._mustUpdateRessources = false;
  80018. this._hasReachedQuota = false;
  80019. if (!Database.IDBStorageEnabled) {
  80020. this._callbackManifestChecked(true);
  80021. }
  80022. else {
  80023. if (disableManifestCheck) {
  80024. this._enableSceneOffline = true;
  80025. this._enableTexturesOffline = true;
  80026. this._manifestVersionFound = 1;
  80027. BABYLON.Tools.SetImmediate(function () {
  80028. _this._callbackManifestChecked(true);
  80029. });
  80030. }
  80031. else {
  80032. this._checkManifestFile();
  80033. }
  80034. }
  80035. }
  80036. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80037. /**
  80038. * Gets a boolean indicating if scene must be saved in the database
  80039. */
  80040. get: function () {
  80041. return this._enableSceneOffline;
  80042. },
  80043. enumerable: true,
  80044. configurable: true
  80045. });
  80046. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80047. /**
  80048. * Gets a boolean indicating if textures must be saved in the database
  80049. */
  80050. get: function () {
  80051. return this._enableTexturesOffline;
  80052. },
  80053. enumerable: true,
  80054. configurable: true
  80055. });
  80056. Database.prototype._checkManifestFile = function () {
  80057. var _this = this;
  80058. var noManifestFile = function () {
  80059. _this._enableSceneOffline = false;
  80060. _this._enableTexturesOffline = false;
  80061. _this._callbackManifestChecked(false);
  80062. };
  80063. var timeStampUsed = false;
  80064. var manifestURL = this._currentSceneUrl + ".manifest";
  80065. var xhr = new XMLHttpRequest();
  80066. if (navigator.onLine) {
  80067. // Adding a timestamp to by-pass browsers' cache
  80068. timeStampUsed = true;
  80069. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80070. }
  80071. xhr.open("GET", manifestURL, true);
  80072. xhr.addEventListener("load", function () {
  80073. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80074. try {
  80075. var manifestFile = JSON.parse(xhr.response);
  80076. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80077. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80078. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80079. _this._manifestVersionFound = manifestFile.version;
  80080. }
  80081. if (_this._callbackManifestChecked) {
  80082. _this._callbackManifestChecked(true);
  80083. }
  80084. }
  80085. catch (ex) {
  80086. noManifestFile();
  80087. }
  80088. }
  80089. else {
  80090. noManifestFile();
  80091. }
  80092. }, false);
  80093. xhr.addEventListener("error", function (event) {
  80094. if (timeStampUsed) {
  80095. timeStampUsed = false;
  80096. // Let's retry without the timeStamp
  80097. // It could fail when coupled with HTML5 Offline API
  80098. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80099. xhr.open("GET", retryManifestURL, true);
  80100. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80101. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80102. }
  80103. xhr.send();
  80104. }
  80105. else {
  80106. noManifestFile();
  80107. }
  80108. }, false);
  80109. try {
  80110. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80111. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80112. }
  80113. xhr.send();
  80114. }
  80115. catch (ex) {
  80116. BABYLON.Tools.Error("Error on XHR send request.");
  80117. this._callbackManifestChecked(false);
  80118. }
  80119. };
  80120. /**
  80121. * Open the database and make it available
  80122. * @param successCallback defines the callback to call on success
  80123. * @param errorCallback defines the callback to call on error
  80124. */
  80125. Database.prototype.open = function (successCallback, errorCallback) {
  80126. var _this = this;
  80127. var handleError = function () {
  80128. _this._isSupported = false;
  80129. if (errorCallback) {
  80130. errorCallback();
  80131. }
  80132. };
  80133. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80134. // Your browser doesn't support IndexedDB
  80135. this._isSupported = false;
  80136. if (errorCallback) {
  80137. errorCallback();
  80138. }
  80139. }
  80140. else {
  80141. // If the DB hasn't been opened or created yet
  80142. if (!this._db) {
  80143. this._hasReachedQuota = false;
  80144. this._isSupported = true;
  80145. var request = this._idbFactory.open("babylonjs", 1);
  80146. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80147. request.onerror = function (event) {
  80148. handleError();
  80149. };
  80150. // executes when a version change transaction cannot complete due to other active transactions
  80151. request.onblocked = function (event) {
  80152. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80153. handleError();
  80154. };
  80155. // DB has been opened successfully
  80156. request.onsuccess = function (event) {
  80157. _this._db = request.result;
  80158. successCallback();
  80159. };
  80160. // Initialization of the DB. Creating Scenes & Textures stores
  80161. request.onupgradeneeded = function (event) {
  80162. _this._db = (event.target).result;
  80163. if (_this._db) {
  80164. try {
  80165. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80166. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80167. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80168. }
  80169. catch (ex) {
  80170. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80171. handleError();
  80172. }
  80173. }
  80174. };
  80175. }
  80176. // DB has already been created and opened
  80177. else {
  80178. if (successCallback) {
  80179. successCallback();
  80180. }
  80181. }
  80182. }
  80183. };
  80184. /**
  80185. * Loads an image from the database
  80186. * @param url defines the url to load from
  80187. * @param image defines the target DOM image
  80188. */
  80189. Database.prototype.loadImage = function (url, image) {
  80190. var _this = this;
  80191. var completeURL = Database._ReturnFullUrlLocation(url);
  80192. var saveAndLoadImage = function () {
  80193. if (!_this._hasReachedQuota && _this._db !== null) {
  80194. // the texture is not yet in the DB, let's try to save it
  80195. _this._saveImageIntoDBAsync(completeURL, image);
  80196. }
  80197. // If the texture is not in the DB and we've reached the DB quota limit
  80198. // let's load it directly from the web
  80199. else {
  80200. image.src = url;
  80201. }
  80202. };
  80203. if (!this._mustUpdateRessources) {
  80204. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80205. }
  80206. // First time we're download the images or update requested in the manifest file by a version change
  80207. else {
  80208. saveAndLoadImage();
  80209. }
  80210. };
  80211. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80212. if (this._isSupported && this._db !== null) {
  80213. var texture;
  80214. var transaction = this._db.transaction(["textures"]);
  80215. transaction.onabort = function (event) {
  80216. image.src = url;
  80217. };
  80218. transaction.oncomplete = function (event) {
  80219. var blobTextureURL;
  80220. if (texture) {
  80221. var URL = window.URL || window.webkitURL;
  80222. blobTextureURL = URL.createObjectURL(texture.data);
  80223. image.onerror = function () {
  80224. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80225. image.src = url;
  80226. };
  80227. image.src = blobTextureURL;
  80228. }
  80229. else {
  80230. notInDBCallback();
  80231. }
  80232. };
  80233. var getRequest = transaction.objectStore("textures").get(url);
  80234. getRequest.onsuccess = function (event) {
  80235. texture = (event.target).result;
  80236. };
  80237. getRequest.onerror = function (event) {
  80238. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80239. image.src = url;
  80240. };
  80241. }
  80242. else {
  80243. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80244. image.src = url;
  80245. }
  80246. };
  80247. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80248. var _this = this;
  80249. if (this._isSupported) {
  80250. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80251. var generateBlobUrl = function () {
  80252. var blobTextureURL;
  80253. if (blob) {
  80254. var URL = window.URL || window.webkitURL;
  80255. try {
  80256. blobTextureURL = URL.createObjectURL(blob);
  80257. }
  80258. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80259. catch (ex) {
  80260. blobTextureURL = URL.createObjectURL(blob);
  80261. }
  80262. }
  80263. if (blobTextureURL) {
  80264. image.src = blobTextureURL;
  80265. }
  80266. };
  80267. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80268. var xhr = new XMLHttpRequest(), blob;
  80269. xhr.open("GET", url, true);
  80270. xhr.responseType = "blob";
  80271. xhr.addEventListener("load", function () {
  80272. if (xhr.status === 200 && _this._db) {
  80273. // Blob as response (XHR2)
  80274. blob = xhr.response;
  80275. var transaction = _this._db.transaction(["textures"], "readwrite");
  80276. // the transaction could abort because of a QuotaExceededError error
  80277. transaction.onabort = function (event) {
  80278. try {
  80279. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80280. var srcElement = (event.srcElement || event.target);
  80281. var error = srcElement.error;
  80282. if (error && error.name === "QuotaExceededError") {
  80283. _this._hasReachedQuota = true;
  80284. }
  80285. }
  80286. catch (ex) { }
  80287. generateBlobUrl();
  80288. };
  80289. transaction.oncomplete = function (event) {
  80290. generateBlobUrl();
  80291. };
  80292. var newTexture = { textureUrl: url, data: blob };
  80293. try {
  80294. // Put the blob into the dabase
  80295. var addRequest = transaction.objectStore("textures").put(newTexture);
  80296. addRequest.onsuccess = function (event) {
  80297. };
  80298. addRequest.onerror = function (event) {
  80299. generateBlobUrl();
  80300. };
  80301. }
  80302. catch (ex) {
  80303. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80304. if (ex.code === 25) {
  80305. Database.IsUASupportingBlobStorage = false;
  80306. _this._enableTexturesOffline = false;
  80307. }
  80308. image.src = url;
  80309. }
  80310. }
  80311. else {
  80312. image.src = url;
  80313. }
  80314. }, false);
  80315. xhr.addEventListener("error", function (event) {
  80316. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80317. image.src = url;
  80318. }, false);
  80319. if (BABYLON.Tools.CustomRequestHeaders) {
  80320. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80321. }
  80322. xhr.send();
  80323. }
  80324. else {
  80325. image.src = url;
  80326. }
  80327. }
  80328. else {
  80329. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80330. image.src = url;
  80331. }
  80332. };
  80333. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80334. var _this = this;
  80335. var updateVersion = function () {
  80336. // the version is not yet in the DB or we need to update it
  80337. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80338. };
  80339. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80340. };
  80341. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80342. var _this = this;
  80343. if (this._isSupported && this._db) {
  80344. var version;
  80345. try {
  80346. var transaction = this._db.transaction(["versions"]);
  80347. transaction.oncomplete = function (event) {
  80348. if (version) {
  80349. // If the version in the JSON file is different from the version in DB
  80350. if (_this._manifestVersionFound !== version.data) {
  80351. _this._mustUpdateRessources = true;
  80352. updateInDBCallback();
  80353. }
  80354. else {
  80355. callback(version.data);
  80356. }
  80357. }
  80358. // version was not found in DB
  80359. else {
  80360. _this._mustUpdateRessources = true;
  80361. updateInDBCallback();
  80362. }
  80363. };
  80364. transaction.onabort = function (event) {
  80365. callback(-1);
  80366. };
  80367. var getRequest = transaction.objectStore("versions").get(url);
  80368. getRequest.onsuccess = function (event) {
  80369. version = (event.target).result;
  80370. };
  80371. getRequest.onerror = function (event) {
  80372. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80373. callback(-1);
  80374. };
  80375. }
  80376. catch (ex) {
  80377. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80378. callback(-1);
  80379. }
  80380. }
  80381. else {
  80382. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80383. callback(-1);
  80384. }
  80385. };
  80386. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80387. var _this = this;
  80388. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80389. try {
  80390. // Open a transaction to the database
  80391. var transaction = this._db.transaction(["versions"], "readwrite");
  80392. // the transaction could abort because of a QuotaExceededError error
  80393. transaction.onabort = function (event) {
  80394. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80395. var error = event.srcElement['error'];
  80396. if (error && error.name === "QuotaExceededError") {
  80397. _this._hasReachedQuota = true;
  80398. }
  80399. }
  80400. catch (ex) { }
  80401. callback(-1);
  80402. };
  80403. transaction.oncomplete = function (event) {
  80404. callback(_this._manifestVersionFound);
  80405. };
  80406. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80407. // Put the scene into the database
  80408. var addRequest = transaction.objectStore("versions").put(newVersion);
  80409. addRequest.onsuccess = function (event) {
  80410. };
  80411. addRequest.onerror = function (event) {
  80412. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80413. };
  80414. }
  80415. catch (ex) {
  80416. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80417. callback(-1);
  80418. }
  80419. }
  80420. else {
  80421. callback(-1);
  80422. }
  80423. };
  80424. /**
  80425. * Loads a file from database
  80426. * @param url defines the URL to load from
  80427. * @param sceneLoaded defines a callback to call on success
  80428. * @param progressCallBack defines a callback to call when progress changed
  80429. * @param errorCallback defines a callback to call on error
  80430. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80431. */
  80432. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80433. var _this = this;
  80434. var completeUrl = Database._ReturnFullUrlLocation(url);
  80435. var saveAndLoadFile = function () {
  80436. // the scene is not yet in the DB, let's try to save it
  80437. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80438. };
  80439. this._checkVersionFromDB(completeUrl, function (version) {
  80440. if (version !== -1) {
  80441. if (!_this._mustUpdateRessources) {
  80442. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80443. }
  80444. else {
  80445. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80446. }
  80447. }
  80448. else {
  80449. if (errorCallback) {
  80450. errorCallback();
  80451. }
  80452. }
  80453. });
  80454. };
  80455. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80456. if (this._isSupported && this._db) {
  80457. var targetStore;
  80458. if (url.indexOf(".babylon") !== -1) {
  80459. targetStore = "scenes";
  80460. }
  80461. else {
  80462. targetStore = "textures";
  80463. }
  80464. var file;
  80465. var transaction = this._db.transaction([targetStore]);
  80466. transaction.oncomplete = function (event) {
  80467. if (file) {
  80468. callback(file.data);
  80469. }
  80470. // file was not found in DB
  80471. else {
  80472. notInDBCallback();
  80473. }
  80474. };
  80475. transaction.onabort = function (event) {
  80476. notInDBCallback();
  80477. };
  80478. var getRequest = transaction.objectStore(targetStore).get(url);
  80479. getRequest.onsuccess = function (event) {
  80480. file = (event.target).result;
  80481. };
  80482. getRequest.onerror = function (event) {
  80483. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80484. notInDBCallback();
  80485. };
  80486. }
  80487. else {
  80488. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80489. callback();
  80490. }
  80491. };
  80492. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80493. var _this = this;
  80494. if (this._isSupported) {
  80495. var targetStore;
  80496. if (url.indexOf(".babylon") !== -1) {
  80497. targetStore = "scenes";
  80498. }
  80499. else {
  80500. targetStore = "textures";
  80501. }
  80502. // Create XHR
  80503. var xhr = new XMLHttpRequest();
  80504. var fileData;
  80505. xhr.open("GET", url + "?" + Date.now(), true);
  80506. if (useArrayBuffer) {
  80507. xhr.responseType = "arraybuffer";
  80508. }
  80509. if (progressCallback) {
  80510. xhr.onprogress = progressCallback;
  80511. }
  80512. xhr.addEventListener("load", function () {
  80513. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80514. // Blob as response (XHR2)
  80515. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80516. if (!_this._hasReachedQuota && _this._db) {
  80517. // Open a transaction to the database
  80518. var transaction = _this._db.transaction([targetStore], "readwrite");
  80519. // the transaction could abort because of a QuotaExceededError error
  80520. transaction.onabort = function (event) {
  80521. try {
  80522. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80523. var error = event.srcElement['error'];
  80524. if (error && error.name === "QuotaExceededError") {
  80525. _this._hasReachedQuota = true;
  80526. }
  80527. }
  80528. catch (ex) { }
  80529. callback(fileData);
  80530. };
  80531. transaction.oncomplete = function (event) {
  80532. callback(fileData);
  80533. };
  80534. var newFile;
  80535. if (targetStore === "scenes") {
  80536. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80537. }
  80538. else {
  80539. newFile = { textureUrl: url, data: fileData };
  80540. }
  80541. try {
  80542. // Put the scene into the database
  80543. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80544. addRequest.onsuccess = function (event) {
  80545. };
  80546. addRequest.onerror = function (event) {
  80547. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80548. };
  80549. }
  80550. catch (ex) {
  80551. callback(fileData);
  80552. }
  80553. }
  80554. else {
  80555. callback(fileData);
  80556. }
  80557. }
  80558. else {
  80559. if (xhr.status >= 400 && errorCallback) {
  80560. errorCallback(xhr);
  80561. }
  80562. else {
  80563. callback();
  80564. }
  80565. }
  80566. }, false);
  80567. xhr.addEventListener("error", function (event) {
  80568. BABYLON.Tools.Error("error on XHR request.");
  80569. callback();
  80570. }, false);
  80571. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80572. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80573. }
  80574. xhr.send();
  80575. }
  80576. else {
  80577. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80578. callback();
  80579. }
  80580. };
  80581. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80582. Database.IsUASupportingBlobStorage = true;
  80583. /**
  80584. * Gets a boolean indicating if Database storate is enabled (off by default)
  80585. */
  80586. Database.IDBStorageEnabled = false;
  80587. Database._ParseURL = function (url) {
  80588. var a = document.createElement('a');
  80589. a.href = url;
  80590. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80591. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80592. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80593. return absLocation;
  80594. };
  80595. Database._ReturnFullUrlLocation = function (url) {
  80596. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80597. return (Database._ParseURL(window.location.href) + url);
  80598. }
  80599. else {
  80600. return url;
  80601. }
  80602. };
  80603. return Database;
  80604. }());
  80605. BABYLON.Database = Database;
  80606. })(BABYLON || (BABYLON = {}));
  80607. //# sourceMappingURL=babylon.database.js.map
  80608. var BABYLON;
  80609. (function (BABYLON) {
  80610. /**
  80611. * This represents all the required information to add a fresnel effect on a material:
  80612. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80613. */
  80614. var FresnelParameters = /** @class */ (function () {
  80615. function FresnelParameters() {
  80616. this._isEnabled = true;
  80617. /**
  80618. * Define the color used on edges (grazing angle)
  80619. */
  80620. this.leftColor = BABYLON.Color3.White();
  80621. /**
  80622. * Define the color used on center
  80623. */
  80624. this.rightColor = BABYLON.Color3.Black();
  80625. /**
  80626. * Define bias applied to computed fresnel term
  80627. */
  80628. this.bias = 0;
  80629. /**
  80630. * Defined the power exponent applied to fresnel term
  80631. */
  80632. this.power = 1;
  80633. }
  80634. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80635. /**
  80636. * Define if the fresnel effect is enable or not.
  80637. */
  80638. get: function () {
  80639. return this._isEnabled;
  80640. },
  80641. set: function (value) {
  80642. if (this._isEnabled === value) {
  80643. return;
  80644. }
  80645. this._isEnabled = value;
  80646. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80647. },
  80648. enumerable: true,
  80649. configurable: true
  80650. });
  80651. /**
  80652. * Clones the current fresnel and its valuues
  80653. * @returns a clone fresnel configuration
  80654. */
  80655. FresnelParameters.prototype.clone = function () {
  80656. var newFresnelParameters = new FresnelParameters();
  80657. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80658. return newFresnelParameters;
  80659. };
  80660. /**
  80661. * Serializes the current fresnel parameters to a JSON representation.
  80662. * @return the JSON serialization
  80663. */
  80664. FresnelParameters.prototype.serialize = function () {
  80665. var serializationObject = {};
  80666. serializationObject.isEnabled = this.isEnabled;
  80667. serializationObject.leftColor = this.leftColor.asArray();
  80668. serializationObject.rightColor = this.rightColor.asArray();
  80669. serializationObject.bias = this.bias;
  80670. serializationObject.power = this.power;
  80671. return serializationObject;
  80672. };
  80673. /**
  80674. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80675. * @param parsedFresnelParameters Define the JSON representation
  80676. * @returns the parsed parameters
  80677. */
  80678. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80679. var fresnelParameters = new FresnelParameters();
  80680. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80681. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80682. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80683. fresnelParameters.bias = parsedFresnelParameters.bias;
  80684. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80685. return fresnelParameters;
  80686. };
  80687. return FresnelParameters;
  80688. }());
  80689. BABYLON.FresnelParameters = FresnelParameters;
  80690. })(BABYLON || (BABYLON = {}));
  80691. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80692. var BABYLON;
  80693. (function (BABYLON) {
  80694. /**
  80695. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80696. * separate meshes. This can be use to improve performances.
  80697. * @see http://doc.babylonjs.com/how_to/multi_materials
  80698. */
  80699. var MultiMaterial = /** @class */ (function (_super) {
  80700. __extends(MultiMaterial, _super);
  80701. /**
  80702. * Instantiates a new Multi Material
  80703. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80704. * separate meshes. This can be use to improve performances.
  80705. * @see http://doc.babylonjs.com/how_to/multi_materials
  80706. * @param name Define the name in the scene
  80707. * @param scene Define the scene the material belongs to
  80708. */
  80709. function MultiMaterial(name, scene) {
  80710. var _this = _super.call(this, name, scene, true) || this;
  80711. scene.multiMaterials.push(_this);
  80712. _this.subMaterials = new Array();
  80713. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80714. return _this;
  80715. }
  80716. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80717. /**
  80718. * Gets or Sets the list of Materials used within the multi material.
  80719. * They need to be ordered according to the submeshes order in the associated mesh
  80720. */
  80721. get: function () {
  80722. return this._subMaterials;
  80723. },
  80724. set: function (value) {
  80725. this._subMaterials = value;
  80726. this._hookArray(value);
  80727. },
  80728. enumerable: true,
  80729. configurable: true
  80730. });
  80731. /**
  80732. * Function used to align with Node.getChildren()
  80733. * @returns the list of Materials used within the multi material
  80734. */
  80735. MultiMaterial.prototype.getChildren = function () {
  80736. return this.subMaterials;
  80737. };
  80738. MultiMaterial.prototype._hookArray = function (array) {
  80739. var _this = this;
  80740. var oldPush = array.push;
  80741. array.push = function () {
  80742. var items = [];
  80743. for (var _i = 0; _i < arguments.length; _i++) {
  80744. items[_i] = arguments[_i];
  80745. }
  80746. var result = oldPush.apply(array, items);
  80747. _this._markAllSubMeshesAsTexturesDirty();
  80748. return result;
  80749. };
  80750. var oldSplice = array.splice;
  80751. array.splice = function (index, deleteCount) {
  80752. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80753. _this._markAllSubMeshesAsTexturesDirty();
  80754. return deleted;
  80755. };
  80756. };
  80757. /**
  80758. * Get one of the submaterial by its index in the submaterials array
  80759. * @param index The index to look the sub material at
  80760. * @returns The Material if the index has been defined
  80761. */
  80762. MultiMaterial.prototype.getSubMaterial = function (index) {
  80763. if (index < 0 || index >= this.subMaterials.length) {
  80764. return this.getScene().defaultMaterial;
  80765. }
  80766. return this.subMaterials[index];
  80767. };
  80768. /**
  80769. * Get the list of active textures for the whole sub materials list.
  80770. * @returns All the textures that will be used during the rendering
  80771. */
  80772. MultiMaterial.prototype.getActiveTextures = function () {
  80773. var _a;
  80774. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80775. if (subMaterial) {
  80776. return subMaterial.getActiveTextures();
  80777. }
  80778. else {
  80779. return [];
  80780. }
  80781. }));
  80782. };
  80783. /**
  80784. * Gets the current class name of the material e.g. "MultiMaterial"
  80785. * Mainly use in serialization.
  80786. * @returns the class name
  80787. */
  80788. MultiMaterial.prototype.getClassName = function () {
  80789. return "MultiMaterial";
  80790. };
  80791. /**
  80792. * Checks if the material is ready to render the requested sub mesh
  80793. * @param mesh Define the mesh the submesh belongs to
  80794. * @param subMesh Define the sub mesh to look readyness for
  80795. * @param useInstances Define whether or not the material is used with instances
  80796. * @returns true if ready, otherwise false
  80797. */
  80798. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80799. for (var index = 0; index < this.subMaterials.length; index++) {
  80800. var subMaterial = this.subMaterials[index];
  80801. if (subMaterial) {
  80802. if (subMaterial._storeEffectOnSubMeshes) {
  80803. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80804. return false;
  80805. }
  80806. continue;
  80807. }
  80808. if (!subMaterial.isReady(mesh)) {
  80809. return false;
  80810. }
  80811. }
  80812. }
  80813. return true;
  80814. };
  80815. /**
  80816. * Clones the current material and its related sub materials
  80817. * @param name Define the name of the newly cloned material
  80818. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80819. * @returns the cloned material
  80820. */
  80821. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80822. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80823. for (var index = 0; index < this.subMaterials.length; index++) {
  80824. var subMaterial = null;
  80825. var current = this.subMaterials[index];
  80826. if (cloneChildren && current) {
  80827. subMaterial = current.clone(name + "-" + current.name);
  80828. }
  80829. else {
  80830. subMaterial = this.subMaterials[index];
  80831. }
  80832. newMultiMaterial.subMaterials.push(subMaterial);
  80833. }
  80834. return newMultiMaterial;
  80835. };
  80836. /**
  80837. * Serializes the materials into a JSON representation.
  80838. * @returns the JSON representation
  80839. */
  80840. MultiMaterial.prototype.serialize = function () {
  80841. var serializationObject = {};
  80842. serializationObject.name = this.name;
  80843. serializationObject.id = this.id;
  80844. if (BABYLON.Tags) {
  80845. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80846. }
  80847. serializationObject.materials = [];
  80848. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80849. var subMat = this.subMaterials[matIndex];
  80850. if (subMat) {
  80851. serializationObject.materials.push(subMat.id);
  80852. }
  80853. else {
  80854. serializationObject.materials.push(null);
  80855. }
  80856. }
  80857. return serializationObject;
  80858. };
  80859. /**
  80860. * Dispose the material and release its associated resources
  80861. * @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)
  80862. * @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)
  80863. */
  80864. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80865. var scene = this.getScene();
  80866. if (!scene) {
  80867. return;
  80868. }
  80869. var index = scene.multiMaterials.indexOf(this);
  80870. if (index >= 0) {
  80871. scene.multiMaterials.splice(index, 1);
  80872. }
  80873. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80874. };
  80875. return MultiMaterial;
  80876. }(BABYLON.Material));
  80877. BABYLON.MultiMaterial = MultiMaterial;
  80878. })(BABYLON || (BABYLON = {}));
  80879. //# sourceMappingURL=babylon.multiMaterial.js.map
  80880. var BABYLON;
  80881. (function (BABYLON) {
  80882. /**
  80883. * Manage the touch inputs to control the movement of a free camera.
  80884. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80885. */
  80886. var FreeCameraTouchInput = /** @class */ (function () {
  80887. function FreeCameraTouchInput() {
  80888. /**
  80889. * Defines the touch sensibility for rotation.
  80890. * The higher the faster.
  80891. */
  80892. this.touchAngularSensibility = 200000.0;
  80893. /**
  80894. * Defines the touch sensibility for move.
  80895. * The higher the faster.
  80896. */
  80897. this.touchMoveSensibility = 250.0;
  80898. this._offsetX = null;
  80899. this._offsetY = null;
  80900. this._pointerPressed = new Array();
  80901. }
  80902. /**
  80903. * Attach the input controls to a specific dom element to get the input from.
  80904. * @param element Defines the element the controls should be listened from
  80905. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80906. */
  80907. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80908. var _this = this;
  80909. var previousPosition = null;
  80910. if (this._pointerInput === undefined) {
  80911. this._onLostFocus = function (evt) {
  80912. _this._offsetX = null;
  80913. _this._offsetY = null;
  80914. };
  80915. this._pointerInput = function (p, s) {
  80916. var evt = p.event;
  80917. if (evt.pointerType === "mouse") {
  80918. return;
  80919. }
  80920. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80921. if (!noPreventDefault) {
  80922. evt.preventDefault();
  80923. }
  80924. _this._pointerPressed.push(evt.pointerId);
  80925. if (_this._pointerPressed.length !== 1) {
  80926. return;
  80927. }
  80928. previousPosition = {
  80929. x: evt.clientX,
  80930. y: evt.clientY
  80931. };
  80932. }
  80933. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80934. if (!noPreventDefault) {
  80935. evt.preventDefault();
  80936. }
  80937. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80938. if (index === -1) {
  80939. return;
  80940. }
  80941. _this._pointerPressed.splice(index, 1);
  80942. if (index != 0) {
  80943. return;
  80944. }
  80945. previousPosition = null;
  80946. _this._offsetX = null;
  80947. _this._offsetY = null;
  80948. }
  80949. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80950. if (!noPreventDefault) {
  80951. evt.preventDefault();
  80952. }
  80953. if (!previousPosition) {
  80954. return;
  80955. }
  80956. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80957. if (index != 0) {
  80958. return;
  80959. }
  80960. _this._offsetX = evt.clientX - previousPosition.x;
  80961. _this._offsetY = -(evt.clientY - previousPosition.y);
  80962. }
  80963. };
  80964. }
  80965. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80966. if (this._onLostFocus) {
  80967. element.addEventListener("blur", this._onLostFocus);
  80968. }
  80969. };
  80970. /**
  80971. * Detach the current controls from the specified dom element.
  80972. * @param element Defines the element to stop listening the inputs from
  80973. */
  80974. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80975. if (this._pointerInput && element) {
  80976. if (this._observer) {
  80977. this.camera.getScene().onPointerObservable.remove(this._observer);
  80978. this._observer = null;
  80979. }
  80980. if (this._onLostFocus) {
  80981. element.removeEventListener("blur", this._onLostFocus);
  80982. this._onLostFocus = null;
  80983. }
  80984. this._pointerPressed = [];
  80985. this._offsetX = null;
  80986. this._offsetY = null;
  80987. }
  80988. };
  80989. /**
  80990. * Update the current camera state depending on the inputs that have been used this frame.
  80991. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80992. */
  80993. FreeCameraTouchInput.prototype.checkInputs = function () {
  80994. if (this._offsetX && this._offsetY) {
  80995. var camera = this.camera;
  80996. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80997. if (this._pointerPressed.length > 1) {
  80998. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80999. }
  81000. else {
  81001. var speed = camera._computeLocalCameraSpeed();
  81002. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81003. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81004. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81005. }
  81006. }
  81007. };
  81008. /**
  81009. * Gets the class name of the current intput.
  81010. * @returns the class name
  81011. */
  81012. FreeCameraTouchInput.prototype.getClassName = function () {
  81013. return "FreeCameraTouchInput";
  81014. };
  81015. /**
  81016. * Get the friendly name associated with the input class.
  81017. * @returns the input friendly name
  81018. */
  81019. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81020. return "touch";
  81021. };
  81022. __decorate([
  81023. BABYLON.serialize()
  81024. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81025. __decorate([
  81026. BABYLON.serialize()
  81027. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81028. return FreeCameraTouchInput;
  81029. }());
  81030. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81031. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81032. })(BABYLON || (BABYLON = {}));
  81033. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81034. var BABYLON;
  81035. (function (BABYLON) {
  81036. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81037. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81038. });
  81039. /**
  81040. * This represents a FPS type of camera controlled by touch.
  81041. * This is like a universal camera minus the Gamepad controls.
  81042. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81043. */
  81044. var TouchCamera = /** @class */ (function (_super) {
  81045. __extends(TouchCamera, _super);
  81046. /**
  81047. * Instantiates a new touch camera.
  81048. * This represents a FPS type of camera controlled by touch.
  81049. * This is like a universal camera minus the Gamepad controls.
  81050. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81051. * @param name Define the name of the camera in the scene
  81052. * @param position Define the start position of the camera in the scene
  81053. * @param scene Define the scene the camera belongs to
  81054. */
  81055. function TouchCamera(name, position, scene) {
  81056. var _this = _super.call(this, name, position, scene) || this;
  81057. _this.inputs.addTouch();
  81058. _this._setupInputs();
  81059. return _this;
  81060. }
  81061. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81062. /**
  81063. * Defines the touch sensibility for rotation.
  81064. * The higher the faster.
  81065. */
  81066. get: function () {
  81067. var touch = this.inputs.attached["touch"];
  81068. if (touch) {
  81069. return touch.touchAngularSensibility;
  81070. }
  81071. return 0;
  81072. },
  81073. set: function (value) {
  81074. var touch = this.inputs.attached["touch"];
  81075. if (touch) {
  81076. touch.touchAngularSensibility = value;
  81077. }
  81078. },
  81079. enumerable: true,
  81080. configurable: true
  81081. });
  81082. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81083. /**
  81084. * Defines the touch sensibility for move.
  81085. * The higher the faster.
  81086. */
  81087. get: function () {
  81088. var touch = this.inputs.attached["touch"];
  81089. if (touch) {
  81090. return touch.touchMoveSensibility;
  81091. }
  81092. return 0;
  81093. },
  81094. set: function (value) {
  81095. var touch = this.inputs.attached["touch"];
  81096. if (touch) {
  81097. touch.touchMoveSensibility = value;
  81098. }
  81099. },
  81100. enumerable: true,
  81101. configurable: true
  81102. });
  81103. /**
  81104. * Gets the current object class name.
  81105. * @return the class name
  81106. */
  81107. TouchCamera.prototype.getClassName = function () {
  81108. return "TouchCamera";
  81109. };
  81110. /** @hidden */
  81111. TouchCamera.prototype._setupInputs = function () {
  81112. var mouse = this.inputs.attached["mouse"];
  81113. if (mouse) {
  81114. mouse.touchEnabled = false;
  81115. }
  81116. };
  81117. return TouchCamera;
  81118. }(BABYLON.FreeCamera));
  81119. BABYLON.TouchCamera = TouchCamera;
  81120. })(BABYLON || (BABYLON = {}));
  81121. //# sourceMappingURL=babylon.touchCamera.js.map
  81122. var BABYLON;
  81123. (function (BABYLON) {
  81124. /**
  81125. * 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.
  81126. * This is the base class of any Procedural texture and contains most of the shareable code.
  81127. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81128. */
  81129. var ProceduralTexture = /** @class */ (function (_super) {
  81130. __extends(ProceduralTexture, _super);
  81131. /**
  81132. * Instantiates a new procedural texture.
  81133. * 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.
  81134. * This is the base class of any Procedural texture and contains most of the shareable code.
  81135. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81136. * @param name Define the name of the texture
  81137. * @param size Define the size of the texture to create
  81138. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81139. * @param scene Define the scene the texture belongs to
  81140. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81141. * @param generateMipMaps Define if the texture should creates mip maps or not
  81142. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81143. */
  81144. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81145. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81146. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81147. if (isCube === void 0) { isCube = false; }
  81148. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81149. _this.isCube = isCube;
  81150. /**
  81151. * Define if the texture is enabled or not (disabled texture will not render)
  81152. */
  81153. _this.isEnabled = true;
  81154. /**
  81155. * Define if the texture must be cleared before rendering (default is true)
  81156. */
  81157. _this.autoClear = true;
  81158. /**
  81159. * Event raised when the texture is generated
  81160. */
  81161. _this.onGeneratedObservable = new BABYLON.Observable();
  81162. /** @hidden */
  81163. _this._textures = {};
  81164. _this._currentRefreshId = -1;
  81165. _this._refreshRate = 1;
  81166. _this._vertexBuffers = {};
  81167. _this._uniforms = new Array();
  81168. _this._samplers = new Array();
  81169. _this._floats = {};
  81170. _this._ints = {};
  81171. _this._floatsArrays = {};
  81172. _this._colors3 = {};
  81173. _this._colors4 = {};
  81174. _this._vectors2 = {};
  81175. _this._vectors3 = {};
  81176. _this._matrices = {};
  81177. _this._fallbackTextureUsed = false;
  81178. _this._cachedDefines = "";
  81179. _this._contentUpdateId = -1;
  81180. scene = _this.getScene();
  81181. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81182. if (!component) {
  81183. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81184. scene._addComponent(component);
  81185. }
  81186. scene.proceduralTextures.push(_this);
  81187. _this._engine = scene.getEngine();
  81188. _this.name = name;
  81189. _this.isRenderTarget = true;
  81190. _this._size = size;
  81191. _this._generateMipMaps = generateMipMaps;
  81192. _this.setFragment(fragment);
  81193. _this._fallbackTexture = fallbackTexture;
  81194. if (isCube) {
  81195. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81196. _this.setFloat("face", 0);
  81197. }
  81198. else {
  81199. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81200. }
  81201. // VBO
  81202. var vertices = [];
  81203. vertices.push(1, 1);
  81204. vertices.push(-1, 1);
  81205. vertices.push(-1, -1);
  81206. vertices.push(1, -1);
  81207. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81208. _this._createIndexBuffer();
  81209. return _this;
  81210. }
  81211. /**
  81212. * The effect that is created when initializing the post process.
  81213. * @returns The created effect corrisponding the the postprocess.
  81214. */
  81215. ProceduralTexture.prototype.getEffect = function () {
  81216. return this._effect;
  81217. };
  81218. /**
  81219. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81220. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81221. */
  81222. ProceduralTexture.prototype.getContent = function () {
  81223. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81224. return this._contentData;
  81225. }
  81226. this._contentData = this.readPixels(0, 0, this._contentData);
  81227. this._contentUpdateId = this._currentRefreshId;
  81228. return this._contentData;
  81229. };
  81230. ProceduralTexture.prototype._createIndexBuffer = function () {
  81231. var engine = this._engine;
  81232. // Indices
  81233. var indices = [];
  81234. indices.push(0);
  81235. indices.push(1);
  81236. indices.push(2);
  81237. indices.push(0);
  81238. indices.push(2);
  81239. indices.push(3);
  81240. this._indexBuffer = engine.createIndexBuffer(indices);
  81241. };
  81242. /** @hidden */
  81243. ProceduralTexture.prototype._rebuild = function () {
  81244. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81245. if (vb) {
  81246. vb._rebuild();
  81247. }
  81248. this._createIndexBuffer();
  81249. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81250. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81251. }
  81252. };
  81253. /**
  81254. * Resets the texture in order to recreate its associated resources.
  81255. * This can be called in case of context loss
  81256. */
  81257. ProceduralTexture.prototype.reset = function () {
  81258. if (this._effect === undefined) {
  81259. return;
  81260. }
  81261. var engine = this._engine;
  81262. engine._releaseEffect(this._effect);
  81263. };
  81264. ProceduralTexture.prototype._getDefines = function () {
  81265. return "";
  81266. };
  81267. /**
  81268. * Is the texture ready to be used ? (rendered at least once)
  81269. * @returns true if ready, otherwise, false.
  81270. */
  81271. ProceduralTexture.prototype.isReady = function () {
  81272. var _this = this;
  81273. var engine = this._engine;
  81274. var shaders;
  81275. if (!this._fragment) {
  81276. return false;
  81277. }
  81278. if (this._fallbackTextureUsed) {
  81279. return true;
  81280. }
  81281. var defines = this._getDefines();
  81282. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81283. return true;
  81284. }
  81285. if (this._fragment.fragmentElement !== undefined) {
  81286. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81287. }
  81288. else {
  81289. shaders = { vertex: "procedural", fragment: this._fragment };
  81290. }
  81291. this._cachedDefines = defines;
  81292. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81293. _this.releaseInternalTexture();
  81294. if (_this._fallbackTexture) {
  81295. _this._texture = _this._fallbackTexture._texture;
  81296. if (_this._texture) {
  81297. _this._texture.incrementReferences();
  81298. }
  81299. }
  81300. _this._fallbackTextureUsed = true;
  81301. });
  81302. return this._effect.isReady();
  81303. };
  81304. /**
  81305. * Resets the refresh counter of the texture and start bak from scratch.
  81306. * Could be useful to regenerate the texture if it is setup to render only once.
  81307. */
  81308. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81309. this._currentRefreshId = -1;
  81310. };
  81311. /**
  81312. * Set the fragment shader to use in order to render the texture.
  81313. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81314. */
  81315. ProceduralTexture.prototype.setFragment = function (fragment) {
  81316. this._fragment = fragment;
  81317. };
  81318. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81319. /**
  81320. * Define the refresh rate of the texture or the rendering frequency.
  81321. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81322. */
  81323. get: function () {
  81324. return this._refreshRate;
  81325. },
  81326. set: function (value) {
  81327. this._refreshRate = value;
  81328. this.resetRefreshCounter();
  81329. },
  81330. enumerable: true,
  81331. configurable: true
  81332. });
  81333. /** @hidden */
  81334. ProceduralTexture.prototype._shouldRender = function () {
  81335. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81336. if (this._texture) {
  81337. this._texture.isReady = false;
  81338. }
  81339. return false;
  81340. }
  81341. if (this._fallbackTextureUsed) {
  81342. return false;
  81343. }
  81344. if (this._currentRefreshId === -1) { // At least render once
  81345. this._currentRefreshId = 1;
  81346. return true;
  81347. }
  81348. if (this.refreshRate === this._currentRefreshId) {
  81349. this._currentRefreshId = 1;
  81350. return true;
  81351. }
  81352. this._currentRefreshId++;
  81353. return false;
  81354. };
  81355. /**
  81356. * Get the size the texture is rendering at.
  81357. * @returns the size (texture is always squared)
  81358. */
  81359. ProceduralTexture.prototype.getRenderSize = function () {
  81360. return this._size;
  81361. };
  81362. /**
  81363. * Resize the texture to new value.
  81364. * @param size Define the new size the texture should have
  81365. * @param generateMipMaps Define whether the new texture should create mip maps
  81366. */
  81367. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81368. if (this._fallbackTextureUsed) {
  81369. return;
  81370. }
  81371. this.releaseInternalTexture();
  81372. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81373. // Update properties
  81374. this._size = size;
  81375. this._generateMipMaps = generateMipMaps;
  81376. };
  81377. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81378. if (this._uniforms.indexOf(uniformName) === -1) {
  81379. this._uniforms.push(uniformName);
  81380. }
  81381. };
  81382. /**
  81383. * Set a texture in the shader program used to render.
  81384. * @param name Define the name of the uniform samplers as defined in the shader
  81385. * @param texture Define the texture to bind to this sampler
  81386. * @return the texture itself allowing "fluent" like uniform updates
  81387. */
  81388. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81389. if (this._samplers.indexOf(name) === -1) {
  81390. this._samplers.push(name);
  81391. }
  81392. this._textures[name] = texture;
  81393. return this;
  81394. };
  81395. /**
  81396. * Set a float in the shader.
  81397. * @param name Define the name of the uniform as defined in the shader
  81398. * @param value Define the value to give to the uniform
  81399. * @return the texture itself allowing "fluent" like uniform updates
  81400. */
  81401. ProceduralTexture.prototype.setFloat = function (name, value) {
  81402. this._checkUniform(name);
  81403. this._floats[name] = value;
  81404. return this;
  81405. };
  81406. /**
  81407. * Set a int in the shader.
  81408. * @param name Define the name of the uniform as defined in the shader
  81409. * @param value Define the value to give to the uniform
  81410. * @return the texture itself allowing "fluent" like uniform updates
  81411. */
  81412. ProceduralTexture.prototype.setInt = function (name, value) {
  81413. this._checkUniform(name);
  81414. this._ints[name] = value;
  81415. return this;
  81416. };
  81417. /**
  81418. * Set an array of floats in the shader.
  81419. * @param name Define the name of the uniform as defined in the shader
  81420. * @param value Define the value to give to the uniform
  81421. * @return the texture itself allowing "fluent" like uniform updates
  81422. */
  81423. ProceduralTexture.prototype.setFloats = function (name, value) {
  81424. this._checkUniform(name);
  81425. this._floatsArrays[name] = value;
  81426. return this;
  81427. };
  81428. /**
  81429. * Set a vec3 in the shader from a Color3.
  81430. * @param name Define the name of the uniform as defined in the shader
  81431. * @param value Define the value to give to the uniform
  81432. * @return the texture itself allowing "fluent" like uniform updates
  81433. */
  81434. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81435. this._checkUniform(name);
  81436. this._colors3[name] = value;
  81437. return this;
  81438. };
  81439. /**
  81440. * Set a vec4 in the shader from a Color4.
  81441. * @param name Define the name of the uniform as defined in the shader
  81442. * @param value Define the value to give to the uniform
  81443. * @return the texture itself allowing "fluent" like uniform updates
  81444. */
  81445. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81446. this._checkUniform(name);
  81447. this._colors4[name] = value;
  81448. return this;
  81449. };
  81450. /**
  81451. * Set a vec2 in the shader from a Vector2.
  81452. * @param name Define the name of the uniform as defined in the shader
  81453. * @param value Define the value to give to the uniform
  81454. * @return the texture itself allowing "fluent" like uniform updates
  81455. */
  81456. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81457. this._checkUniform(name);
  81458. this._vectors2[name] = value;
  81459. return this;
  81460. };
  81461. /**
  81462. * Set a vec3 in the shader from a Vector3.
  81463. * @param name Define the name of the uniform as defined in the shader
  81464. * @param value Define the value to give to the uniform
  81465. * @return the texture itself allowing "fluent" like uniform updates
  81466. */
  81467. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81468. this._checkUniform(name);
  81469. this._vectors3[name] = value;
  81470. return this;
  81471. };
  81472. /**
  81473. * Set a mat4 in the shader from a MAtrix.
  81474. * @param name Define the name of the uniform as defined in the shader
  81475. * @param value Define the value to give to the uniform
  81476. * @return the texture itself allowing "fluent" like uniform updates
  81477. */
  81478. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81479. this._checkUniform(name);
  81480. this._matrices[name] = value;
  81481. return this;
  81482. };
  81483. /**
  81484. * Render the texture to its associated render target.
  81485. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81486. */
  81487. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81488. var scene = this.getScene();
  81489. if (!scene) {
  81490. return;
  81491. }
  81492. var engine = this._engine;
  81493. // Render
  81494. engine.enableEffect(this._effect);
  81495. engine.setState(false);
  81496. // Texture
  81497. for (var name in this._textures) {
  81498. this._effect.setTexture(name, this._textures[name]);
  81499. }
  81500. // Float
  81501. for (name in this._ints) {
  81502. this._effect.setInt(name, this._ints[name]);
  81503. }
  81504. // Float
  81505. for (name in this._floats) {
  81506. this._effect.setFloat(name, this._floats[name]);
  81507. }
  81508. // Floats
  81509. for (name in this._floatsArrays) {
  81510. this._effect.setArray(name, this._floatsArrays[name]);
  81511. }
  81512. // Color3
  81513. for (name in this._colors3) {
  81514. this._effect.setColor3(name, this._colors3[name]);
  81515. }
  81516. // Color4
  81517. for (name in this._colors4) {
  81518. var color = this._colors4[name];
  81519. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81520. }
  81521. // Vector2
  81522. for (name in this._vectors2) {
  81523. this._effect.setVector2(name, this._vectors2[name]);
  81524. }
  81525. // Vector3
  81526. for (name in this._vectors3) {
  81527. this._effect.setVector3(name, this._vectors3[name]);
  81528. }
  81529. // Matrix
  81530. for (name in this._matrices) {
  81531. this._effect.setMatrix(name, this._matrices[name]);
  81532. }
  81533. if (!this._texture) {
  81534. return;
  81535. }
  81536. if (this.isCube) {
  81537. for (var face = 0; face < 6; face++) {
  81538. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81539. // VBOs
  81540. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81541. this._effect.setFloat("face", face);
  81542. // Clear
  81543. if (this.autoClear) {
  81544. engine.clear(scene.clearColor, true, false, false);
  81545. }
  81546. // Draw order
  81547. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81548. // Mipmaps
  81549. if (face === 5) {
  81550. engine.generateMipMapsForCubemap(this._texture);
  81551. }
  81552. }
  81553. }
  81554. else {
  81555. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81556. // VBOs
  81557. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81558. // Clear
  81559. if (this.autoClear) {
  81560. engine.clear(scene.clearColor, true, false, false);
  81561. }
  81562. // Draw order
  81563. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81564. }
  81565. // Unbind
  81566. engine.unBindFramebuffer(this._texture, this.isCube);
  81567. if (this.onGenerated) {
  81568. this.onGenerated();
  81569. }
  81570. this.onGeneratedObservable.notifyObservers(this);
  81571. };
  81572. /**
  81573. * Clone the texture.
  81574. * @returns the cloned texture
  81575. */
  81576. ProceduralTexture.prototype.clone = function () {
  81577. var textureSize = this.getSize();
  81578. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81579. // Base texture
  81580. newTexture.hasAlpha = this.hasAlpha;
  81581. newTexture.level = this.level;
  81582. // RenderTarget Texture
  81583. newTexture.coordinatesMode = this.coordinatesMode;
  81584. return newTexture;
  81585. };
  81586. /**
  81587. * Dispose the texture and release its asoociated resources.
  81588. */
  81589. ProceduralTexture.prototype.dispose = function () {
  81590. var scene = this.getScene();
  81591. if (!scene) {
  81592. return;
  81593. }
  81594. var index = scene.proceduralTextures.indexOf(this);
  81595. if (index >= 0) {
  81596. scene.proceduralTextures.splice(index, 1);
  81597. }
  81598. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81599. if (vertexBuffer) {
  81600. vertexBuffer.dispose();
  81601. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81602. }
  81603. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81604. this._indexBuffer = null;
  81605. }
  81606. _super.prototype.dispose.call(this);
  81607. };
  81608. __decorate([
  81609. BABYLON.serialize()
  81610. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81611. __decorate([
  81612. BABYLON.serialize()
  81613. ], ProceduralTexture.prototype, "autoClear", void 0);
  81614. __decorate([
  81615. BABYLON.serialize()
  81616. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81617. __decorate([
  81618. BABYLON.serialize()
  81619. ], ProceduralTexture.prototype, "_size", void 0);
  81620. __decorate([
  81621. BABYLON.serialize()
  81622. ], ProceduralTexture.prototype, "refreshRate", null);
  81623. return ProceduralTexture;
  81624. }(BABYLON.Texture));
  81625. BABYLON.ProceduralTexture = ProceduralTexture;
  81626. })(BABYLON || (BABYLON = {}));
  81627. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81628. var BABYLON;
  81629. (function (BABYLON) {
  81630. /**
  81631. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81632. * in a given scene.
  81633. */
  81634. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81635. /**
  81636. * Creates a new instance of the component for the given scene
  81637. * @param scene Defines the scene to register the component in
  81638. */
  81639. function ProceduralTextureSceneComponent(scene) {
  81640. /**
  81641. * The component name helpfull to identify the component in the list of scene components.
  81642. */
  81643. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81644. this.scene = scene;
  81645. this.scene.proceduralTextures = new Array();
  81646. scene.layers = new Array();
  81647. }
  81648. /**
  81649. * Registers the component in a given scene
  81650. */
  81651. ProceduralTextureSceneComponent.prototype.register = function () {
  81652. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81653. };
  81654. /**
  81655. * Rebuilds the elements related to this component in case of
  81656. * context lost for instance.
  81657. */
  81658. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81659. // Nothing to do here.
  81660. };
  81661. /**
  81662. * Disposes the component and the associated ressources.
  81663. */
  81664. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81665. // Nothing to do here.
  81666. };
  81667. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81668. if (this.scene.proceduralTexturesEnabled) {
  81669. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81670. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81671. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81672. if (proceduralTexture._shouldRender()) {
  81673. proceduralTexture.render();
  81674. }
  81675. }
  81676. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81677. }
  81678. };
  81679. return ProceduralTextureSceneComponent;
  81680. }());
  81681. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81682. })(BABYLON || (BABYLON = {}));
  81683. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81684. var BABYLON;
  81685. (function (BABYLON) {
  81686. /**
  81687. * 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.
  81688. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81689. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81690. */
  81691. var CustomProceduralTexture = /** @class */ (function (_super) {
  81692. __extends(CustomProceduralTexture, _super);
  81693. /**
  81694. * Instantiates a new Custom Procedural Texture.
  81695. * 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.
  81696. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81697. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81698. * @param name Define the name of the texture
  81699. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81700. * @param size Define the size of the texture to create
  81701. * @param scene Define the scene the texture belongs to
  81702. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81703. * @param generateMipMaps Define if the texture should creates mip maps or not
  81704. */
  81705. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81706. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81707. _this._animate = true;
  81708. _this._time = 0;
  81709. _this._texturePath = texturePath;
  81710. //Try to load json
  81711. _this._loadJson(texturePath);
  81712. _this.refreshRate = 1;
  81713. return _this;
  81714. }
  81715. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81716. var _this = this;
  81717. var noConfigFile = function () {
  81718. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81719. try {
  81720. _this.setFragment(_this._texturePath);
  81721. }
  81722. catch (ex) {
  81723. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81724. }
  81725. };
  81726. var configFileUrl = jsonUrl + "/config.json";
  81727. var xhr = new XMLHttpRequest();
  81728. xhr.open("GET", configFileUrl, true);
  81729. xhr.addEventListener("load", function () {
  81730. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81731. try {
  81732. _this._config = JSON.parse(xhr.response);
  81733. _this.updateShaderUniforms();
  81734. _this.updateTextures();
  81735. _this.setFragment(_this._texturePath + "/custom");
  81736. _this._animate = _this._config.animate;
  81737. _this.refreshRate = _this._config.refreshrate;
  81738. }
  81739. catch (ex) {
  81740. noConfigFile();
  81741. }
  81742. }
  81743. else {
  81744. noConfigFile();
  81745. }
  81746. }, false);
  81747. xhr.addEventListener("error", function () {
  81748. noConfigFile();
  81749. }, false);
  81750. try {
  81751. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81752. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81753. }
  81754. xhr.send();
  81755. }
  81756. catch (ex) {
  81757. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81758. }
  81759. };
  81760. /**
  81761. * Is the texture ready to be used ? (rendered at least once)
  81762. * @returns true if ready, otherwise, false.
  81763. */
  81764. CustomProceduralTexture.prototype.isReady = function () {
  81765. if (!_super.prototype.isReady.call(this)) {
  81766. return false;
  81767. }
  81768. for (var name in this._textures) {
  81769. var texture = this._textures[name];
  81770. if (!texture.isReady()) {
  81771. return false;
  81772. }
  81773. }
  81774. return true;
  81775. };
  81776. /**
  81777. * Render the texture to its associated render target.
  81778. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81779. */
  81780. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81781. var scene = this.getScene();
  81782. if (this._animate && scene) {
  81783. this._time += scene.getAnimationRatio() * 0.03;
  81784. this.updateShaderUniforms();
  81785. }
  81786. _super.prototype.render.call(this, useCameraPostProcess);
  81787. };
  81788. /**
  81789. * Update the list of dependant textures samplers in the shader.
  81790. */
  81791. CustomProceduralTexture.prototype.updateTextures = function () {
  81792. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81793. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81794. }
  81795. };
  81796. /**
  81797. * Update the uniform values of the procedural texture in the shader.
  81798. */
  81799. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81800. if (this._config) {
  81801. for (var j = 0; j < this._config.uniforms.length; j++) {
  81802. var uniform = this._config.uniforms[j];
  81803. switch (uniform.type) {
  81804. case "float":
  81805. this.setFloat(uniform.name, uniform.value);
  81806. break;
  81807. case "color3":
  81808. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81809. break;
  81810. case "color4":
  81811. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81812. break;
  81813. case "vector2":
  81814. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81815. break;
  81816. case "vector3":
  81817. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81818. break;
  81819. }
  81820. }
  81821. }
  81822. this.setFloat("time", this._time);
  81823. };
  81824. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81825. /**
  81826. * Define if the texture animates or not.
  81827. */
  81828. get: function () {
  81829. return this._animate;
  81830. },
  81831. set: function (value) {
  81832. this._animate = value;
  81833. },
  81834. enumerable: true,
  81835. configurable: true
  81836. });
  81837. return CustomProceduralTexture;
  81838. }(BABYLON.ProceduralTexture));
  81839. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81840. })(BABYLON || (BABYLON = {}));
  81841. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81842. var BABYLON;
  81843. (function (BABYLON) {
  81844. /**
  81845. * Manage the gamepad inputs to control a free camera.
  81846. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81847. */
  81848. var FreeCameraGamepadInput = /** @class */ (function () {
  81849. function FreeCameraGamepadInput() {
  81850. /**
  81851. * Defines the gamepad rotation sensiblity.
  81852. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81853. */
  81854. this.gamepadAngularSensibility = 200;
  81855. /**
  81856. * Defines the gamepad move sensiblity.
  81857. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81858. */
  81859. this.gamepadMoveSensibility = 40;
  81860. this._cameraTransform = BABYLON.Matrix.Identity();
  81861. this._deltaTransform = BABYLON.Vector3.Zero();
  81862. this._vector3 = BABYLON.Vector3.Zero();
  81863. this._vector2 = BABYLON.Vector2.Zero();
  81864. }
  81865. /**
  81866. * Attach the input controls to a specific dom element to get the input from.
  81867. * @param element Defines the element the controls should be listened from
  81868. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81869. */
  81870. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81871. var _this = this;
  81872. var manager = this.camera.getScene().gamepadManager;
  81873. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81874. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81875. // prioritize XBOX gamepads.
  81876. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81877. _this.gamepad = gamepad;
  81878. }
  81879. }
  81880. });
  81881. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81882. if (_this.gamepad === gamepad) {
  81883. _this.gamepad = null;
  81884. }
  81885. });
  81886. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81887. };
  81888. /**
  81889. * Detach the current controls from the specified dom element.
  81890. * @param element Defines the element to stop listening the inputs from
  81891. */
  81892. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81893. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81894. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81895. this.gamepad = null;
  81896. };
  81897. /**
  81898. * Update the current camera state depending on the inputs that have been used this frame.
  81899. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81900. */
  81901. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81902. if (this.gamepad && this.gamepad.leftStick) {
  81903. var camera = this.camera;
  81904. var LSValues = this.gamepad.leftStick;
  81905. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81906. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81907. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81908. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81909. var RSValues = this.gamepad.rightStick;
  81910. if (RSValues) {
  81911. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81912. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81913. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81914. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81915. }
  81916. else {
  81917. RSValues = { x: 0, y: 0 };
  81918. }
  81919. if (!camera.rotationQuaternion) {
  81920. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81921. }
  81922. else {
  81923. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81924. }
  81925. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81926. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81927. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81928. camera.cameraDirection.addInPlace(this._deltaTransform);
  81929. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81930. camera.cameraRotation.addInPlace(this._vector2);
  81931. }
  81932. };
  81933. /**
  81934. * Gets the class name of the current intput.
  81935. * @returns the class name
  81936. */
  81937. FreeCameraGamepadInput.prototype.getClassName = function () {
  81938. return "FreeCameraGamepadInput";
  81939. };
  81940. /**
  81941. * Get the friendly name associated with the input class.
  81942. * @returns the input friendly name
  81943. */
  81944. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81945. return "gamepad";
  81946. };
  81947. __decorate([
  81948. BABYLON.serialize()
  81949. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81950. __decorate([
  81951. BABYLON.serialize()
  81952. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81953. return FreeCameraGamepadInput;
  81954. }());
  81955. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81956. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81957. })(BABYLON || (BABYLON = {}));
  81958. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81959. var BABYLON;
  81960. (function (BABYLON) {
  81961. /**
  81962. * Manage the gamepad inputs to control an arc rotate camera.
  81963. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81964. */
  81965. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81966. function ArcRotateCameraGamepadInput() {
  81967. /**
  81968. * Defines the gamepad rotation sensiblity.
  81969. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81970. */
  81971. this.gamepadRotationSensibility = 80;
  81972. /**
  81973. * Defines the gamepad move sensiblity.
  81974. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81975. */
  81976. this.gamepadMoveSensibility = 40;
  81977. }
  81978. /**
  81979. * Attach the input controls to a specific dom element to get the input from.
  81980. * @param element Defines the element the controls should be listened from
  81981. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81982. */
  81983. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81984. var _this = this;
  81985. var manager = this.camera.getScene().gamepadManager;
  81986. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81987. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81988. // prioritize XBOX gamepads.
  81989. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81990. _this.gamepad = gamepad;
  81991. }
  81992. }
  81993. });
  81994. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81995. if (_this.gamepad === gamepad) {
  81996. _this.gamepad = null;
  81997. }
  81998. });
  81999. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82000. };
  82001. /**
  82002. * Detach the current controls from the specified dom element.
  82003. * @param element Defines the element to stop listening the inputs from
  82004. */
  82005. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82006. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82007. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82008. this.gamepad = null;
  82009. };
  82010. /**
  82011. * Update the current camera state depending on the inputs that have been used this frame.
  82012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82013. */
  82014. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82015. if (this.gamepad) {
  82016. var camera = this.camera;
  82017. var RSValues = this.gamepad.rightStick;
  82018. if (RSValues) {
  82019. if (RSValues.x != 0) {
  82020. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82021. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82022. camera.inertialAlphaOffset += normalizedRX;
  82023. }
  82024. }
  82025. if (RSValues.y != 0) {
  82026. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82027. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82028. camera.inertialBetaOffset += normalizedRY;
  82029. }
  82030. }
  82031. }
  82032. var LSValues = this.gamepad.leftStick;
  82033. if (LSValues && LSValues.y != 0) {
  82034. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82035. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82036. this.camera.inertialRadiusOffset -= normalizedLY;
  82037. }
  82038. }
  82039. }
  82040. };
  82041. /**
  82042. * Gets the class name of the current intput.
  82043. * @returns the class name
  82044. */
  82045. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82046. return "ArcRotateCameraGamepadInput";
  82047. };
  82048. /**
  82049. * Get the friendly name associated with the input class.
  82050. * @returns the input friendly name
  82051. */
  82052. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82053. return "gamepad";
  82054. };
  82055. __decorate([
  82056. BABYLON.serialize()
  82057. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82058. __decorate([
  82059. BABYLON.serialize()
  82060. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82061. return ArcRotateCameraGamepadInput;
  82062. }());
  82063. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82064. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82065. })(BABYLON || (BABYLON = {}));
  82066. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82067. var BABYLON;
  82068. (function (BABYLON) {
  82069. /**
  82070. * Manager for handling gamepads
  82071. */
  82072. var GamepadManager = /** @class */ (function () {
  82073. /**
  82074. * Initializes the gamepad manager
  82075. * @param _scene BabylonJS scene
  82076. */
  82077. function GamepadManager(_scene) {
  82078. var _this = this;
  82079. this._scene = _scene;
  82080. this._babylonGamepads = [];
  82081. this._oneGamepadConnected = false;
  82082. /** @hidden */
  82083. this._isMonitoring = false;
  82084. /**
  82085. * observable to be triggered when the gamepad controller has been disconnected
  82086. */
  82087. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82088. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82089. this._gamepadEventSupported = false;
  82090. }
  82091. else {
  82092. this._gamepadEventSupported = 'GamepadEvent' in window;
  82093. this._gamepadSupport = (navigator.getGamepads ||
  82094. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82095. }
  82096. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82097. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82098. for (var i in _this._babylonGamepads) {
  82099. var gamepad = _this._babylonGamepads[i];
  82100. if (gamepad && gamepad._isConnected) {
  82101. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82102. }
  82103. }
  82104. });
  82105. this._onGamepadConnectedEvent = function (evt) {
  82106. var gamepad = evt.gamepad;
  82107. if (gamepad.index in _this._babylonGamepads) {
  82108. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82109. return;
  82110. }
  82111. }
  82112. var newGamepad;
  82113. if (_this._babylonGamepads[gamepad.index]) {
  82114. newGamepad = _this._babylonGamepads[gamepad.index];
  82115. newGamepad.browserGamepad = gamepad;
  82116. newGamepad._isConnected = true;
  82117. }
  82118. else {
  82119. newGamepad = _this._addNewGamepad(gamepad);
  82120. }
  82121. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82122. _this._startMonitoringGamepads();
  82123. };
  82124. this._onGamepadDisconnectedEvent = function (evt) {
  82125. var gamepad = evt.gamepad;
  82126. // Remove the gamepad from the list of gamepads to monitor.
  82127. for (var i in _this._babylonGamepads) {
  82128. if (_this._babylonGamepads[i].index === gamepad.index) {
  82129. var disconnectedGamepad = _this._babylonGamepads[i];
  82130. disconnectedGamepad._isConnected = false;
  82131. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82132. break;
  82133. }
  82134. }
  82135. };
  82136. if (this._gamepadSupport) {
  82137. //first add already-connected gamepads
  82138. this._updateGamepadObjects();
  82139. if (this._babylonGamepads.length) {
  82140. this._startMonitoringGamepads();
  82141. }
  82142. // Checking if the gamepad connected event is supported (like in Firefox)
  82143. if (this._gamepadEventSupported) {
  82144. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82145. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82146. }
  82147. else {
  82148. this._startMonitoringGamepads();
  82149. }
  82150. }
  82151. }
  82152. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82153. /**
  82154. * The gamepads in the game pad manager
  82155. */
  82156. get: function () {
  82157. return this._babylonGamepads;
  82158. },
  82159. enumerable: true,
  82160. configurable: true
  82161. });
  82162. /**
  82163. * Get the gamepad controllers based on type
  82164. * @param type The type of gamepad controller
  82165. * @returns Nullable gamepad
  82166. */
  82167. GamepadManager.prototype.getGamepadByType = function (type) {
  82168. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82169. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82170. var gamepad = _a[_i];
  82171. if (gamepad && gamepad.type === type) {
  82172. return gamepad;
  82173. }
  82174. }
  82175. return null;
  82176. };
  82177. /**
  82178. * Disposes the gamepad manager
  82179. */
  82180. GamepadManager.prototype.dispose = function () {
  82181. if (this._gamepadEventSupported) {
  82182. if (this._onGamepadConnectedEvent) {
  82183. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82184. }
  82185. if (this._onGamepadDisconnectedEvent) {
  82186. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82187. }
  82188. this._onGamepadConnectedEvent = null;
  82189. this._onGamepadDisconnectedEvent = null;
  82190. }
  82191. this._babylonGamepads.forEach(function (gamepad) {
  82192. gamepad.dispose();
  82193. });
  82194. this.onGamepadConnectedObservable.clear();
  82195. this.onGamepadDisconnectedObservable.clear();
  82196. this._oneGamepadConnected = false;
  82197. this._stopMonitoringGamepads();
  82198. this._babylonGamepads = [];
  82199. };
  82200. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82201. if (!this._oneGamepadConnected) {
  82202. this._oneGamepadConnected = true;
  82203. }
  82204. var newGamepad;
  82205. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82206. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82207. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82208. }
  82209. // if pose is supported, use the (WebVR) pose enabled controller
  82210. else if (gamepad.pose) {
  82211. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82212. }
  82213. else {
  82214. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82215. }
  82216. this._babylonGamepads[newGamepad.index] = newGamepad;
  82217. return newGamepad;
  82218. };
  82219. GamepadManager.prototype._startMonitoringGamepads = function () {
  82220. if (!this._isMonitoring) {
  82221. this._isMonitoring = true;
  82222. //back-comp
  82223. if (!this._scene) {
  82224. this._checkGamepadsStatus();
  82225. }
  82226. }
  82227. };
  82228. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82229. this._isMonitoring = false;
  82230. };
  82231. /** @hidden */
  82232. GamepadManager.prototype._checkGamepadsStatus = function () {
  82233. var _this = this;
  82234. // Hack to be compatible Chrome
  82235. this._updateGamepadObjects();
  82236. for (var i in this._babylonGamepads) {
  82237. var gamepad = this._babylonGamepads[i];
  82238. if (!gamepad || !gamepad.isConnected) {
  82239. continue;
  82240. }
  82241. gamepad.update();
  82242. }
  82243. if (this._isMonitoring && !this._scene) {
  82244. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82245. }
  82246. };
  82247. // This function is called only on Chrome, which does not properly support
  82248. // connection/disconnection events and forces you to recopy again the gamepad object
  82249. GamepadManager.prototype._updateGamepadObjects = function () {
  82250. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82251. for (var i = 0; i < gamepads.length; i++) {
  82252. var gamepad = gamepads[i];
  82253. if (gamepad) {
  82254. if (!this._babylonGamepads[gamepad.index]) {
  82255. var newGamepad = this._addNewGamepad(gamepad);
  82256. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82257. }
  82258. else {
  82259. // Forced to copy again this object for Chrome for unknown reason
  82260. this._babylonGamepads[i].browserGamepad = gamepad;
  82261. if (!this._babylonGamepads[i].isConnected) {
  82262. this._babylonGamepads[i]._isConnected = true;
  82263. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82264. }
  82265. }
  82266. }
  82267. }
  82268. };
  82269. return GamepadManager;
  82270. }());
  82271. BABYLON.GamepadManager = GamepadManager;
  82272. })(BABYLON || (BABYLON = {}));
  82273. //# sourceMappingURL=babylon.gamepadManager.js.map
  82274. var BABYLON;
  82275. (function (BABYLON) {
  82276. /**
  82277. * Represents a gamepad control stick position
  82278. */
  82279. var StickValues = /** @class */ (function () {
  82280. /**
  82281. * Initializes the gamepad x and y control stick values
  82282. * @param x The x component of the gamepad control stick value
  82283. * @param y The y component of the gamepad control stick value
  82284. */
  82285. function StickValues(
  82286. /**
  82287. * The x component of the control stick
  82288. */
  82289. x,
  82290. /**
  82291. * The y component of the control stick
  82292. */
  82293. y) {
  82294. this.x = x;
  82295. this.y = y;
  82296. }
  82297. return StickValues;
  82298. }());
  82299. BABYLON.StickValues = StickValues;
  82300. /**
  82301. * Represents a gamepad
  82302. */
  82303. var Gamepad = /** @class */ (function () {
  82304. /**
  82305. * Initializes the gamepad
  82306. * @param id The id of the gamepad
  82307. * @param index The index of the gamepad
  82308. * @param browserGamepad The browser gamepad
  82309. * @param leftStickX The x component of the left joystick
  82310. * @param leftStickY The y component of the left joystick
  82311. * @param rightStickX The x component of the right joystick
  82312. * @param rightStickY The y component of the right joystick
  82313. */
  82314. function Gamepad(
  82315. /**
  82316. * The id of the gamepad
  82317. */
  82318. id,
  82319. /**
  82320. * The index of the gamepad
  82321. */
  82322. index,
  82323. /**
  82324. * The browser gamepad
  82325. */
  82326. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82327. if (leftStickX === void 0) { leftStickX = 0; }
  82328. if (leftStickY === void 0) { leftStickY = 1; }
  82329. if (rightStickX === void 0) { rightStickX = 2; }
  82330. if (rightStickY === void 0) { rightStickY = 3; }
  82331. this.id = id;
  82332. this.index = index;
  82333. this.browserGamepad = browserGamepad;
  82334. this._leftStick = { x: 0, y: 0 };
  82335. this._rightStick = { x: 0, y: 0 };
  82336. /** @hidden */
  82337. this._isConnected = true;
  82338. /**
  82339. * Specifies whether the left control stick should be Y-inverted
  82340. */
  82341. this._invertLeftStickY = false;
  82342. this.type = Gamepad.GAMEPAD;
  82343. this._leftStickAxisX = leftStickX;
  82344. this._leftStickAxisY = leftStickY;
  82345. this._rightStickAxisX = rightStickX;
  82346. this._rightStickAxisY = rightStickY;
  82347. if (this.browserGamepad.axes.length >= 2) {
  82348. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82349. }
  82350. if (this.browserGamepad.axes.length >= 4) {
  82351. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82352. }
  82353. }
  82354. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82355. /**
  82356. * Specifies if the gamepad has been connected
  82357. */
  82358. get: function () {
  82359. return this._isConnected;
  82360. },
  82361. enumerable: true,
  82362. configurable: true
  82363. });
  82364. /**
  82365. * Callback triggered when the left joystick has changed
  82366. * @param callback
  82367. */
  82368. Gamepad.prototype.onleftstickchanged = function (callback) {
  82369. this._onleftstickchanged = callback;
  82370. };
  82371. /**
  82372. * Callback triggered when the right joystick has changed
  82373. * @param callback
  82374. */
  82375. Gamepad.prototype.onrightstickchanged = function (callback) {
  82376. this._onrightstickchanged = callback;
  82377. };
  82378. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82379. /**
  82380. * Gets the left joystick
  82381. */
  82382. get: function () {
  82383. return this._leftStick;
  82384. },
  82385. /**
  82386. * Sets the left joystick values
  82387. */
  82388. set: function (newValues) {
  82389. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82390. this._onleftstickchanged(newValues);
  82391. }
  82392. this._leftStick = newValues;
  82393. },
  82394. enumerable: true,
  82395. configurable: true
  82396. });
  82397. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82398. /**
  82399. * Gets the right joystick
  82400. */
  82401. get: function () {
  82402. return this._rightStick;
  82403. },
  82404. /**
  82405. * Sets the right joystick value
  82406. */
  82407. set: function (newValues) {
  82408. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82409. this._onrightstickchanged(newValues);
  82410. }
  82411. this._rightStick = newValues;
  82412. },
  82413. enumerable: true,
  82414. configurable: true
  82415. });
  82416. /**
  82417. * Updates the gamepad joystick positions
  82418. */
  82419. Gamepad.prototype.update = function () {
  82420. if (this._leftStick) {
  82421. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82422. if (this._invertLeftStickY) {
  82423. this.leftStick.y *= -1;
  82424. }
  82425. }
  82426. if (this._rightStick) {
  82427. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82428. }
  82429. };
  82430. /**
  82431. * Disposes the gamepad
  82432. */
  82433. Gamepad.prototype.dispose = function () {
  82434. };
  82435. /**
  82436. * Represents a gamepad controller
  82437. */
  82438. Gamepad.GAMEPAD = 0;
  82439. /**
  82440. * Represents a generic controller
  82441. */
  82442. Gamepad.GENERIC = 1;
  82443. /**
  82444. * Represents an XBox controller
  82445. */
  82446. Gamepad.XBOX = 2;
  82447. /**
  82448. * Represents a pose-enabled controller
  82449. */
  82450. Gamepad.POSE_ENABLED = 3;
  82451. return Gamepad;
  82452. }());
  82453. BABYLON.Gamepad = Gamepad;
  82454. /**
  82455. * Represents a generic gamepad
  82456. */
  82457. var GenericPad = /** @class */ (function (_super) {
  82458. __extends(GenericPad, _super);
  82459. /**
  82460. * Initializes the generic gamepad
  82461. * @param id The id of the generic gamepad
  82462. * @param index The index of the generic gamepad
  82463. * @param browserGamepad The browser gamepad
  82464. */
  82465. function GenericPad(id, index, browserGamepad) {
  82466. var _this = _super.call(this, id, index, browserGamepad) || this;
  82467. /**
  82468. * Observable triggered when a button has been pressed
  82469. */
  82470. _this.onButtonDownObservable = new BABYLON.Observable();
  82471. /**
  82472. * Observable triggered when a button has been released
  82473. */
  82474. _this.onButtonUpObservable = new BABYLON.Observable();
  82475. _this.type = Gamepad.GENERIC;
  82476. _this._buttons = new Array(browserGamepad.buttons.length);
  82477. return _this;
  82478. }
  82479. /**
  82480. * Callback triggered when a button has been pressed
  82481. * @param callback Called when a button has been pressed
  82482. */
  82483. GenericPad.prototype.onbuttondown = function (callback) {
  82484. this._onbuttondown = callback;
  82485. };
  82486. /**
  82487. * Callback triggered when a button has been released
  82488. * @param callback Called when a button has been released
  82489. */
  82490. GenericPad.prototype.onbuttonup = function (callback) {
  82491. this._onbuttonup = callback;
  82492. };
  82493. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82494. if (newValue !== currentValue) {
  82495. if (newValue === 1) {
  82496. if (this._onbuttondown) {
  82497. this._onbuttondown(buttonIndex);
  82498. }
  82499. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82500. }
  82501. if (newValue === 0) {
  82502. if (this._onbuttonup) {
  82503. this._onbuttonup(buttonIndex);
  82504. }
  82505. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82506. }
  82507. }
  82508. return newValue;
  82509. };
  82510. /**
  82511. * Updates the generic gamepad
  82512. */
  82513. GenericPad.prototype.update = function () {
  82514. _super.prototype.update.call(this);
  82515. for (var index = 0; index < this._buttons.length; index++) {
  82516. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82517. }
  82518. };
  82519. /**
  82520. * Disposes the generic gamepad
  82521. */
  82522. GenericPad.prototype.dispose = function () {
  82523. _super.prototype.dispose.call(this);
  82524. this.onButtonDownObservable.clear();
  82525. this.onButtonUpObservable.clear();
  82526. };
  82527. return GenericPad;
  82528. }(Gamepad));
  82529. BABYLON.GenericPad = GenericPad;
  82530. })(BABYLON || (BABYLON = {}));
  82531. //# sourceMappingURL=babylon.gamepad.js.map
  82532. var BABYLON;
  82533. (function (BABYLON) {
  82534. /**
  82535. * Defines supported buttons for XBox360 compatible gamepads
  82536. */
  82537. var Xbox360Button;
  82538. (function (Xbox360Button) {
  82539. /** A */
  82540. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82541. /** B */
  82542. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82543. /** X */
  82544. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82545. /** Y */
  82546. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82547. /** Start */
  82548. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82549. /** Back */
  82550. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82551. /** Left button */
  82552. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82553. /** Right button */
  82554. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82555. /** Left stick */
  82556. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82557. /** Right stick */
  82558. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82559. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82560. /** Defines values for XBox360 DPad */
  82561. var Xbox360Dpad;
  82562. (function (Xbox360Dpad) {
  82563. /** Up */
  82564. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82565. /** Down */
  82566. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82567. /** Left */
  82568. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82569. /** Right */
  82570. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82571. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82572. /**
  82573. * Defines a XBox360 gamepad
  82574. */
  82575. var Xbox360Pad = /** @class */ (function (_super) {
  82576. __extends(Xbox360Pad, _super);
  82577. /**
  82578. * Creates a new XBox360 gamepad object
  82579. * @param id defines the id of this gamepad
  82580. * @param index defines its index
  82581. * @param gamepad defines the internal HTML gamepad object
  82582. * @param xboxOne defines if it is a XBox One gamepad
  82583. */
  82584. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82585. if (xboxOne === void 0) { xboxOne = false; }
  82586. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82587. _this._leftTrigger = 0;
  82588. _this._rightTrigger = 0;
  82589. /** Observable raised when a button is pressed */
  82590. _this.onButtonDownObservable = new BABYLON.Observable();
  82591. /** Observable raised when a button is released */
  82592. _this.onButtonUpObservable = new BABYLON.Observable();
  82593. /** Observable raised when a pad is pressed */
  82594. _this.onPadDownObservable = new BABYLON.Observable();
  82595. /** Observable raised when a pad is released */
  82596. _this.onPadUpObservable = new BABYLON.Observable();
  82597. _this._buttonA = 0;
  82598. _this._buttonB = 0;
  82599. _this._buttonX = 0;
  82600. _this._buttonY = 0;
  82601. _this._buttonBack = 0;
  82602. _this._buttonStart = 0;
  82603. _this._buttonLB = 0;
  82604. _this._buttonRB = 0;
  82605. _this._buttonLeftStick = 0;
  82606. _this._buttonRightStick = 0;
  82607. _this._dPadUp = 0;
  82608. _this._dPadDown = 0;
  82609. _this._dPadLeft = 0;
  82610. _this._dPadRight = 0;
  82611. _this._isXboxOnePad = false;
  82612. _this.type = BABYLON.Gamepad.XBOX;
  82613. _this._isXboxOnePad = xboxOne;
  82614. return _this;
  82615. }
  82616. /**
  82617. * Defines the callback to call when left trigger is pressed
  82618. * @param callback defines the callback to use
  82619. */
  82620. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82621. this._onlefttriggerchanged = callback;
  82622. };
  82623. /**
  82624. * Defines the callback to call when right trigger is pressed
  82625. * @param callback defines the callback to use
  82626. */
  82627. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82628. this._onrighttriggerchanged = callback;
  82629. };
  82630. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82631. /**
  82632. * Gets the left trigger value
  82633. */
  82634. get: function () {
  82635. return this._leftTrigger;
  82636. },
  82637. /**
  82638. * Sets the left trigger value
  82639. */
  82640. set: function (newValue) {
  82641. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82642. this._onlefttriggerchanged(newValue);
  82643. }
  82644. this._leftTrigger = newValue;
  82645. },
  82646. enumerable: true,
  82647. configurable: true
  82648. });
  82649. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82650. /**
  82651. * Gets the right trigger value
  82652. */
  82653. get: function () {
  82654. return this._rightTrigger;
  82655. },
  82656. /**
  82657. * Sets the right trigger value
  82658. */
  82659. set: function (newValue) {
  82660. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82661. this._onrighttriggerchanged(newValue);
  82662. }
  82663. this._rightTrigger = newValue;
  82664. },
  82665. enumerable: true,
  82666. configurable: true
  82667. });
  82668. /**
  82669. * Defines the callback to call when a button is pressed
  82670. * @param callback defines the callback to use
  82671. */
  82672. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82673. this._onbuttondown = callback;
  82674. };
  82675. /**
  82676. * Defines the callback to call when a button is released
  82677. * @param callback defines the callback to use
  82678. */
  82679. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82680. this._onbuttonup = callback;
  82681. };
  82682. /**
  82683. * Defines the callback to call when a pad is pressed
  82684. * @param callback defines the callback to use
  82685. */
  82686. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82687. this._ondpaddown = callback;
  82688. };
  82689. /**
  82690. * Defines the callback to call when a pad is released
  82691. * @param callback defines the callback to use
  82692. */
  82693. Xbox360Pad.prototype.ondpadup = function (callback) {
  82694. this._ondpadup = callback;
  82695. };
  82696. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82697. if (newValue !== currentValue) {
  82698. if (newValue === 1) {
  82699. if (this._onbuttondown) {
  82700. this._onbuttondown(buttonType);
  82701. }
  82702. this.onButtonDownObservable.notifyObservers(buttonType);
  82703. }
  82704. if (newValue === 0) {
  82705. if (this._onbuttonup) {
  82706. this._onbuttonup(buttonType);
  82707. }
  82708. this.onButtonUpObservable.notifyObservers(buttonType);
  82709. }
  82710. }
  82711. return newValue;
  82712. };
  82713. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82714. if (newValue !== currentValue) {
  82715. if (newValue === 1) {
  82716. if (this._ondpaddown) {
  82717. this._ondpaddown(buttonType);
  82718. }
  82719. this.onPadDownObservable.notifyObservers(buttonType);
  82720. }
  82721. if (newValue === 0) {
  82722. if (this._ondpadup) {
  82723. this._ondpadup(buttonType);
  82724. }
  82725. this.onPadUpObservable.notifyObservers(buttonType);
  82726. }
  82727. }
  82728. return newValue;
  82729. };
  82730. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82731. /**
  82732. * Gets the value of the `A` button
  82733. */
  82734. get: function () {
  82735. return this._buttonA;
  82736. },
  82737. /**
  82738. * Sets the value of the `A` button
  82739. */
  82740. set: function (value) {
  82741. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82742. },
  82743. enumerable: true,
  82744. configurable: true
  82745. });
  82746. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82747. /**
  82748. * Gets the value of the `B` button
  82749. */
  82750. get: function () {
  82751. return this._buttonB;
  82752. },
  82753. /**
  82754. * Sets the value of the `B` button
  82755. */
  82756. set: function (value) {
  82757. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82758. },
  82759. enumerable: true,
  82760. configurable: true
  82761. });
  82762. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82763. /**
  82764. * Gets the value of the `X` button
  82765. */
  82766. get: function () {
  82767. return this._buttonX;
  82768. },
  82769. /**
  82770. * Sets the value of the `X` button
  82771. */
  82772. set: function (value) {
  82773. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82774. },
  82775. enumerable: true,
  82776. configurable: true
  82777. });
  82778. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82779. /**
  82780. * Gets the value of the `Y` button
  82781. */
  82782. get: function () {
  82783. return this._buttonY;
  82784. },
  82785. /**
  82786. * Sets the value of the `Y` button
  82787. */
  82788. set: function (value) {
  82789. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82790. },
  82791. enumerable: true,
  82792. configurable: true
  82793. });
  82794. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82795. /**
  82796. * Gets the value of the `Start` button
  82797. */
  82798. get: function () {
  82799. return this._buttonStart;
  82800. },
  82801. /**
  82802. * Sets the value of the `Start` button
  82803. */
  82804. set: function (value) {
  82805. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82806. },
  82807. enumerable: true,
  82808. configurable: true
  82809. });
  82810. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82811. /**
  82812. * Gets the value of the `Back` button
  82813. */
  82814. get: function () {
  82815. return this._buttonBack;
  82816. },
  82817. /**
  82818. * Sets the value of the `Back` button
  82819. */
  82820. set: function (value) {
  82821. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82822. },
  82823. enumerable: true,
  82824. configurable: true
  82825. });
  82826. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82827. /**
  82828. * Gets the value of the `Left` button
  82829. */
  82830. get: function () {
  82831. return this._buttonLB;
  82832. },
  82833. /**
  82834. * Sets the value of the `Left` button
  82835. */
  82836. set: function (value) {
  82837. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82838. },
  82839. enumerable: true,
  82840. configurable: true
  82841. });
  82842. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82843. /**
  82844. * Gets the value of the `Right` button
  82845. */
  82846. get: function () {
  82847. return this._buttonRB;
  82848. },
  82849. /**
  82850. * Sets the value of the `Right` button
  82851. */
  82852. set: function (value) {
  82853. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82854. },
  82855. enumerable: true,
  82856. configurable: true
  82857. });
  82858. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82859. /**
  82860. * Gets the value of the Left joystick
  82861. */
  82862. get: function () {
  82863. return this._buttonLeftStick;
  82864. },
  82865. /**
  82866. * Sets the value of the Left joystick
  82867. */
  82868. set: function (value) {
  82869. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82870. },
  82871. enumerable: true,
  82872. configurable: true
  82873. });
  82874. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82875. /**
  82876. * Gets the value of the Right joystick
  82877. */
  82878. get: function () {
  82879. return this._buttonRightStick;
  82880. },
  82881. /**
  82882. * Sets the value of the Right joystick
  82883. */
  82884. set: function (value) {
  82885. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82886. },
  82887. enumerable: true,
  82888. configurable: true
  82889. });
  82890. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82891. /**
  82892. * Gets the value of D-pad up
  82893. */
  82894. get: function () {
  82895. return this._dPadUp;
  82896. },
  82897. /**
  82898. * Sets the value of D-pad up
  82899. */
  82900. set: function (value) {
  82901. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82902. },
  82903. enumerable: true,
  82904. configurable: true
  82905. });
  82906. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82907. /**
  82908. * Gets the value of D-pad down
  82909. */
  82910. get: function () {
  82911. return this._dPadDown;
  82912. },
  82913. /**
  82914. * Sets the value of D-pad down
  82915. */
  82916. set: function (value) {
  82917. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82918. },
  82919. enumerable: true,
  82920. configurable: true
  82921. });
  82922. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82923. /**
  82924. * Gets the value of D-pad left
  82925. */
  82926. get: function () {
  82927. return this._dPadLeft;
  82928. },
  82929. /**
  82930. * Sets the value of D-pad left
  82931. */
  82932. set: function (value) {
  82933. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82934. },
  82935. enumerable: true,
  82936. configurable: true
  82937. });
  82938. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82939. /**
  82940. * Gets the value of D-pad right
  82941. */
  82942. get: function () {
  82943. return this._dPadRight;
  82944. },
  82945. /**
  82946. * Sets the value of D-pad right
  82947. */
  82948. set: function (value) {
  82949. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82950. },
  82951. enumerable: true,
  82952. configurable: true
  82953. });
  82954. /**
  82955. * Force the gamepad to synchronize with device values
  82956. */
  82957. Xbox360Pad.prototype.update = function () {
  82958. _super.prototype.update.call(this);
  82959. if (this._isXboxOnePad) {
  82960. this.buttonA = this.browserGamepad.buttons[0].value;
  82961. this.buttonB = this.browserGamepad.buttons[1].value;
  82962. this.buttonX = this.browserGamepad.buttons[2].value;
  82963. this.buttonY = this.browserGamepad.buttons[3].value;
  82964. this.buttonLB = this.browserGamepad.buttons[4].value;
  82965. this.buttonRB = this.browserGamepad.buttons[5].value;
  82966. this.leftTrigger = this.browserGamepad.axes[2];
  82967. this.rightTrigger = this.browserGamepad.axes[5];
  82968. this.buttonBack = this.browserGamepad.buttons[9].value;
  82969. this.buttonStart = this.browserGamepad.buttons[8].value;
  82970. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82971. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82972. this.dPadUp = this.browserGamepad.buttons[11].value;
  82973. this.dPadDown = this.browserGamepad.buttons[12].value;
  82974. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82975. this.dPadRight = this.browserGamepad.buttons[14].value;
  82976. }
  82977. else {
  82978. this.buttonA = this.browserGamepad.buttons[0].value;
  82979. this.buttonB = this.browserGamepad.buttons[1].value;
  82980. this.buttonX = this.browserGamepad.buttons[2].value;
  82981. this.buttonY = this.browserGamepad.buttons[3].value;
  82982. this.buttonLB = this.browserGamepad.buttons[4].value;
  82983. this.buttonRB = this.browserGamepad.buttons[5].value;
  82984. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82985. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82986. this.buttonBack = this.browserGamepad.buttons[8].value;
  82987. this.buttonStart = this.browserGamepad.buttons[9].value;
  82988. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82989. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82990. this.dPadUp = this.browserGamepad.buttons[12].value;
  82991. this.dPadDown = this.browserGamepad.buttons[13].value;
  82992. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82993. this.dPadRight = this.browserGamepad.buttons[15].value;
  82994. }
  82995. };
  82996. /**
  82997. * Disposes the gamepad
  82998. */
  82999. Xbox360Pad.prototype.dispose = function () {
  83000. _super.prototype.dispose.call(this);
  83001. this.onButtonDownObservable.clear();
  83002. this.onButtonUpObservable.clear();
  83003. this.onPadDownObservable.clear();
  83004. this.onPadUpObservable.clear();
  83005. };
  83006. return Xbox360Pad;
  83007. }(BABYLON.Gamepad));
  83008. BABYLON.Xbox360Pad = Xbox360Pad;
  83009. })(BABYLON || (BABYLON = {}));
  83010. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83011. var BABYLON;
  83012. (function (BABYLON) {
  83013. /**
  83014. * Defines the types of pose enabled controllers that are supported
  83015. */
  83016. var PoseEnabledControllerType;
  83017. (function (PoseEnabledControllerType) {
  83018. /**
  83019. * HTC Vive
  83020. */
  83021. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83022. /**
  83023. * Oculus Rift
  83024. */
  83025. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83026. /**
  83027. * Windows mixed reality
  83028. */
  83029. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83030. /**
  83031. * Samsung gear VR
  83032. */
  83033. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83034. /**
  83035. * Google Daydream
  83036. */
  83037. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83038. /**
  83039. * Generic
  83040. */
  83041. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83042. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83043. /**
  83044. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83045. */
  83046. var PoseEnabledControllerHelper = /** @class */ (function () {
  83047. function PoseEnabledControllerHelper() {
  83048. }
  83049. /**
  83050. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83051. * @param vrGamepad the gamepad to initialized
  83052. * @returns a vr controller of the type the gamepad identified as
  83053. */
  83054. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83055. // Oculus Touch
  83056. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83057. return new BABYLON.OculusTouchController(vrGamepad);
  83058. }
  83059. // Windows Mixed Reality controllers
  83060. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83061. return new BABYLON.WindowsMotionController(vrGamepad);
  83062. }
  83063. // HTC Vive
  83064. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83065. return new BABYLON.ViveController(vrGamepad);
  83066. }
  83067. // Samsung/Oculus Gear VR or Oculus Go
  83068. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83069. return new BABYLON.GearVRController(vrGamepad);
  83070. }
  83071. // Google Daydream
  83072. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83073. return new BABYLON.DaydreamController(vrGamepad);
  83074. }
  83075. // Generic
  83076. else {
  83077. return new BABYLON.GenericController(vrGamepad);
  83078. }
  83079. };
  83080. return PoseEnabledControllerHelper;
  83081. }());
  83082. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83083. /**
  83084. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83085. */
  83086. var PoseEnabledController = /** @class */ (function (_super) {
  83087. __extends(PoseEnabledController, _super);
  83088. /**
  83089. * Creates a new PoseEnabledController from a gamepad
  83090. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83091. */
  83092. function PoseEnabledController(browserGamepad) {
  83093. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83094. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83095. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83096. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83097. /**
  83098. * The device position in babylon space
  83099. */
  83100. _this.devicePosition = BABYLON.Vector3.Zero();
  83101. /**
  83102. * The device rotation in babylon space
  83103. */
  83104. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83105. /**
  83106. * The scale factor of the device in babylon space
  83107. */
  83108. _this.deviceScaleFactor = 1;
  83109. // Used to convert 6dof controllers to 3dof
  83110. _this._trackPosition = true;
  83111. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83112. _this._draggedRoomRotation = 0;
  83113. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83114. /**
  83115. * Internal, matrix used to convert room space to babylon space
  83116. * @hidden
  83117. */
  83118. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83119. /**
  83120. * Node to be used when casting a ray from the controller
  83121. * @hidden
  83122. */
  83123. _this._pointingPoseNode = null;
  83124. _this._workingMatrix = BABYLON.Matrix.Identity();
  83125. /**
  83126. * @hidden
  83127. */
  83128. _this._meshAttachedObservable = new BABYLON.Observable();
  83129. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83130. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83131. _this.position = BABYLON.Vector3.Zero();
  83132. _this.rotationQuaternion = new BABYLON.Quaternion();
  83133. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83134. _this._calculatedRotation = new BABYLON.Quaternion();
  83135. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83136. return _this;
  83137. }
  83138. /**
  83139. * @hidden
  83140. */
  83141. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83142. if (this._trackPosition) {
  83143. this._calculatedPosition.copyFrom(fixedPosition);
  83144. this._trackPosition = false;
  83145. }
  83146. };
  83147. /**
  83148. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83149. */
  83150. PoseEnabledController.prototype.update = function () {
  83151. _super.prototype.update.call(this);
  83152. this._updatePoseAndMesh();
  83153. };
  83154. /**
  83155. * Updates only the pose device and mesh without doing any button event checking
  83156. */
  83157. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83158. var pose = this.browserGamepad.pose;
  83159. this.updateFromDevice(pose);
  83160. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83161. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83162. camera._computeDevicePosition();
  83163. this._deviceToWorld.setTranslation(camera.devicePosition);
  83164. if (camera.deviceRotationQuaternion) {
  83165. var camera = camera;
  83166. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83167. // Find the radian distance away that the headset is from the controllers rotation
  83168. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83169. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83170. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83171. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83172. this._draggedRoomRotation += rotationAmount;
  83173. // Rotate controller around headset
  83174. var sin = Math.sin(-rotationAmount);
  83175. var cos = Math.cos(-rotationAmount);
  83176. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83177. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83178. }
  83179. }
  83180. }
  83181. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83182. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83183. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83184. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83185. if (this._mesh) {
  83186. this._mesh.position.copyFrom(this.devicePosition);
  83187. if (this._mesh.rotationQuaternion) {
  83188. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83189. }
  83190. }
  83191. };
  83192. /**
  83193. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83194. * @param poseData raw pose fromthe device
  83195. */
  83196. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83197. if (poseData) {
  83198. this.rawPose = poseData;
  83199. if (poseData.position) {
  83200. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83201. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83202. this._deviceRoomPosition.z *= -1;
  83203. }
  83204. if (this._trackPosition) {
  83205. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83206. }
  83207. this._calculatedPosition.addInPlace(this.position);
  83208. }
  83209. var pose = this.rawPose;
  83210. if (poseData.orientation && pose.orientation) {
  83211. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83212. if (this._mesh) {
  83213. if (this._mesh.getScene().useRightHandedSystem) {
  83214. this._deviceRoomRotationQuaternion.z *= -1;
  83215. this._deviceRoomRotationQuaternion.w *= -1;
  83216. }
  83217. else {
  83218. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83219. }
  83220. }
  83221. // if the camera is set, rotate to the camera's rotation
  83222. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83223. }
  83224. }
  83225. };
  83226. /**
  83227. * Attaches a mesh to the controller
  83228. * @param mesh the mesh to be attached
  83229. */
  83230. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83231. if (this._mesh) {
  83232. this._mesh.parent = null;
  83233. }
  83234. this._mesh = mesh;
  83235. if (this._poseControlledCamera) {
  83236. this._mesh.parent = this._poseControlledCamera;
  83237. }
  83238. if (!this._mesh.rotationQuaternion) {
  83239. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83240. }
  83241. // 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
  83242. this._updatePoseAndMesh();
  83243. if (this._pointingPoseNode) {
  83244. var parents = [];
  83245. var obj = this._pointingPoseNode;
  83246. while (obj.parent) {
  83247. parents.push(obj.parent);
  83248. obj = obj.parent;
  83249. }
  83250. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83251. }
  83252. this._meshAttachedObservable.notifyObservers(mesh);
  83253. };
  83254. /**
  83255. * Attaches the controllers mesh to a camera
  83256. * @param camera the camera the mesh should be attached to
  83257. */
  83258. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83259. this._poseControlledCamera = camera;
  83260. if (this._mesh) {
  83261. this._mesh.parent = this._poseControlledCamera;
  83262. }
  83263. };
  83264. /**
  83265. * Disposes of the controller
  83266. */
  83267. PoseEnabledController.prototype.dispose = function () {
  83268. if (this._mesh) {
  83269. this._mesh.dispose();
  83270. }
  83271. this._mesh = null;
  83272. _super.prototype.dispose.call(this);
  83273. };
  83274. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83275. /**
  83276. * The mesh that is attached to the controller
  83277. */
  83278. get: function () {
  83279. return this._mesh;
  83280. },
  83281. enumerable: true,
  83282. configurable: true
  83283. });
  83284. /**
  83285. * Gets the ray of the controller in the direction the controller is pointing
  83286. * @param length the length the resulting ray should be
  83287. * @returns a ray in the direction the controller is pointing
  83288. */
  83289. PoseEnabledController.prototype.getForwardRay = function (length) {
  83290. if (length === void 0) { length = 100; }
  83291. if (!this.mesh) {
  83292. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83293. }
  83294. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83295. var origin = m.getTranslation();
  83296. var forward = new BABYLON.Vector3(0, 0, -1);
  83297. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83298. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83299. return new BABYLON.Ray(origin, direction, length);
  83300. };
  83301. /**
  83302. * Name of the child mesh that can be used to cast a ray from the controller
  83303. */
  83304. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83305. return PoseEnabledController;
  83306. }(BABYLON.Gamepad));
  83307. BABYLON.PoseEnabledController = PoseEnabledController;
  83308. })(BABYLON || (BABYLON = {}));
  83309. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83310. var BABYLON;
  83311. (function (BABYLON) {
  83312. /**
  83313. * Defines the WebVRController object that represents controllers tracked in 3D space
  83314. */
  83315. var WebVRController = /** @class */ (function (_super) {
  83316. __extends(WebVRController, _super);
  83317. /**
  83318. * Creates a new WebVRController from a gamepad
  83319. * @param vrGamepad the gamepad that the WebVRController should be created from
  83320. */
  83321. function WebVRController(vrGamepad) {
  83322. var _this = _super.call(this, vrGamepad) || this;
  83323. // Observables
  83324. /**
  83325. * Fired when the trigger state has changed
  83326. */
  83327. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83328. /**
  83329. * Fired when the main button state has changed
  83330. */
  83331. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83332. /**
  83333. * Fired when the secondary button state has changed
  83334. */
  83335. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83336. /**
  83337. * Fired when the pad state has changed
  83338. */
  83339. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83340. /**
  83341. * Fired when controllers stick values have changed
  83342. */
  83343. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83344. /**
  83345. * X and Y axis corrisponding to the controllers joystick
  83346. */
  83347. _this.pad = { x: 0, y: 0 };
  83348. // avoid GC, store state in a tmp object
  83349. _this._changes = {
  83350. pressChanged: false,
  83351. touchChanged: false,
  83352. valueChanged: false,
  83353. changed: false
  83354. };
  83355. _this._buttons = new Array(vrGamepad.buttons.length);
  83356. _this.hand = vrGamepad.hand;
  83357. return _this;
  83358. }
  83359. /**
  83360. * Fired when a controller button's state has changed
  83361. * @param callback the callback containing the button that was modified
  83362. */
  83363. WebVRController.prototype.onButtonStateChange = function (callback) {
  83364. this._onButtonStateChange = callback;
  83365. };
  83366. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83367. /**
  83368. * The default controller model for the controller
  83369. */
  83370. get: function () {
  83371. return this._defaultModel;
  83372. },
  83373. enumerable: true,
  83374. configurable: true
  83375. });
  83376. /**
  83377. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83378. */
  83379. WebVRController.prototype.update = function () {
  83380. _super.prototype.update.call(this);
  83381. for (var index = 0; index < this._buttons.length; index++) {
  83382. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83383. }
  83384. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83385. this.pad.x = this.leftStick.x;
  83386. this.pad.y = this.leftStick.y;
  83387. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83388. }
  83389. };
  83390. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83391. if (!newState) {
  83392. newState = {
  83393. pressed: false,
  83394. touched: false,
  83395. value: 0
  83396. };
  83397. }
  83398. if (!currentState) {
  83399. this._buttons[buttonIndex] = {
  83400. pressed: newState.pressed,
  83401. touched: newState.touched,
  83402. value: newState.value
  83403. };
  83404. return;
  83405. }
  83406. this._checkChanges(newState, currentState);
  83407. if (this._changes.changed) {
  83408. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83409. this._handleButtonChange(buttonIndex, newState, this._changes);
  83410. }
  83411. this._buttons[buttonIndex].pressed = newState.pressed;
  83412. this._buttons[buttonIndex].touched = newState.touched;
  83413. // oculus triggers are never 0, thou not touched.
  83414. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83415. };
  83416. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83417. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83418. this._changes.touchChanged = newState.touched !== currentState.touched;
  83419. this._changes.valueChanged = newState.value !== currentState.value;
  83420. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83421. return this._changes;
  83422. };
  83423. /**
  83424. * Disposes of th webVRCOntroller
  83425. */
  83426. WebVRController.prototype.dispose = function () {
  83427. _super.prototype.dispose.call(this);
  83428. this.onTriggerStateChangedObservable.clear();
  83429. this.onMainButtonStateChangedObservable.clear();
  83430. this.onSecondaryButtonStateChangedObservable.clear();
  83431. this.onPadStateChangedObservable.clear();
  83432. this.onPadValuesChangedObservable.clear();
  83433. };
  83434. return WebVRController;
  83435. }(BABYLON.PoseEnabledController));
  83436. BABYLON.WebVRController = WebVRController;
  83437. })(BABYLON || (BABYLON = {}));
  83438. //# sourceMappingURL=babylon.webVRController.js.map
  83439. var BABYLON;
  83440. (function (BABYLON) {
  83441. /**
  83442. * Oculus Touch Controller
  83443. */
  83444. var OculusTouchController = /** @class */ (function (_super) {
  83445. __extends(OculusTouchController, _super);
  83446. /**
  83447. * Creates a new OculusTouchController from a gamepad
  83448. * @param vrGamepad the gamepad that the controller should be created from
  83449. */
  83450. function OculusTouchController(vrGamepad) {
  83451. var _this = _super.call(this, vrGamepad) || this;
  83452. /**
  83453. * Fired when the secondary trigger on this controller is modified
  83454. */
  83455. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83456. /**
  83457. * Fired when the thumb rest on this controller is modified
  83458. */
  83459. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83460. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83461. return _this;
  83462. }
  83463. /**
  83464. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83465. * @param scene scene in which to add meshes
  83466. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83467. */
  83468. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83469. var _this = this;
  83470. var meshName;
  83471. // Hand
  83472. if (this.hand === 'left') {
  83473. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83474. }
  83475. else { // Right is the default if no hand is specified
  83476. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83477. }
  83478. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83479. /*
  83480. Parent Mesh name: oculus_touch_left
  83481. - body
  83482. - trigger
  83483. - thumbstick
  83484. - grip
  83485. - button_y
  83486. - button_x
  83487. - button_enter
  83488. */
  83489. _this._defaultModel = newMeshes[1];
  83490. _this.attachToMesh(_this._defaultModel);
  83491. if (meshLoaded) {
  83492. meshLoaded(_this._defaultModel);
  83493. }
  83494. });
  83495. };
  83496. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83497. /**
  83498. * Fired when the A button on this controller is modified
  83499. */
  83500. get: function () {
  83501. if (this.hand === 'right') {
  83502. return this.onMainButtonStateChangedObservable;
  83503. }
  83504. else {
  83505. throw new Error('No A button on left hand');
  83506. }
  83507. },
  83508. enumerable: true,
  83509. configurable: true
  83510. });
  83511. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83512. /**
  83513. * Fired when the B button on this controller is modified
  83514. */
  83515. get: function () {
  83516. if (this.hand === 'right') {
  83517. return this.onSecondaryButtonStateChangedObservable;
  83518. }
  83519. else {
  83520. throw new Error('No B button on left hand');
  83521. }
  83522. },
  83523. enumerable: true,
  83524. configurable: true
  83525. });
  83526. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83527. /**
  83528. * Fired when the X button on this controller is modified
  83529. */
  83530. get: function () {
  83531. if (this.hand === 'left') {
  83532. return this.onMainButtonStateChangedObservable;
  83533. }
  83534. else {
  83535. throw new Error('No X button on right hand');
  83536. }
  83537. },
  83538. enumerable: true,
  83539. configurable: true
  83540. });
  83541. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83542. /**
  83543. * Fired when the Y button on this controller is modified
  83544. */
  83545. get: function () {
  83546. if (this.hand === 'left') {
  83547. return this.onSecondaryButtonStateChangedObservable;
  83548. }
  83549. else {
  83550. throw new Error('No Y button on right hand');
  83551. }
  83552. },
  83553. enumerable: true,
  83554. configurable: true
  83555. });
  83556. /**
  83557. * Called once for each button that changed state since the last frame
  83558. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83559. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83560. * 2) secondary trigger (same)
  83561. * 3) A (right) X (left), touch, pressed = value
  83562. * 4) B / Y
  83563. * 5) thumb rest
  83564. * @param buttonIdx Which button index changed
  83565. * @param state New state of the button
  83566. * @param changes Which properties on the state changed since last frame
  83567. */
  83568. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83569. var notifyObject = state; //{ state: state, changes: changes };
  83570. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83571. switch (buttonIdx) {
  83572. case 0:
  83573. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83574. return;
  83575. case 1: // index trigger
  83576. if (this._defaultModel) {
  83577. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83578. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83579. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83580. }
  83581. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83582. return;
  83583. case 2: // secondary trigger
  83584. if (this._defaultModel) {
  83585. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83586. }
  83587. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83588. return;
  83589. case 3:
  83590. if (this._defaultModel) {
  83591. if (notifyObject.pressed) {
  83592. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83593. }
  83594. else {
  83595. (this._defaultModel.getChildren()[1]).position.y = 0;
  83596. }
  83597. }
  83598. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83599. return;
  83600. case 4:
  83601. if (this._defaultModel) {
  83602. if (notifyObject.pressed) {
  83603. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83604. }
  83605. else {
  83606. (this._defaultModel.getChildren()[2]).position.y = 0;
  83607. }
  83608. }
  83609. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83610. return;
  83611. case 5:
  83612. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83613. return;
  83614. }
  83615. };
  83616. /**
  83617. * Base Url for the controller model.
  83618. */
  83619. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83620. /**
  83621. * File name for the left controller model.
  83622. */
  83623. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83624. /**
  83625. * File name for the right controller model.
  83626. */
  83627. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83628. return OculusTouchController;
  83629. }(BABYLON.WebVRController));
  83630. BABYLON.OculusTouchController = OculusTouchController;
  83631. })(BABYLON || (BABYLON = {}));
  83632. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83633. var BABYLON;
  83634. (function (BABYLON) {
  83635. /**
  83636. * Vive Controller
  83637. */
  83638. var ViveController = /** @class */ (function (_super) {
  83639. __extends(ViveController, _super);
  83640. /**
  83641. * Creates a new ViveController from a gamepad
  83642. * @param vrGamepad the gamepad that the controller should be created from
  83643. */
  83644. function ViveController(vrGamepad) {
  83645. var _this = _super.call(this, vrGamepad) || this;
  83646. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83647. _this._invertLeftStickY = true;
  83648. return _this;
  83649. }
  83650. /**
  83651. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83652. * @param scene scene in which to add meshes
  83653. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83654. */
  83655. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83656. var _this = this;
  83657. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83658. /*
  83659. Parent Mesh name: ViveWand
  83660. - body
  83661. - r_gripper
  83662. - l_gripper
  83663. - menu_button
  83664. - system_button
  83665. - trackpad
  83666. - trigger
  83667. - LED
  83668. */
  83669. _this._defaultModel = newMeshes[1];
  83670. _this.attachToMesh(_this._defaultModel);
  83671. if (meshLoaded) {
  83672. meshLoaded(_this._defaultModel);
  83673. }
  83674. });
  83675. };
  83676. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83677. /**
  83678. * Fired when the left button on this controller is modified
  83679. */
  83680. get: function () {
  83681. return this.onMainButtonStateChangedObservable;
  83682. },
  83683. enumerable: true,
  83684. configurable: true
  83685. });
  83686. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83687. /**
  83688. * Fired when the right button on this controller is modified
  83689. */
  83690. get: function () {
  83691. return this.onMainButtonStateChangedObservable;
  83692. },
  83693. enumerable: true,
  83694. configurable: true
  83695. });
  83696. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83697. /**
  83698. * Fired when the menu button on this controller is modified
  83699. */
  83700. get: function () {
  83701. return this.onSecondaryButtonStateChangedObservable;
  83702. },
  83703. enumerable: true,
  83704. configurable: true
  83705. });
  83706. /**
  83707. * Called once for each button that changed state since the last frame
  83708. * Vive mapping:
  83709. * 0: touchpad
  83710. * 1: trigger
  83711. * 2: left AND right buttons
  83712. * 3: menu button
  83713. * @param buttonIdx Which button index changed
  83714. * @param state New state of the button
  83715. * @param changes Which properties on the state changed since last frame
  83716. */
  83717. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83718. var notifyObject = state; //{ state: state, changes: changes };
  83719. switch (buttonIdx) {
  83720. case 0:
  83721. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83722. return;
  83723. case 1: // index trigger
  83724. if (this._defaultModel) {
  83725. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83726. }
  83727. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83728. return;
  83729. case 2: // left AND right button
  83730. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83731. return;
  83732. case 3:
  83733. if (this._defaultModel) {
  83734. if (notifyObject.pressed) {
  83735. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83736. }
  83737. else {
  83738. (this._defaultModel.getChildren()[2]).position.y = 0;
  83739. }
  83740. }
  83741. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83742. return;
  83743. }
  83744. };
  83745. /**
  83746. * Base Url for the controller model.
  83747. */
  83748. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83749. /**
  83750. * File name for the controller model.
  83751. */
  83752. ViveController.MODEL_FILENAME = 'wand.babylon';
  83753. return ViveController;
  83754. }(BABYLON.WebVRController));
  83755. BABYLON.ViveController = ViveController;
  83756. })(BABYLON || (BABYLON = {}));
  83757. //# sourceMappingURL=babylon.viveController.js.map
  83758. var BABYLON;
  83759. (function (BABYLON) {
  83760. /**
  83761. * Generic Controller
  83762. */
  83763. var GenericController = /** @class */ (function (_super) {
  83764. __extends(GenericController, _super);
  83765. /**
  83766. * Creates a new GenericController from a gamepad
  83767. * @param vrGamepad the gamepad that the controller should be created from
  83768. */
  83769. function GenericController(vrGamepad) {
  83770. return _super.call(this, vrGamepad) || this;
  83771. }
  83772. /**
  83773. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83774. * @param scene scene in which to add meshes
  83775. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83776. */
  83777. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83778. var _this = this;
  83779. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83780. _this._defaultModel = newMeshes[1];
  83781. _this.attachToMesh(_this._defaultModel);
  83782. if (meshLoaded) {
  83783. meshLoaded(_this._defaultModel);
  83784. }
  83785. });
  83786. };
  83787. /**
  83788. * Called once for each button that changed state since the last frame
  83789. * @param buttonIdx Which button index changed
  83790. * @param state New state of the button
  83791. * @param changes Which properties on the state changed since last frame
  83792. */
  83793. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83794. console.log("Button id: " + buttonIdx + "state: ");
  83795. console.dir(state);
  83796. };
  83797. /**
  83798. * Base Url for the controller model.
  83799. */
  83800. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83801. /**
  83802. * File name for the controller model.
  83803. */
  83804. GenericController.MODEL_FILENAME = 'generic.babylon';
  83805. return GenericController;
  83806. }(BABYLON.WebVRController));
  83807. BABYLON.GenericController = GenericController;
  83808. })(BABYLON || (BABYLON = {}));
  83809. //# sourceMappingURL=babylon.genericController.js.map
  83810. var BABYLON;
  83811. (function (BABYLON) {
  83812. /**
  83813. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83814. */
  83815. var LoadedMeshInfo = /** @class */ (function () {
  83816. function LoadedMeshInfo() {
  83817. /**
  83818. * Map of the button meshes contained in the controller
  83819. */
  83820. this.buttonMeshes = {};
  83821. /**
  83822. * Map of the axis meshes contained in the controller
  83823. */
  83824. this.axisMeshes = {};
  83825. }
  83826. return LoadedMeshInfo;
  83827. }());
  83828. /**
  83829. * Defines the WindowsMotionController object that the state of the windows motion controller
  83830. */
  83831. var WindowsMotionController = /** @class */ (function (_super) {
  83832. __extends(WindowsMotionController, _super);
  83833. /**
  83834. * Creates a new WindowsMotionController from a gamepad
  83835. * @param vrGamepad the gamepad that the controller should be created from
  83836. */
  83837. function WindowsMotionController(vrGamepad) {
  83838. var _this = _super.call(this, vrGamepad) || this;
  83839. _this._mapping = {
  83840. // Semantic button names
  83841. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83842. // A mapping of the button name to glTF model node name
  83843. // that should be transformed by button value.
  83844. buttonMeshNames: {
  83845. 'trigger': 'SELECT',
  83846. 'menu': 'MENU',
  83847. 'grip': 'GRASP',
  83848. 'thumbstick': 'THUMBSTICK_PRESS',
  83849. 'trackpad': 'TOUCHPAD_PRESS'
  83850. },
  83851. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83852. buttonObservableNames: {
  83853. 'trigger': 'onTriggerStateChangedObservable',
  83854. 'menu': 'onSecondaryButtonStateChangedObservable',
  83855. 'grip': 'onMainButtonStateChangedObservable',
  83856. 'thumbstick': 'onPadStateChangedObservable',
  83857. 'trackpad': 'onTrackpadChangedObservable'
  83858. },
  83859. // A mapping of the axis name to glTF model node name
  83860. // that should be transformed by axis value.
  83861. // This array mirrors the browserGamepad.axes array, such that
  83862. // the mesh corresponding to axis 0 is in this array index 0.
  83863. axisMeshNames: [
  83864. 'THUMBSTICK_X',
  83865. 'THUMBSTICK_Y',
  83866. 'TOUCHPAD_TOUCH_X',
  83867. 'TOUCHPAD_TOUCH_Y'
  83868. ],
  83869. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83870. };
  83871. /**
  83872. * Fired when the trackpad on this controller is clicked
  83873. */
  83874. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83875. /**
  83876. * Fired when the trackpad on this controller is modified
  83877. */
  83878. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83879. /**
  83880. * The current x and y values of this controller's trackpad
  83881. */
  83882. _this.trackpad = { x: 0, y: 0 };
  83883. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83884. _this._loadedMeshInfo = null;
  83885. return _this;
  83886. }
  83887. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83888. /**
  83889. * Fired when the trigger on this controller is modified
  83890. */
  83891. get: function () {
  83892. return this.onTriggerStateChangedObservable;
  83893. },
  83894. enumerable: true,
  83895. configurable: true
  83896. });
  83897. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83898. /**
  83899. * Fired when the menu button on this controller is modified
  83900. */
  83901. get: function () {
  83902. return this.onSecondaryButtonStateChangedObservable;
  83903. },
  83904. enumerable: true,
  83905. configurable: true
  83906. });
  83907. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83908. /**
  83909. * Fired when the grip button on this controller is modified
  83910. */
  83911. get: function () {
  83912. return this.onMainButtonStateChangedObservable;
  83913. },
  83914. enumerable: true,
  83915. configurable: true
  83916. });
  83917. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83918. /**
  83919. * Fired when the thumbstick button on this controller is modified
  83920. */
  83921. get: function () {
  83922. return this.onPadStateChangedObservable;
  83923. },
  83924. enumerable: true,
  83925. configurable: true
  83926. });
  83927. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83928. /**
  83929. * Fired when the touchpad button on this controller is modified
  83930. */
  83931. get: function () {
  83932. return this.onTrackpadChangedObservable;
  83933. },
  83934. enumerable: true,
  83935. configurable: true
  83936. });
  83937. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83938. /**
  83939. * Fired when the touchpad values on this controller are modified
  83940. */
  83941. get: function () {
  83942. return this.onTrackpadValuesChangedObservable;
  83943. },
  83944. enumerable: true,
  83945. configurable: true
  83946. });
  83947. WindowsMotionController.prototype._updateTrackpad = function () {
  83948. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83949. this.trackpad.x = this.browserGamepad["axes"][2];
  83950. this.trackpad.y = this.browserGamepad["axes"][3];
  83951. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83952. }
  83953. };
  83954. /**
  83955. * Called once per frame by the engine.
  83956. */
  83957. WindowsMotionController.prototype.update = function () {
  83958. _super.prototype.update.call(this);
  83959. if (this.browserGamepad.axes) {
  83960. this._updateTrackpad();
  83961. // Only need to animate axes if there is a loaded mesh
  83962. if (this._loadedMeshInfo) {
  83963. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83964. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83965. }
  83966. }
  83967. }
  83968. };
  83969. /**
  83970. * Called once for each button that changed state since the last frame
  83971. * @param buttonIdx Which button index changed
  83972. * @param state New state of the button
  83973. * @param changes Which properties on the state changed since last frame
  83974. */
  83975. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83976. var buttonName = this._mapping.buttons[buttonIdx];
  83977. if (!buttonName) {
  83978. return;
  83979. }
  83980. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83981. this._updateTrackpad();
  83982. // Only emit events for buttons that we know how to map from index to name
  83983. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83984. if (observable) {
  83985. observable.notifyObservers(state);
  83986. }
  83987. this._lerpButtonTransform(buttonName, state.value);
  83988. };
  83989. /**
  83990. * Moves the buttons on the controller mesh based on their current state
  83991. * @param buttonName the name of the button to move
  83992. * @param buttonValue the value of the button which determines the buttons new position
  83993. */
  83994. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83995. // If there is no loaded mesh, there is nothing to transform.
  83996. if (!this._loadedMeshInfo) {
  83997. return;
  83998. }
  83999. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84000. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84001. return;
  84002. }
  84003. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84004. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84005. };
  84006. /**
  84007. * Moves the axis on the controller mesh based on its current state
  84008. * @param axis the index of the axis
  84009. * @param axisValue the value of the axis which determines the meshes new position
  84010. * @hidden
  84011. */
  84012. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84013. if (!this._loadedMeshInfo) {
  84014. return;
  84015. }
  84016. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84017. if (!meshInfo) {
  84018. return;
  84019. }
  84020. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84021. return;
  84022. }
  84023. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84024. var lerpValue = axisValue * 0.5 + 0.5;
  84025. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84026. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84027. };
  84028. /**
  84029. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84030. * @param scene scene in which to add meshes
  84031. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84032. */
  84033. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84034. var _this = this;
  84035. if (forceDefault === void 0) { forceDefault = false; }
  84036. var path;
  84037. var filename;
  84038. // Checking if GLB loader is present
  84039. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84040. // Determine the device specific folder based on the ID suffix
  84041. var device = 'default';
  84042. if (this.id && !forceDefault) {
  84043. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84044. device = ((match && match[0]) || device);
  84045. }
  84046. // Hand
  84047. if (this.hand === 'left') {
  84048. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84049. }
  84050. else { // Right is the default if no hand is specified
  84051. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84052. }
  84053. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84054. }
  84055. else {
  84056. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84057. path = BABYLON.GenericController.MODEL_BASE_URL;
  84058. filename = BABYLON.GenericController.MODEL_FILENAME;
  84059. }
  84060. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84061. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84062. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84063. if (!_this._loadedMeshInfo) {
  84064. return;
  84065. }
  84066. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84067. _this.attachToMesh(_this._defaultModel);
  84068. if (meshLoaded) {
  84069. meshLoaded(_this._defaultModel);
  84070. }
  84071. }, null, function (scene, message) {
  84072. BABYLON.Tools.Log(message);
  84073. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84074. if (!forceDefault) {
  84075. _this.initControllerMesh(scene, meshLoaded, true);
  84076. }
  84077. });
  84078. };
  84079. /**
  84080. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84081. * can be transformed by button presses and axes values, based on this._mapping.
  84082. *
  84083. * @param scene scene in which the meshes exist
  84084. * @param meshes list of meshes that make up the controller model to process
  84085. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84086. */
  84087. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84088. var loadedMeshInfo = null;
  84089. // Create a new mesh to contain the glTF hierarchy
  84090. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84091. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84092. var childMesh = null;
  84093. for (var i = 0; i < meshes.length; i++) {
  84094. var mesh = meshes[i];
  84095. if (!mesh.parent) {
  84096. // Exclude controller meshes from picking results
  84097. mesh.isPickable = false;
  84098. // Handle root node, attach to the new parentMesh
  84099. childMesh = mesh;
  84100. break;
  84101. }
  84102. }
  84103. if (childMesh) {
  84104. childMesh.setParent(parentMesh);
  84105. // Create our mesh info. Note that this method will always return non-null.
  84106. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84107. }
  84108. else {
  84109. BABYLON.Tools.Warn('Could not find root node in model file.');
  84110. }
  84111. return loadedMeshInfo;
  84112. };
  84113. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84114. var loadedMeshInfo = new LoadedMeshInfo();
  84115. var i;
  84116. loadedMeshInfo.rootNode = rootNode;
  84117. // Reset the caches
  84118. loadedMeshInfo.buttonMeshes = {};
  84119. loadedMeshInfo.axisMeshes = {};
  84120. // Button Meshes
  84121. for (i = 0; i < this._mapping.buttons.length; i++) {
  84122. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84123. if (!buttonMeshName) {
  84124. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84125. continue;
  84126. }
  84127. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84128. if (!buttonMesh) {
  84129. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84130. continue;
  84131. }
  84132. var buttonMeshInfo = {
  84133. index: i,
  84134. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84135. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84136. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84137. };
  84138. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84139. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84140. }
  84141. else {
  84142. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84143. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84144. '(VALUE: ' + !!buttonMeshInfo.value +
  84145. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84146. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84147. ')');
  84148. }
  84149. }
  84150. // Axis Meshes
  84151. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84152. var axisMeshName = this._mapping.axisMeshNames[i];
  84153. if (!axisMeshName) {
  84154. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84155. continue;
  84156. }
  84157. var axisMesh = getChildByName(rootNode, axisMeshName);
  84158. if (!axisMesh) {
  84159. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84160. continue;
  84161. }
  84162. var axisMeshInfo = {
  84163. index: i,
  84164. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84165. min: getImmediateChildByName(axisMesh, 'MIN'),
  84166. max: getImmediateChildByName(axisMesh, 'MAX')
  84167. };
  84168. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84169. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84170. }
  84171. else {
  84172. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84173. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84174. '(VALUE: ' + !!axisMeshInfo.value +
  84175. ', MIN: ' + !!axisMeshInfo.min +
  84176. ', MAX:' + !!axisMeshInfo.max +
  84177. ')');
  84178. }
  84179. }
  84180. // Pointing Ray
  84181. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84182. if (!loadedMeshInfo.pointingPoseNode) {
  84183. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84184. }
  84185. else {
  84186. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84187. }
  84188. return loadedMeshInfo;
  84189. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84190. function getChildByName(node, name) {
  84191. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84192. }
  84193. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84194. function getImmediateChildByName(node, name) {
  84195. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84196. }
  84197. };
  84198. /**
  84199. * Gets the ray of the controller in the direction the controller is pointing
  84200. * @param length the length the resulting ray should be
  84201. * @returns a ray in the direction the controller is pointing
  84202. */
  84203. WindowsMotionController.prototype.getForwardRay = function (length) {
  84204. if (length === void 0) { length = 100; }
  84205. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84206. return _super.prototype.getForwardRay.call(this, length);
  84207. }
  84208. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84209. var origin = m.getTranslation();
  84210. var forward = new BABYLON.Vector3(0, 0, -1);
  84211. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84212. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84213. return new BABYLON.Ray(origin, direction, length);
  84214. };
  84215. /**
  84216. * Disposes of the controller
  84217. */
  84218. WindowsMotionController.prototype.dispose = function () {
  84219. _super.prototype.dispose.call(this);
  84220. this.onTrackpadChangedObservable.clear();
  84221. };
  84222. /**
  84223. * The base url used to load the left and right controller models
  84224. */
  84225. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84226. /**
  84227. * The name of the left controller model file
  84228. */
  84229. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84230. /**
  84231. * The name of the right controller model file
  84232. */
  84233. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84234. /**
  84235. * The controller name prefix for this controller type
  84236. */
  84237. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84238. /**
  84239. * The controller id pattern for this controller type
  84240. */
  84241. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84242. return WindowsMotionController;
  84243. }(BABYLON.WebVRController));
  84244. BABYLON.WindowsMotionController = WindowsMotionController;
  84245. })(BABYLON || (BABYLON = {}));
  84246. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84247. var BABYLON;
  84248. (function (BABYLON) {
  84249. /**
  84250. * Gear VR Controller
  84251. */
  84252. var GearVRController = /** @class */ (function (_super) {
  84253. __extends(GearVRController, _super);
  84254. /**
  84255. * Creates a new GearVRController from a gamepad
  84256. * @param vrGamepad the gamepad that the controller should be created from
  84257. */
  84258. function GearVRController(vrGamepad) {
  84259. var _this = _super.call(this, vrGamepad) || this;
  84260. _this._buttonIndexToObservableNameMap = [
  84261. 'onTrackpadChangedObservable',
  84262. 'onTriggerStateChangedObservable' // Trigger
  84263. ];
  84264. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84265. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84266. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84267. _this._disableTrackPosition(_this._calculatedPosition);
  84268. return _this;
  84269. }
  84270. /**
  84271. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84272. * @param scene scene in which to add meshes
  84273. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84274. */
  84275. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84276. var _this = this;
  84277. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84278. // Offset the controller so it will rotate around the users wrist
  84279. var mesh = new BABYLON.Mesh("", scene);
  84280. newMeshes[1].parent = mesh;
  84281. newMeshes[1].position.z = -0.15;
  84282. _this._defaultModel = mesh;
  84283. _this.attachToMesh(_this._defaultModel);
  84284. if (meshLoaded) {
  84285. meshLoaded(_this._defaultModel);
  84286. }
  84287. });
  84288. };
  84289. /**
  84290. * Called once for each button that changed state since the last frame
  84291. * @param buttonIdx Which button index changed
  84292. * @param state New state of the button
  84293. * @param changes Which properties on the state changed since last frame
  84294. */
  84295. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84296. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84297. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84298. // Only emit events for buttons that we know how to map from index to observable
  84299. var observable = this[observableName];
  84300. if (observable) {
  84301. observable.notifyObservers(state);
  84302. }
  84303. }
  84304. };
  84305. /**
  84306. * Base Url for the controller model.
  84307. */
  84308. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84309. /**
  84310. * File name for the controller model.
  84311. */
  84312. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84313. /**
  84314. * Gamepad Id prefix used to identify this controller.
  84315. */
  84316. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84317. return GearVRController;
  84318. }(BABYLON.WebVRController));
  84319. BABYLON.GearVRController = GearVRController;
  84320. })(BABYLON || (BABYLON = {}));
  84321. //# sourceMappingURL=babylon.gearVRController.js.map
  84322. var BABYLON;
  84323. (function (BABYLON) {
  84324. /**
  84325. * Google Daydream controller
  84326. */
  84327. var DaydreamController = /** @class */ (function (_super) {
  84328. __extends(DaydreamController, _super);
  84329. /**
  84330. * Creates a new DaydreamController from a gamepad
  84331. * @param vrGamepad the gamepad that the controller should be created from
  84332. */
  84333. function DaydreamController(vrGamepad) {
  84334. var _this = _super.call(this, vrGamepad) || this;
  84335. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84336. return _this;
  84337. }
  84338. /**
  84339. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84340. * @param scene scene in which to add meshes
  84341. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84342. */
  84343. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84344. var _this = this;
  84345. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84346. _this._defaultModel = newMeshes[1];
  84347. _this.attachToMesh(_this._defaultModel);
  84348. if (meshLoaded) {
  84349. meshLoaded(_this._defaultModel);
  84350. }
  84351. });
  84352. };
  84353. /**
  84354. * Called once for each button that changed state since the last frame
  84355. * @param buttonIdx Which button index changed
  84356. * @param state New state of the button
  84357. * @param changes Which properties on the state changed since last frame
  84358. */
  84359. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84360. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84361. if (buttonIdx === 0) {
  84362. var observable = this.onTriggerStateChangedObservable;
  84363. if (observable) {
  84364. observable.notifyObservers(state);
  84365. }
  84366. }
  84367. else {
  84368. // If the app or home buttons are ever made available
  84369. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84370. }
  84371. };
  84372. /**
  84373. * Base Url for the controller model.
  84374. */
  84375. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84376. /**
  84377. * File name for the controller model.
  84378. */
  84379. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84380. /**
  84381. * Gamepad Id prefix used to identify Daydream Controller.
  84382. */
  84383. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84384. return DaydreamController;
  84385. }(BABYLON.WebVRController));
  84386. BABYLON.DaydreamController = DaydreamController;
  84387. })(BABYLON || (BABYLON = {}));
  84388. //# sourceMappingURL=babylon.daydreamController.js.map
  84389. var BABYLON;
  84390. (function (BABYLON) {
  84391. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84392. get: function () {
  84393. if (!this._gamepadManager) {
  84394. this._gamepadManager = new BABYLON.GamepadManager(this);
  84395. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84396. if (!component) {
  84397. component = new GamepadSystemSceneComponent(this);
  84398. this._addComponent(component);
  84399. }
  84400. }
  84401. return this._gamepadManager;
  84402. },
  84403. enumerable: true,
  84404. configurable: true
  84405. });
  84406. /**
  84407. * Adds a gamepad to the free camera inputs manager
  84408. */
  84409. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84410. this.add(new BABYLON.FreeCameraGamepadInput());
  84411. return this;
  84412. };
  84413. /**
  84414. * Adds a gamepad to the arc rotate camera inputs manager
  84415. */
  84416. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84417. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84418. return this;
  84419. };
  84420. /**
  84421. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84422. */
  84423. var GamepadSystemSceneComponent = /** @class */ (function () {
  84424. /**
  84425. * Creates a new instance of the component for the given scene
  84426. * @param scene Defines the scene to register the component in
  84427. */
  84428. function GamepadSystemSceneComponent(scene) {
  84429. /**
  84430. * The component name helpfull to identify the component in the list of scene components.
  84431. */
  84432. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84433. this.scene = scene;
  84434. }
  84435. /**
  84436. * Registers the component in a given scene
  84437. */
  84438. GamepadSystemSceneComponent.prototype.register = function () {
  84439. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84440. };
  84441. /**
  84442. * Rebuilds the elements related to this component in case of
  84443. * context lost for instance.
  84444. */
  84445. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84446. // Nothing to do for gamepads
  84447. };
  84448. /**
  84449. * Disposes the component and the associated ressources
  84450. */
  84451. GamepadSystemSceneComponent.prototype.dispose = function () {
  84452. var gamepadManager = this.scene._gamepadManager;
  84453. if (gamepadManager) {
  84454. gamepadManager.dispose();
  84455. this.scene._gamepadManager = null;
  84456. }
  84457. };
  84458. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84459. var gamepadManager = this.scene._gamepadManager;
  84460. if (gamepadManager && gamepadManager._isMonitoring) {
  84461. gamepadManager._checkGamepadsStatus();
  84462. }
  84463. };
  84464. return GamepadSystemSceneComponent;
  84465. }());
  84466. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84467. })(BABYLON || (BABYLON = {}));
  84468. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84469. var BABYLON;
  84470. (function (BABYLON) {
  84471. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84472. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84473. });
  84474. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84475. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84476. });
  84477. /**
  84478. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84479. * an arc rotate version arcFollowCamera are available.
  84480. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84481. */
  84482. var FollowCamera = /** @class */ (function (_super) {
  84483. __extends(FollowCamera, _super);
  84484. /**
  84485. * Instantiates the follow camera.
  84486. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84487. * @param name Define the name of the camera in the scene
  84488. * @param position Define the position of the camera
  84489. * @param scene Define the scene the camera belong to
  84490. * @param lockedTarget Define the target of the camera
  84491. */
  84492. function FollowCamera(name, position, scene, lockedTarget) {
  84493. if (lockedTarget === void 0) { lockedTarget = null; }
  84494. var _this = _super.call(this, name, position, scene) || this;
  84495. /**
  84496. * Distance the follow camera should follow an object at
  84497. */
  84498. _this.radius = 12;
  84499. /**
  84500. * Define a rotation offset between the camera and the object it follows
  84501. */
  84502. _this.rotationOffset = 0;
  84503. /**
  84504. * Define a height offset between the camera and the object it follows.
  84505. * It can help following an object from the top (like a car chaing a plane)
  84506. */
  84507. _this.heightOffset = 4;
  84508. /**
  84509. * Define how fast the camera can accelerate to follow it s target.
  84510. */
  84511. _this.cameraAcceleration = 0.05;
  84512. /**
  84513. * Define the speed limit of the camera following an object.
  84514. */
  84515. _this.maxCameraSpeed = 20;
  84516. _this.lockedTarget = lockedTarget;
  84517. return _this;
  84518. }
  84519. FollowCamera.prototype._follow = function (cameraTarget) {
  84520. if (!cameraTarget) {
  84521. return;
  84522. }
  84523. var yRotation;
  84524. if (cameraTarget.rotationQuaternion) {
  84525. var rotMatrix = new BABYLON.Matrix();
  84526. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84527. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84528. }
  84529. else {
  84530. yRotation = cameraTarget.rotation.y;
  84531. }
  84532. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84533. var targetPosition = cameraTarget.getAbsolutePosition();
  84534. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84535. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84536. var dx = targetX - this.position.x;
  84537. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84538. var dz = (targetZ) - this.position.z;
  84539. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84540. var vy = dy * this.cameraAcceleration;
  84541. var vz = dz * this.cameraAcceleration * 2;
  84542. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84543. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84544. }
  84545. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84546. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84547. }
  84548. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84549. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84550. }
  84551. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84552. this.setTarget(targetPosition);
  84553. };
  84554. /** @hidden */
  84555. FollowCamera.prototype._checkInputs = function () {
  84556. _super.prototype._checkInputs.call(this);
  84557. if (this.lockedTarget) {
  84558. this._follow(this.lockedTarget);
  84559. }
  84560. };
  84561. /**
  84562. * Gets the camera class name.
  84563. * @returns the class name
  84564. */
  84565. FollowCamera.prototype.getClassName = function () {
  84566. return "FollowCamera";
  84567. };
  84568. __decorate([
  84569. BABYLON.serialize()
  84570. ], FollowCamera.prototype, "radius", void 0);
  84571. __decorate([
  84572. BABYLON.serialize()
  84573. ], FollowCamera.prototype, "rotationOffset", void 0);
  84574. __decorate([
  84575. BABYLON.serialize()
  84576. ], FollowCamera.prototype, "heightOffset", void 0);
  84577. __decorate([
  84578. BABYLON.serialize()
  84579. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84580. __decorate([
  84581. BABYLON.serialize()
  84582. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84583. __decorate([
  84584. BABYLON.serializeAsMeshReference("lockedTargetId")
  84585. ], FollowCamera.prototype, "lockedTarget", void 0);
  84586. return FollowCamera;
  84587. }(BABYLON.TargetCamera));
  84588. BABYLON.FollowCamera = FollowCamera;
  84589. /**
  84590. * Arc Rotate version of the follow camera.
  84591. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84592. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84593. */
  84594. var ArcFollowCamera = /** @class */ (function (_super) {
  84595. __extends(ArcFollowCamera, _super);
  84596. /**
  84597. * Instantiates a new ArcFollowCamera
  84598. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84599. * @param name Define the name of the camera
  84600. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84601. * @param beta Define the rotation angle of the camera around the elevation axis
  84602. * @param radius Define the radius of the camera from its target point
  84603. * @param target Define the target of the camera
  84604. * @param scene Define the scene the camera belongs to
  84605. */
  84606. function ArcFollowCamera(name,
  84607. /** The longitudinal angle of the camera */
  84608. alpha,
  84609. /** The latitudinal angle of the camera */
  84610. beta,
  84611. /** The radius of the camera from its target */
  84612. radius,
  84613. /** Define the camera target (the messh it should follow) */
  84614. target, scene) {
  84615. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84616. _this.alpha = alpha;
  84617. _this.beta = beta;
  84618. _this.radius = radius;
  84619. _this.target = target;
  84620. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84621. _this._follow();
  84622. return _this;
  84623. }
  84624. ArcFollowCamera.prototype._follow = function () {
  84625. if (!this.target) {
  84626. return;
  84627. }
  84628. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84629. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84630. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84631. var targetPosition = this.target.getAbsolutePosition();
  84632. this.position = targetPosition.add(this._cartesianCoordinates);
  84633. this.setTarget(targetPosition);
  84634. };
  84635. /** @hidden */
  84636. ArcFollowCamera.prototype._checkInputs = function () {
  84637. _super.prototype._checkInputs.call(this);
  84638. this._follow();
  84639. };
  84640. /**
  84641. * Returns the class name of the object.
  84642. * It is mostly used internally for serialization purposes.
  84643. */
  84644. ArcFollowCamera.prototype.getClassName = function () {
  84645. return "ArcFollowCamera";
  84646. };
  84647. return ArcFollowCamera;
  84648. }(BABYLON.TargetCamera));
  84649. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84650. })(BABYLON || (BABYLON = {}));
  84651. //# sourceMappingURL=babylon.followCamera.js.map
  84652. var BABYLON;
  84653. (function (BABYLON) {
  84654. /**
  84655. * 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,
  84656. * which still works and will still be found in many Playgrounds.
  84657. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84658. */
  84659. var UniversalCamera = /** @class */ (function (_super) {
  84660. __extends(UniversalCamera, _super);
  84661. /**
  84662. * 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,
  84663. * which still works and will still be found in many Playgrounds.
  84664. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84665. * @param name Define the name of the camera in the scene
  84666. * @param position Define the start position of the camera in the scene
  84667. * @param scene Define the scene the camera belongs to
  84668. */
  84669. function UniversalCamera(name, position, scene) {
  84670. var _this = _super.call(this, name, position, scene) || this;
  84671. _this.inputs.addGamepad();
  84672. return _this;
  84673. }
  84674. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84675. /**
  84676. * Defines the gamepad rotation sensiblity.
  84677. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84678. */
  84679. get: function () {
  84680. var gamepad = this.inputs.attached["gamepad"];
  84681. if (gamepad) {
  84682. return gamepad.gamepadAngularSensibility;
  84683. }
  84684. return 0;
  84685. },
  84686. set: function (value) {
  84687. var gamepad = this.inputs.attached["gamepad"];
  84688. if (gamepad) {
  84689. gamepad.gamepadAngularSensibility = value;
  84690. }
  84691. },
  84692. enumerable: true,
  84693. configurable: true
  84694. });
  84695. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84696. /**
  84697. * Defines the gamepad move sensiblity.
  84698. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84699. */
  84700. get: function () {
  84701. var gamepad = this.inputs.attached["gamepad"];
  84702. if (gamepad) {
  84703. return gamepad.gamepadMoveSensibility;
  84704. }
  84705. return 0;
  84706. },
  84707. set: function (value) {
  84708. var gamepad = this.inputs.attached["gamepad"];
  84709. if (gamepad) {
  84710. gamepad.gamepadMoveSensibility = value;
  84711. }
  84712. },
  84713. enumerable: true,
  84714. configurable: true
  84715. });
  84716. /**
  84717. * Gets the current object class name.
  84718. * @return the class name
  84719. */
  84720. UniversalCamera.prototype.getClassName = function () {
  84721. return "UniversalCamera";
  84722. };
  84723. return UniversalCamera;
  84724. }(BABYLON.TouchCamera));
  84725. BABYLON.UniversalCamera = UniversalCamera;
  84726. })(BABYLON || (BABYLON = {}));
  84727. //# sourceMappingURL=babylon.universalCamera.js.map
  84728. var BABYLON;
  84729. (function (BABYLON) {
  84730. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84731. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84732. });
  84733. /**
  84734. * This represents a FPS type of camera. This is only here for back compat purpose.
  84735. * Please use the UniversalCamera instead as both are identical.
  84736. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84737. */
  84738. var GamepadCamera = /** @class */ (function (_super) {
  84739. __extends(GamepadCamera, _super);
  84740. /**
  84741. * Instantiates a new Gamepad Camera
  84742. * This represents a FPS type of camera. This is only here for back compat purpose.
  84743. * Please use the UniversalCamera instead as both are identical.
  84744. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84745. * @param name Define the name of the camera in the scene
  84746. * @param position Define the start position of the camera in the scene
  84747. * @param scene Define the scene the camera belongs to
  84748. */
  84749. function GamepadCamera(name, position, scene) {
  84750. return _super.call(this, name, position, scene) || this;
  84751. }
  84752. /**
  84753. * Gets the current object class name.
  84754. * @return the class name
  84755. */
  84756. GamepadCamera.prototype.getClassName = function () {
  84757. return "GamepadCamera";
  84758. };
  84759. return GamepadCamera;
  84760. }(BABYLON.UniversalCamera));
  84761. BABYLON.GamepadCamera = GamepadCamera;
  84762. })(BABYLON || (BABYLON = {}));
  84763. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84764. var BABYLON;
  84765. (function (BABYLON) {
  84766. /**
  84767. * PostProcessRenderPipelineManager class
  84768. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84769. */
  84770. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84771. /**
  84772. * Initializes a PostProcessRenderPipelineManager
  84773. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84774. */
  84775. function PostProcessRenderPipelineManager() {
  84776. this._renderPipelines = {};
  84777. }
  84778. /**
  84779. * Adds a pipeline to the manager
  84780. * @param renderPipeline The pipeline to add
  84781. */
  84782. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84783. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84784. };
  84785. /**
  84786. * Attaches a camera to the pipeline
  84787. * @param renderPipelineName The name of the pipeline to attach to
  84788. * @param cameras the camera to attach
  84789. * @param unique if the camera can be attached multiple times to the pipeline
  84790. */
  84791. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84792. if (unique === void 0) { unique = false; }
  84793. var renderPipeline = this._renderPipelines[renderPipelineName];
  84794. if (!renderPipeline) {
  84795. return;
  84796. }
  84797. renderPipeline._attachCameras(cameras, unique);
  84798. };
  84799. /**
  84800. * Detaches a camera from the pipeline
  84801. * @param renderPipelineName The name of the pipeline to detach from
  84802. * @param cameras the camera to detach
  84803. */
  84804. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84805. var renderPipeline = this._renderPipelines[renderPipelineName];
  84806. if (!renderPipeline) {
  84807. return;
  84808. }
  84809. renderPipeline._detachCameras(cameras);
  84810. };
  84811. /**
  84812. * Enables an effect by name on a pipeline
  84813. * @param renderPipelineName the name of the pipeline to enable the effect in
  84814. * @param renderEffectName the name of the effect to enable
  84815. * @param cameras the cameras that the effect should be enabled on
  84816. */
  84817. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84818. var renderPipeline = this._renderPipelines[renderPipelineName];
  84819. if (!renderPipeline) {
  84820. return;
  84821. }
  84822. renderPipeline._enableEffect(renderEffectName, cameras);
  84823. };
  84824. /**
  84825. * Disables an effect by name on a pipeline
  84826. * @param renderPipelineName the name of the pipeline to disable the effect in
  84827. * @param renderEffectName the name of the effect to disable
  84828. * @param cameras the cameras that the effect should be disabled on
  84829. */
  84830. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84831. var renderPipeline = this._renderPipelines[renderPipelineName];
  84832. if (!renderPipeline) {
  84833. return;
  84834. }
  84835. renderPipeline._disableEffect(renderEffectName, cameras);
  84836. };
  84837. /**
  84838. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84839. */
  84840. PostProcessRenderPipelineManager.prototype.update = function () {
  84841. for (var renderPipelineName in this._renderPipelines) {
  84842. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84843. var pipeline = this._renderPipelines[renderPipelineName];
  84844. if (!pipeline.isSupported) {
  84845. pipeline.dispose();
  84846. delete this._renderPipelines[renderPipelineName];
  84847. }
  84848. else {
  84849. pipeline._update();
  84850. }
  84851. }
  84852. }
  84853. };
  84854. /** @hidden */
  84855. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84856. for (var renderPipelineName in this._renderPipelines) {
  84857. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84858. var pipeline = this._renderPipelines[renderPipelineName];
  84859. pipeline._rebuild();
  84860. }
  84861. }
  84862. };
  84863. /**
  84864. * Disposes of the manager and pipelines
  84865. */
  84866. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84867. for (var renderPipelineName in this._renderPipelines) {
  84868. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84869. var pipeline = this._renderPipelines[renderPipelineName];
  84870. pipeline.dispose();
  84871. }
  84872. }
  84873. };
  84874. return PostProcessRenderPipelineManager;
  84875. }());
  84876. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84877. })(BABYLON || (BABYLON = {}));
  84878. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84879. var BABYLON;
  84880. (function (BABYLON) {
  84881. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84882. get: function () {
  84883. if (!this._postProcessRenderPipelineManager) {
  84884. // Register the G Buffer component to the scene.
  84885. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84886. if (!component) {
  84887. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84888. this._addComponent(component);
  84889. }
  84890. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84891. }
  84892. return this._postProcessRenderPipelineManager;
  84893. },
  84894. enumerable: true,
  84895. configurable: true
  84896. });
  84897. /**
  84898. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84899. */
  84900. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84901. /**
  84902. * Creates a new instance of the component for the given scene
  84903. * @param scene Defines the scene to register the component in
  84904. */
  84905. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84906. /**
  84907. * The component name helpfull to identify the component in the list of scene components.
  84908. */
  84909. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84910. this.scene = scene;
  84911. }
  84912. /**
  84913. * Registers the component in a given scene
  84914. */
  84915. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84916. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84917. };
  84918. /**
  84919. * Rebuilds the elements related to this component in case of
  84920. * context lost for instance.
  84921. */
  84922. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84923. if (this.scene._postProcessRenderPipelineManager) {
  84924. this.scene._postProcessRenderPipelineManager._rebuild();
  84925. }
  84926. };
  84927. /**
  84928. * Disposes the component and the associated ressources
  84929. */
  84930. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84931. if (this.scene._postProcessRenderPipelineManager) {
  84932. this.scene._postProcessRenderPipelineManager.dispose();
  84933. }
  84934. };
  84935. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84936. if (this.scene._postProcessRenderPipelineManager) {
  84937. this.scene._postProcessRenderPipelineManager.update();
  84938. }
  84939. };
  84940. return PostProcessRenderPipelineManagerSceneComponent;
  84941. }());
  84942. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84943. })(BABYLON || (BABYLON = {}));
  84944. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84945. var BABYLON;
  84946. (function (BABYLON) {
  84947. /**
  84948. * This represents a set of one or more post processes in Babylon.
  84949. * A post process can be used to apply a shader to a texture after it is rendered.
  84950. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84951. */
  84952. var PostProcessRenderEffect = /** @class */ (function () {
  84953. /**
  84954. * Instantiates a post process render effect.
  84955. * A post process can be used to apply a shader to a texture after it is rendered.
  84956. * @param engine The engine the effect is tied to
  84957. * @param name The name of the effect
  84958. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84959. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84960. */
  84961. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84962. this._name = name;
  84963. this._singleInstance = singleInstance || true;
  84964. this._getPostProcesses = getPostProcesses;
  84965. this._cameras = {};
  84966. this._indicesForCamera = {};
  84967. this._postProcesses = {};
  84968. }
  84969. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84970. /**
  84971. * Checks if all the post processes in the effect are supported.
  84972. */
  84973. get: function () {
  84974. for (var index in this._postProcesses) {
  84975. if (this._postProcesses.hasOwnProperty(index)) {
  84976. var pps = this._postProcesses[index];
  84977. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84978. if (!pps[ppIndex].isSupported) {
  84979. return false;
  84980. }
  84981. }
  84982. }
  84983. }
  84984. return true;
  84985. },
  84986. enumerable: true,
  84987. configurable: true
  84988. });
  84989. /**
  84990. * Updates the current state of the effect
  84991. * @hidden
  84992. */
  84993. PostProcessRenderEffect.prototype._update = function () {
  84994. };
  84995. /**
  84996. * Attaches the effect on cameras
  84997. * @param cameras The camera to attach to.
  84998. * @hidden
  84999. */
  85000. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85001. var _this = this;
  85002. var cameraKey;
  85003. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85004. if (!cams) {
  85005. return;
  85006. }
  85007. for (var i = 0; i < cams.length; i++) {
  85008. var camera = cams[i];
  85009. var cameraName = camera.name;
  85010. if (this._singleInstance) {
  85011. cameraKey = 0;
  85012. }
  85013. else {
  85014. cameraKey = cameraName;
  85015. }
  85016. if (!this._postProcesses[cameraKey]) {
  85017. var postProcess = this._getPostProcesses();
  85018. if (postProcess) {
  85019. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85020. }
  85021. }
  85022. if (!this._indicesForCamera[cameraName]) {
  85023. this._indicesForCamera[cameraName] = [];
  85024. }
  85025. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85026. var index = camera.attachPostProcess(postProcess);
  85027. _this._indicesForCamera[cameraName].push(index);
  85028. });
  85029. if (!this._cameras[cameraName]) {
  85030. this._cameras[cameraName] = camera;
  85031. }
  85032. }
  85033. };
  85034. /**
  85035. * Detatches the effect on cameras
  85036. * @param cameras The camera to detatch from.
  85037. * @hidden
  85038. */
  85039. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85040. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85041. if (!cams) {
  85042. return;
  85043. }
  85044. for (var i = 0; i < cams.length; i++) {
  85045. var camera = cams[i];
  85046. var cameraName = camera.name;
  85047. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85048. if (postProcesses) {
  85049. postProcesses.forEach(function (postProcess) {
  85050. camera.detachPostProcess(postProcess);
  85051. });
  85052. }
  85053. if (this._cameras[cameraName]) {
  85054. this._cameras[cameraName] = null;
  85055. }
  85056. }
  85057. };
  85058. /**
  85059. * Enables the effect on given cameras
  85060. * @param cameras The camera to enable.
  85061. * @hidden
  85062. */
  85063. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85064. var _this = this;
  85065. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85066. if (!cams) {
  85067. return;
  85068. }
  85069. for (var i = 0; i < cams.length; i++) {
  85070. var camera = cams[i];
  85071. var cameraName = camera.name;
  85072. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85073. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85074. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85075. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85076. });
  85077. }
  85078. }
  85079. }
  85080. };
  85081. /**
  85082. * Disables the effect on the given cameras
  85083. * @param cameras The camera to disable.
  85084. * @hidden
  85085. */
  85086. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85087. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85088. if (!cams) {
  85089. return;
  85090. }
  85091. for (var i = 0; i < cams.length; i++) {
  85092. var camera = cams[i];
  85093. var cameraName = camera.name;
  85094. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85095. camera.detachPostProcess(postProcess);
  85096. });
  85097. }
  85098. };
  85099. /**
  85100. * Gets a list of the post processes contained in the effect.
  85101. * @param camera The camera to get the post processes on.
  85102. * @returns The list of the post processes in the effect.
  85103. */
  85104. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85105. if (this._singleInstance) {
  85106. return this._postProcesses[0];
  85107. }
  85108. else {
  85109. if (!camera) {
  85110. return null;
  85111. }
  85112. return this._postProcesses[camera.name];
  85113. }
  85114. };
  85115. return PostProcessRenderEffect;
  85116. }());
  85117. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85118. })(BABYLON || (BABYLON = {}));
  85119. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85120. var BABYLON;
  85121. (function (BABYLON) {
  85122. /**
  85123. * PostProcessRenderPipeline
  85124. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85125. */
  85126. var PostProcessRenderPipeline = /** @class */ (function () {
  85127. /**
  85128. * Initializes a PostProcessRenderPipeline
  85129. * @param engine engine to add the pipeline to
  85130. * @param name name of the pipeline
  85131. */
  85132. function PostProcessRenderPipeline(engine, name) {
  85133. this.engine = engine;
  85134. this._name = name;
  85135. this._renderEffects = {};
  85136. this._renderEffectsForIsolatedPass = new Array();
  85137. this._cameras = [];
  85138. }
  85139. /**
  85140. * "PostProcessRenderPipeline"
  85141. * @returns "PostProcessRenderPipeline"
  85142. */
  85143. PostProcessRenderPipeline.prototype.getClassName = function () {
  85144. return "PostProcessRenderPipeline";
  85145. };
  85146. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85147. /**
  85148. * If all the render effects in the pipeline are support
  85149. */
  85150. get: function () {
  85151. for (var renderEffectName in this._renderEffects) {
  85152. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85153. if (!this._renderEffects[renderEffectName].isSupported) {
  85154. return false;
  85155. }
  85156. }
  85157. }
  85158. return true;
  85159. },
  85160. enumerable: true,
  85161. configurable: true
  85162. });
  85163. /**
  85164. * Adds an effect to the pipeline
  85165. * @param renderEffect the effect to add
  85166. */
  85167. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85168. this._renderEffects[renderEffect._name] = renderEffect;
  85169. };
  85170. // private
  85171. /** @hidden */
  85172. PostProcessRenderPipeline.prototype._rebuild = function () {
  85173. };
  85174. /** @hidden */
  85175. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85176. var renderEffects = this._renderEffects[renderEffectName];
  85177. if (!renderEffects) {
  85178. return;
  85179. }
  85180. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85181. };
  85182. /** @hidden */
  85183. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85184. var renderEffects = this._renderEffects[renderEffectName];
  85185. if (!renderEffects) {
  85186. return;
  85187. }
  85188. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85189. };
  85190. /** @hidden */
  85191. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85192. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85193. if (!cams) {
  85194. return;
  85195. }
  85196. var indicesToDelete = [];
  85197. var i;
  85198. for (i = 0; i < cams.length; i++) {
  85199. var camera = cams[i];
  85200. var cameraName = camera.name;
  85201. if (this._cameras.indexOf(camera) === -1) {
  85202. this._cameras[cameraName] = camera;
  85203. }
  85204. else if (unique) {
  85205. indicesToDelete.push(i);
  85206. }
  85207. }
  85208. for (i = 0; i < indicesToDelete.length; i++) {
  85209. cameras.splice(indicesToDelete[i], 1);
  85210. }
  85211. for (var renderEffectName in this._renderEffects) {
  85212. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85213. this._renderEffects[renderEffectName]._attachCameras(cams);
  85214. }
  85215. }
  85216. };
  85217. /** @hidden */
  85218. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85219. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85220. if (!cams) {
  85221. return;
  85222. }
  85223. for (var renderEffectName in this._renderEffects) {
  85224. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85225. this._renderEffects[renderEffectName]._detachCameras(cams);
  85226. }
  85227. }
  85228. for (var i = 0; i < cams.length; i++) {
  85229. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85230. }
  85231. };
  85232. /** @hidden */
  85233. PostProcessRenderPipeline.prototype._update = function () {
  85234. for (var renderEffectName in this._renderEffects) {
  85235. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85236. this._renderEffects[renderEffectName]._update();
  85237. }
  85238. }
  85239. for (var i = 0; i < this._cameras.length; i++) {
  85240. var cameraName = this._cameras[i].name;
  85241. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85242. this._renderEffectsForIsolatedPass[cameraName]._update();
  85243. }
  85244. }
  85245. };
  85246. /** @hidden */
  85247. PostProcessRenderPipeline.prototype._reset = function () {
  85248. this._renderEffects = {};
  85249. this._renderEffectsForIsolatedPass = new Array();
  85250. };
  85251. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85252. // 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)
  85253. var effectKeys = Object.keys(this._renderEffects);
  85254. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85255. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85256. if (postProcesses) {
  85257. postProcesses[0].samples = sampleCount;
  85258. return true;
  85259. }
  85260. }
  85261. return false;
  85262. };
  85263. /**
  85264. * Disposes of the pipeline
  85265. */
  85266. PostProcessRenderPipeline.prototype.dispose = function () {
  85267. // Must be implemented by children
  85268. };
  85269. __decorate([
  85270. BABYLON.serialize()
  85271. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85272. return PostProcessRenderPipeline;
  85273. }());
  85274. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85275. })(BABYLON || (BABYLON = {}));
  85276. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85277. var BABYLON;
  85278. (function (BABYLON) {
  85279. /**
  85280. * This represents a depth renderer in Babylon.
  85281. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85282. */
  85283. var DepthRenderer = /** @class */ (function () {
  85284. /**
  85285. * Instantiates a depth renderer
  85286. * @param scene The scene the renderer belongs to
  85287. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85288. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85289. */
  85290. function DepthRenderer(scene, type, camera) {
  85291. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85292. if (camera === void 0) { camera = null; }
  85293. var _this = this;
  85294. /**
  85295. * Specifiess that the depth renderer will only be used within
  85296. * the camera it is created for.
  85297. * This can help forcing its rendering during the camera processing.
  85298. */
  85299. this.useOnlyInActiveCamera = false;
  85300. this._scene = scene;
  85301. // Register the G Buffer component to the scene.
  85302. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85303. if (!component) {
  85304. component = new BABYLON.DepthRendererSceneComponent(scene);
  85305. scene._addComponent(component);
  85306. }
  85307. this._camera = camera;
  85308. var engine = scene.getEngine();
  85309. // Render target
  85310. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85311. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85312. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85313. this._depthMap.refreshRate = 1;
  85314. this._depthMap.renderParticles = false;
  85315. this._depthMap.renderList = null;
  85316. // Camera to get depth map from to support multiple concurrent cameras
  85317. this._depthMap.activeCamera = this._camera;
  85318. this._depthMap.ignoreCameraViewport = true;
  85319. this._depthMap.useCameraPostProcesses = false;
  85320. // set default depth value to 1.0 (far away)
  85321. this._depthMap.onClearObservable.add(function (engine) {
  85322. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85323. });
  85324. // Custom render function
  85325. var renderSubMesh = function (subMesh) {
  85326. var mesh = subMesh.getRenderingMesh();
  85327. var scene = _this._scene;
  85328. var engine = scene.getEngine();
  85329. var material = subMesh.getMaterial();
  85330. if (!material) {
  85331. return;
  85332. }
  85333. // Culling and reverse (right handed system)
  85334. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85335. // Managing instances
  85336. var batch = mesh._getInstancesRenderList(subMesh._id);
  85337. if (batch.mustReturn) {
  85338. return;
  85339. }
  85340. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85341. var camera = _this._camera || scene.activeCamera;
  85342. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85343. engine.enableEffect(_this._effect);
  85344. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85345. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85346. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85347. // Alpha test
  85348. if (material && material.needAlphaTesting()) {
  85349. var alphaTexture = material.getAlphaTestTexture();
  85350. if (alphaTexture) {
  85351. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85352. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85353. }
  85354. }
  85355. // Bones
  85356. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85357. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85358. }
  85359. // Draw
  85360. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85361. }
  85362. };
  85363. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85364. var index;
  85365. if (depthOnlySubMeshes.length) {
  85366. engine.setColorWrite(false);
  85367. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85368. renderSubMesh(depthOnlySubMeshes.data[index]);
  85369. }
  85370. engine.setColorWrite(true);
  85371. }
  85372. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85373. renderSubMesh(opaqueSubMeshes.data[index]);
  85374. }
  85375. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85376. renderSubMesh(alphaTestSubMeshes.data[index]);
  85377. }
  85378. };
  85379. }
  85380. /**
  85381. * Creates the depth rendering effect and checks if the effect is ready.
  85382. * @param subMesh The submesh to be used to render the depth map of
  85383. * @param useInstances If multiple world instances should be used
  85384. * @returns if the depth renderer is ready to render the depth map
  85385. */
  85386. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85387. var material = subMesh.getMaterial();
  85388. if (material.disableDepthWrite) {
  85389. return false;
  85390. }
  85391. var defines = [];
  85392. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85393. var mesh = subMesh.getMesh();
  85394. // Alpha test
  85395. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85396. defines.push("#define ALPHATEST");
  85397. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85398. attribs.push(BABYLON.VertexBuffer.UVKind);
  85399. defines.push("#define UV1");
  85400. }
  85401. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85402. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85403. defines.push("#define UV2");
  85404. }
  85405. }
  85406. // Bones
  85407. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85408. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85409. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85410. if (mesh.numBoneInfluencers > 4) {
  85411. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85412. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85413. }
  85414. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85415. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85416. }
  85417. else {
  85418. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85419. }
  85420. // Instances
  85421. if (useInstances) {
  85422. defines.push("#define INSTANCES");
  85423. attribs.push("world0");
  85424. attribs.push("world1");
  85425. attribs.push("world2");
  85426. attribs.push("world3");
  85427. }
  85428. // Get correct effect
  85429. var join = defines.join("\n");
  85430. if (this._cachedDefines !== join) {
  85431. this._cachedDefines = join;
  85432. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85433. }
  85434. return this._effect.isReady();
  85435. };
  85436. /**
  85437. * Gets the texture which the depth map will be written to.
  85438. * @returns The depth map texture
  85439. */
  85440. DepthRenderer.prototype.getDepthMap = function () {
  85441. return this._depthMap;
  85442. };
  85443. /**
  85444. * Disposes of the depth renderer.
  85445. */
  85446. DepthRenderer.prototype.dispose = function () {
  85447. this._depthMap.dispose();
  85448. };
  85449. return DepthRenderer;
  85450. }());
  85451. BABYLON.DepthRenderer = DepthRenderer;
  85452. })(BABYLON || (BABYLON = {}));
  85453. //# sourceMappingURL=babylon.depthRenderer.js.map
  85454. var BABYLON;
  85455. (function (BABYLON) {
  85456. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85457. camera = camera || this.activeCamera;
  85458. if (!camera) {
  85459. throw "No camera available to enable depth renderer";
  85460. }
  85461. if (!this._depthRenderer) {
  85462. this._depthRenderer = {};
  85463. }
  85464. if (!this._depthRenderer[camera.id]) {
  85465. var textureType = 0;
  85466. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85467. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85468. }
  85469. else if (this.getEngine().getCaps().textureFloatRender) {
  85470. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85471. }
  85472. else {
  85473. throw "Depth renderer does not support int texture type";
  85474. }
  85475. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85476. }
  85477. return this._depthRenderer[camera.id];
  85478. };
  85479. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85480. camera = camera || this.activeCamera;
  85481. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85482. return;
  85483. }
  85484. this._depthRenderer[camera.id].dispose();
  85485. delete this._depthRenderer[camera.id];
  85486. };
  85487. /**
  85488. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85489. * in several rendering techniques.
  85490. */
  85491. var DepthRendererSceneComponent = /** @class */ (function () {
  85492. /**
  85493. * Creates a new instance of the component for the given scene
  85494. * @param scene Defines the scene to register the component in
  85495. */
  85496. function DepthRendererSceneComponent(scene) {
  85497. /**
  85498. * The component name helpfull to identify the component in the list of scene components.
  85499. */
  85500. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85501. this.scene = scene;
  85502. }
  85503. /**
  85504. * Registers the component in a given scene
  85505. */
  85506. DepthRendererSceneComponent.prototype.register = function () {
  85507. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85508. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85509. };
  85510. /**
  85511. * Rebuilds the elements related to this component in case of
  85512. * context lost for instance.
  85513. */
  85514. DepthRendererSceneComponent.prototype.rebuild = function () {
  85515. // Nothing to do for this component
  85516. };
  85517. /**
  85518. * Disposes the component and the associated ressources
  85519. */
  85520. DepthRendererSceneComponent.prototype.dispose = function () {
  85521. for (var key in this.scene._depthRenderer) {
  85522. this.scene._depthRenderer[key].dispose();
  85523. }
  85524. };
  85525. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85526. if (this.scene._depthRenderer) {
  85527. for (var key in this.scene._depthRenderer) {
  85528. var depthRenderer = this.scene._depthRenderer[key];
  85529. if (!depthRenderer.useOnlyInActiveCamera) {
  85530. renderTargets.push(depthRenderer.getDepthMap());
  85531. }
  85532. }
  85533. }
  85534. };
  85535. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85536. if (this.scene._depthRenderer) {
  85537. for (var key in this.scene._depthRenderer) {
  85538. var depthRenderer = this.scene._depthRenderer[key];
  85539. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85540. renderTargets.push(depthRenderer.getDepthMap());
  85541. }
  85542. }
  85543. }
  85544. };
  85545. return DepthRendererSceneComponent;
  85546. }());
  85547. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85548. })(BABYLON || (BABYLON = {}));
  85549. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85550. var BABYLON;
  85551. (function (BABYLON) {
  85552. /**
  85553. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85554. */
  85555. var GeometryBufferRenderer = /** @class */ (function () {
  85556. /**
  85557. * Creates a new G Buffer for the scene
  85558. * @param scene The scene the buffer belongs to
  85559. * @param ratio How big is the buffer related to the main canvas.
  85560. */
  85561. function GeometryBufferRenderer(scene, ratio) {
  85562. if (ratio === void 0) { ratio = 1; }
  85563. /**
  85564. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85565. * in order to compute objects velocities when enableVelocity is set to "true"
  85566. * @hidden
  85567. */
  85568. this._previousTransformationMatrices = {};
  85569. this._enablePosition = false;
  85570. this._enableVelocity = false;
  85571. this._positionIndex = -1;
  85572. this._velocityIndex = -1;
  85573. this._scene = scene;
  85574. this._ratio = ratio;
  85575. // Register the G Buffer component to the scene.
  85576. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85577. if (!component) {
  85578. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85579. scene._addComponent(component);
  85580. }
  85581. // Render target
  85582. this._createRenderTargets();
  85583. }
  85584. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85585. /**
  85586. * Set the render list (meshes to be rendered) used in the G buffer.
  85587. */
  85588. set: function (meshes) {
  85589. this._multiRenderTarget.renderList = meshes;
  85590. },
  85591. enumerable: true,
  85592. configurable: true
  85593. });
  85594. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85595. /**
  85596. * Gets wether or not G buffer are supported by the running hardware.
  85597. * This requires draw buffer supports
  85598. */
  85599. get: function () {
  85600. return this._multiRenderTarget.isSupported;
  85601. },
  85602. enumerable: true,
  85603. configurable: true
  85604. });
  85605. /**
  85606. * Returns the index of the given texture type in the G-Buffer textures array
  85607. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85608. * @returns the index of the given texture type in the G-Buffer textures array
  85609. */
  85610. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85611. switch (textureType) {
  85612. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85613. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85614. default: return -1;
  85615. }
  85616. };
  85617. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85618. /**
  85619. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85620. */
  85621. get: function () {
  85622. return this._enablePosition;
  85623. },
  85624. /**
  85625. * Sets whether or not objects positions are enabled for the G buffer.
  85626. */
  85627. set: function (enable) {
  85628. this._enablePosition = enable;
  85629. this.dispose();
  85630. this._createRenderTargets();
  85631. },
  85632. enumerable: true,
  85633. configurable: true
  85634. });
  85635. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85636. /**
  85637. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85638. */
  85639. get: function () {
  85640. return this._enableVelocity;
  85641. },
  85642. /**
  85643. * Sets wether or not objects velocities are enabled for the G buffer.
  85644. */
  85645. set: function (enable) {
  85646. this._enableVelocity = enable;
  85647. this.dispose();
  85648. this._createRenderTargets();
  85649. },
  85650. enumerable: true,
  85651. configurable: true
  85652. });
  85653. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85654. /**
  85655. * Gets the scene associated with the buffer.
  85656. */
  85657. get: function () {
  85658. return this._scene;
  85659. },
  85660. enumerable: true,
  85661. configurable: true
  85662. });
  85663. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85664. /**
  85665. * Gets the ratio used by the buffer during its creation.
  85666. * How big is the buffer related to the main canvas.
  85667. */
  85668. get: function () {
  85669. return this._ratio;
  85670. },
  85671. enumerable: true,
  85672. configurable: true
  85673. });
  85674. /**
  85675. * Checks wether everything is ready to render a submesh to the G buffer.
  85676. * @param subMesh the submesh to check readiness for
  85677. * @param useInstances is the mesh drawn using instance or not
  85678. * @returns true if ready otherwise false
  85679. */
  85680. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85681. var material = subMesh.getMaterial();
  85682. if (material && material.disableDepthWrite) {
  85683. return false;
  85684. }
  85685. var defines = [];
  85686. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85687. var mesh = subMesh.getMesh();
  85688. // Alpha test
  85689. if (material && material.needAlphaTesting()) {
  85690. defines.push("#define ALPHATEST");
  85691. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85692. attribs.push(BABYLON.VertexBuffer.UVKind);
  85693. defines.push("#define UV1");
  85694. }
  85695. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85696. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85697. defines.push("#define UV2");
  85698. }
  85699. }
  85700. // Buffers
  85701. if (this._enablePosition) {
  85702. defines.push("#define POSITION");
  85703. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85704. }
  85705. if (this._enableVelocity) {
  85706. defines.push("#define VELOCITY");
  85707. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85708. }
  85709. // Bones
  85710. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85711. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85712. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85713. if (mesh.numBoneInfluencers > 4) {
  85714. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85715. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85716. }
  85717. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85718. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85719. }
  85720. else {
  85721. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85722. }
  85723. // Instances
  85724. if (useInstances) {
  85725. defines.push("#define INSTANCES");
  85726. attribs.push("world0");
  85727. attribs.push("world1");
  85728. attribs.push("world2");
  85729. attribs.push("world3");
  85730. }
  85731. // Setup textures count
  85732. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85733. // Get correct effect
  85734. var join = defines.join("\n");
  85735. if (this._cachedDefines !== join) {
  85736. this._cachedDefines = join;
  85737. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85738. }
  85739. return this._effect.isReady();
  85740. };
  85741. /**
  85742. * Gets the current underlying G Buffer.
  85743. * @returns the buffer
  85744. */
  85745. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85746. return this._multiRenderTarget;
  85747. };
  85748. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85749. /**
  85750. * Gets the number of samples used to render the buffer (anti aliasing).
  85751. */
  85752. get: function () {
  85753. return this._multiRenderTarget.samples;
  85754. },
  85755. /**
  85756. * Sets the number of samples used to render the buffer (anti aliasing).
  85757. */
  85758. set: function (value) {
  85759. this._multiRenderTarget.samples = value;
  85760. },
  85761. enumerable: true,
  85762. configurable: true
  85763. });
  85764. /**
  85765. * Disposes the renderer and frees up associated resources.
  85766. */
  85767. GeometryBufferRenderer.prototype.dispose = function () {
  85768. this.getGBuffer().dispose();
  85769. };
  85770. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85771. var _this = this;
  85772. var engine = this._scene.getEngine();
  85773. var count = 2;
  85774. if (this._enablePosition) {
  85775. this._positionIndex = count;
  85776. count++;
  85777. }
  85778. if (this._enableVelocity) {
  85779. this._velocityIndex = count;
  85780. count++;
  85781. }
  85782. 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 });
  85783. if (!this.isSupported) {
  85784. return;
  85785. }
  85786. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85787. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85788. this._multiRenderTarget.refreshRate = 1;
  85789. this._multiRenderTarget.renderParticles = false;
  85790. this._multiRenderTarget.renderList = null;
  85791. // set default depth value to 1.0 (far away)
  85792. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85793. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85794. });
  85795. // Custom render function
  85796. var renderSubMesh = function (subMesh) {
  85797. var mesh = subMesh.getRenderingMesh();
  85798. var scene = _this._scene;
  85799. var engine = scene.getEngine();
  85800. var material = subMesh.getMaterial();
  85801. if (!material) {
  85802. return;
  85803. }
  85804. // Velocity
  85805. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85806. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85807. }
  85808. // Culling
  85809. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85810. // Managing instances
  85811. var batch = mesh._getInstancesRenderList(subMesh._id);
  85812. if (batch.mustReturn) {
  85813. return;
  85814. }
  85815. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85816. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85817. engine.enableEffect(_this._effect);
  85818. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85819. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85820. _this._effect.setMatrix("view", scene.getViewMatrix());
  85821. // Alpha test
  85822. if (material && material.needAlphaTesting()) {
  85823. var alphaTexture = material.getAlphaTestTexture();
  85824. if (alphaTexture) {
  85825. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85826. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85827. }
  85828. }
  85829. // Bones
  85830. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85831. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85832. }
  85833. // Velocity
  85834. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85835. // Draw
  85836. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85837. }
  85838. // Velocity
  85839. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85840. };
  85841. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85842. var index;
  85843. if (depthOnlySubMeshes.length) {
  85844. engine.setColorWrite(false);
  85845. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85846. renderSubMesh(depthOnlySubMeshes.data[index]);
  85847. }
  85848. engine.setColorWrite(true);
  85849. }
  85850. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85851. renderSubMesh(opaqueSubMeshes.data[index]);
  85852. }
  85853. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85854. renderSubMesh(alphaTestSubMeshes.data[index]);
  85855. }
  85856. };
  85857. };
  85858. /**
  85859. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85860. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85861. */
  85862. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85863. /**
  85864. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85865. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85866. */
  85867. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85868. return GeometryBufferRenderer;
  85869. }());
  85870. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85871. })(BABYLON || (BABYLON = {}));
  85872. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85873. var BABYLON;
  85874. (function (BABYLON) {
  85875. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85876. get: function () {
  85877. this._geometryBufferRenderer;
  85878. },
  85879. set: function (value) {
  85880. if (value && value.isSupported) {
  85881. this._geometryBufferRenderer = value;
  85882. }
  85883. },
  85884. enumerable: true,
  85885. configurable: true
  85886. });
  85887. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85888. if (ratio === void 0) { ratio = 1; }
  85889. if (this._geometryBufferRenderer) {
  85890. return this._geometryBufferRenderer;
  85891. }
  85892. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85893. if (!this._geometryBufferRenderer.isSupported) {
  85894. this._geometryBufferRenderer = null;
  85895. }
  85896. return this._geometryBufferRenderer;
  85897. };
  85898. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85899. if (!this._geometryBufferRenderer) {
  85900. return;
  85901. }
  85902. this._geometryBufferRenderer.dispose();
  85903. this._geometryBufferRenderer = null;
  85904. };
  85905. /**
  85906. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85907. * in several rendering techniques.
  85908. */
  85909. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85910. /**
  85911. * Creates a new instance of the component for the given scene
  85912. * @param scene Defines the scene to register the component in
  85913. */
  85914. function GeometryBufferRendererSceneComponent(scene) {
  85915. /**
  85916. * The component name helpful to identify the component in the list of scene components.
  85917. */
  85918. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85919. this.scene = scene;
  85920. }
  85921. /**
  85922. * Registers the component in a given scene
  85923. */
  85924. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85925. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85926. };
  85927. /**
  85928. * Rebuilds the elements related to this component in case of
  85929. * context lost for instance.
  85930. */
  85931. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85932. // Nothing to do for this component
  85933. };
  85934. /**
  85935. * Disposes the component and the associated ressources
  85936. */
  85937. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85938. // Nothing to do for this component
  85939. };
  85940. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85941. if (this.scene._geometryBufferRenderer) {
  85942. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85943. }
  85944. };
  85945. return GeometryBufferRendererSceneComponent;
  85946. }());
  85947. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85948. })(BABYLON || (BABYLON = {}));
  85949. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85950. var BABYLON;
  85951. (function (BABYLON) {
  85952. /**
  85953. * Render pipeline to produce ssao effect
  85954. */
  85955. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85956. __extends(SSAORenderingPipeline, _super);
  85957. /**
  85958. * @constructor
  85959. * @param name - The rendering pipeline name
  85960. * @param scene - The scene linked to this pipeline
  85961. * @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 }
  85962. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85963. */
  85964. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85965. var _this = _super.call(this, scene.getEngine(), name) || this;
  85966. // Members
  85967. /**
  85968. * @ignore
  85969. * The PassPostProcess id in the pipeline that contains the original scene color
  85970. */
  85971. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85972. /**
  85973. * @ignore
  85974. * The SSAO PostProcess id in the pipeline
  85975. */
  85976. _this.SSAORenderEffect = "SSAORenderEffect";
  85977. /**
  85978. * @ignore
  85979. * The horizontal blur PostProcess id in the pipeline
  85980. */
  85981. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85982. /**
  85983. * @ignore
  85984. * The vertical blur PostProcess id in the pipeline
  85985. */
  85986. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85987. /**
  85988. * @ignore
  85989. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85990. */
  85991. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85992. /**
  85993. * The output strength of the SSAO post-process. Default value is 1.0.
  85994. */
  85995. _this.totalStrength = 1.0;
  85996. /**
  85997. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85998. */
  85999. _this.radius = 0.0001;
  86000. /**
  86001. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86002. * Must not be equal to fallOff and superior to fallOff.
  86003. * Default value is 0.975
  86004. */
  86005. _this.area = 0.0075;
  86006. /**
  86007. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86008. * Must not be equal to area and inferior to area.
  86009. * Default value is 0.0
  86010. */
  86011. _this.fallOff = 0.000001;
  86012. /**
  86013. * The base color of the SSAO post-process
  86014. * The final result is "base + ssao" between [0, 1]
  86015. */
  86016. _this.base = 0.5;
  86017. _this._firstUpdate = true;
  86018. _this._scene = scene;
  86019. // Set up assets
  86020. _this._createRandomTexture();
  86021. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86022. var ssaoRatio = ratio.ssaoRatio || ratio;
  86023. var combineRatio = ratio.combineRatio || ratio;
  86024. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86025. _this._createSSAOPostProcess(ssaoRatio);
  86026. _this._createBlurPostProcess(ssaoRatio);
  86027. _this._createSSAOCombinePostProcess(combineRatio);
  86028. // Set up pipeline
  86029. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86030. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86031. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86032. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86033. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86034. // Finish
  86035. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86036. if (cameras) {
  86037. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86038. }
  86039. return _this;
  86040. }
  86041. // Public Methods
  86042. /**
  86043. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86044. */
  86045. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86046. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86047. for (var i = 0; i < this._scene.cameras.length; i++) {
  86048. var camera = this._scene.cameras[i];
  86049. this._originalColorPostProcess.dispose(camera);
  86050. this._ssaoPostProcess.dispose(camera);
  86051. this._blurHPostProcess.dispose(camera);
  86052. this._blurVPostProcess.dispose(camera);
  86053. this._ssaoCombinePostProcess.dispose(camera);
  86054. }
  86055. this._randomTexture.dispose();
  86056. if (disableDepthRender) {
  86057. this._scene.disableDepthRenderer();
  86058. }
  86059. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86060. _super.prototype.dispose.call(this);
  86061. };
  86062. // Private Methods
  86063. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86064. var _this = this;
  86065. var size = 16;
  86066. 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);
  86067. 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);
  86068. this._blurHPostProcess.onActivateObservable.add(function () {
  86069. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86070. _this._blurHPostProcess.kernel = size * dw;
  86071. });
  86072. this._blurVPostProcess.onActivateObservable.add(function () {
  86073. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86074. _this._blurVPostProcess.kernel = size * dw;
  86075. });
  86076. };
  86077. /** @hidden */
  86078. SSAORenderingPipeline.prototype._rebuild = function () {
  86079. this._firstUpdate = true;
  86080. _super.prototype._rebuild.call(this);
  86081. };
  86082. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86083. var _this = this;
  86084. var numSamples = 16;
  86085. var sampleSphere = [
  86086. 0.5381, 0.1856, -0.4319,
  86087. 0.1379, 0.2486, 0.4430,
  86088. 0.3371, 0.5679, -0.0057,
  86089. -0.6999, -0.0451, -0.0019,
  86090. 0.0689, -0.1598, -0.8547,
  86091. 0.0560, 0.0069, -0.1843,
  86092. -0.0146, 0.1402, 0.0762,
  86093. 0.0100, -0.1924, -0.0344,
  86094. -0.3577, -0.5301, -0.4358,
  86095. -0.3169, 0.1063, 0.0158,
  86096. 0.0103, -0.5869, 0.0046,
  86097. -0.0897, -0.4940, 0.3287,
  86098. 0.7119, -0.0154, -0.0918,
  86099. -0.0533, 0.0596, -0.5411,
  86100. 0.0352, -0.0631, 0.5460,
  86101. -0.4776, 0.2847, -0.0271
  86102. ];
  86103. var samplesFactor = 1.0 / numSamples;
  86104. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86105. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86106. "area", "fallOff", "base", "range", "viewport"
  86107. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86108. this._ssaoPostProcess.onApply = function (effect) {
  86109. if (_this._firstUpdate) {
  86110. effect.setArray3("sampleSphere", sampleSphere);
  86111. effect.setFloat("samplesFactor", samplesFactor);
  86112. effect.setFloat("randTextureTiles", 4.0);
  86113. }
  86114. effect.setFloat("totalStrength", _this.totalStrength);
  86115. effect.setFloat("radius", _this.radius);
  86116. effect.setFloat("area", _this.area);
  86117. effect.setFloat("fallOff", _this.fallOff);
  86118. effect.setFloat("base", _this.base);
  86119. effect.setTexture("textureSampler", _this._depthTexture);
  86120. effect.setTexture("randomSampler", _this._randomTexture);
  86121. };
  86122. };
  86123. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86124. var _this = this;
  86125. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86126. this._ssaoCombinePostProcess.onApply = function (effect) {
  86127. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86128. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86129. };
  86130. };
  86131. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86132. var size = 512;
  86133. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86134. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86135. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86136. var context = this._randomTexture.getContext();
  86137. var rand = function (min, max) {
  86138. return Math.random() * (max - min) + min;
  86139. };
  86140. var randVector = BABYLON.Vector3.Zero();
  86141. for (var x = 0; x < size; x++) {
  86142. for (var y = 0; y < size; y++) {
  86143. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86144. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86145. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86146. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86147. context.fillRect(x, y, 1, 1);
  86148. }
  86149. }
  86150. this._randomTexture.update(false);
  86151. };
  86152. __decorate([
  86153. BABYLON.serialize()
  86154. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86155. __decorate([
  86156. BABYLON.serialize()
  86157. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86158. __decorate([
  86159. BABYLON.serialize()
  86160. ], SSAORenderingPipeline.prototype, "area", void 0);
  86161. __decorate([
  86162. BABYLON.serialize()
  86163. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86164. __decorate([
  86165. BABYLON.serialize()
  86166. ], SSAORenderingPipeline.prototype, "base", void 0);
  86167. return SSAORenderingPipeline;
  86168. }(BABYLON.PostProcessRenderPipeline));
  86169. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86170. })(BABYLON || (BABYLON = {}));
  86171. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86172. var BABYLON;
  86173. (function (BABYLON) {
  86174. /**
  86175. * Render pipeline to produce ssao effect
  86176. */
  86177. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86178. __extends(SSAO2RenderingPipeline, _super);
  86179. /**
  86180. * @constructor
  86181. * @param name The rendering pipeline name
  86182. * @param scene The scene linked to this pipeline
  86183. * @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 }
  86184. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86185. */
  86186. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86187. var _this = _super.call(this, scene.getEngine(), name) || this;
  86188. // Members
  86189. /**
  86190. * @ignore
  86191. * The PassPostProcess id in the pipeline that contains the original scene color
  86192. */
  86193. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86194. /**
  86195. * @ignore
  86196. * The SSAO PostProcess id in the pipeline
  86197. */
  86198. _this.SSAORenderEffect = "SSAORenderEffect";
  86199. /**
  86200. * @ignore
  86201. * The horizontal blur PostProcess id in the pipeline
  86202. */
  86203. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86204. /**
  86205. * @ignore
  86206. * The vertical blur PostProcess id in the pipeline
  86207. */
  86208. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86209. /**
  86210. * @ignore
  86211. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86212. */
  86213. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86214. /**
  86215. * The output strength of the SSAO post-process. Default value is 1.0.
  86216. */
  86217. _this.totalStrength = 1.0;
  86218. /**
  86219. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86220. */
  86221. _this.maxZ = 100.0;
  86222. /**
  86223. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86224. */
  86225. _this.minZAspect = 0.2;
  86226. _this._samples = 8;
  86227. _this._textureSamples = 1;
  86228. _this._expensiveBlur = true;
  86229. /**
  86230. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86231. */
  86232. _this.radius = 2.0;
  86233. /**
  86234. * The base color of the SSAO post-process
  86235. * The final result is "base + ssao" between [0, 1]
  86236. */
  86237. _this.base = 0;
  86238. _this._firstUpdate = true;
  86239. _this._bits = new Uint32Array(1);
  86240. _this._scene = scene;
  86241. _this._ratio = ratio;
  86242. if (!_this.isSupported) {
  86243. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86244. return _this;
  86245. }
  86246. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86247. var blurRatio = _this._ratio.blurRatio || ratio;
  86248. // Set up assets
  86249. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86250. _this._createRandomTexture();
  86251. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86252. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86253. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86254. _this._originalColorPostProcess.samples = _this.textureSamples;
  86255. _this._createSSAOPostProcess(1.0);
  86256. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86257. _this._createSSAOCombinePostProcess(blurRatio);
  86258. // Set up pipeline
  86259. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86260. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86261. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86262. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86263. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86264. // Finish
  86265. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86266. if (cameras) {
  86267. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86268. }
  86269. return _this;
  86270. }
  86271. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86272. get: function () {
  86273. return this._samples;
  86274. },
  86275. /**
  86276. * Number of samples used for the SSAO calculations. Default value is 8
  86277. */
  86278. set: function (n) {
  86279. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86280. this._samples = n;
  86281. this._sampleSphere = this._generateHemisphere();
  86282. this._firstUpdate = true;
  86283. },
  86284. enumerable: true,
  86285. configurable: true
  86286. });
  86287. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86288. get: function () {
  86289. return this._textureSamples;
  86290. },
  86291. /**
  86292. * Number of samples to use for antialiasing
  86293. */
  86294. set: function (n) {
  86295. this._textureSamples = n;
  86296. this._originalColorPostProcess.samples = n;
  86297. this._blurHPostProcess.samples = n;
  86298. this._blurVPostProcess.samples = n;
  86299. this._ssaoPostProcess.samples = n;
  86300. this._ssaoCombinePostProcess.samples = n;
  86301. },
  86302. enumerable: true,
  86303. configurable: true
  86304. });
  86305. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86306. get: function () {
  86307. return this._expensiveBlur;
  86308. },
  86309. /**
  86310. * If bilateral blur should be used
  86311. */
  86312. set: function (b) {
  86313. 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"]);
  86314. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86315. this._expensiveBlur = b;
  86316. this._firstUpdate = true;
  86317. },
  86318. enumerable: true,
  86319. configurable: true
  86320. });
  86321. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86322. /**
  86323. * Support test.
  86324. */
  86325. get: function () {
  86326. var engine = BABYLON.Engine.LastCreatedEngine;
  86327. if (!engine) {
  86328. return false;
  86329. }
  86330. return engine.getCaps().drawBuffersExtension;
  86331. },
  86332. enumerable: true,
  86333. configurable: true
  86334. });
  86335. // Public Methods
  86336. /**
  86337. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86338. */
  86339. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86340. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86341. for (var i = 0; i < this._scene.cameras.length; i++) {
  86342. var camera = this._scene.cameras[i];
  86343. this._originalColorPostProcess.dispose(camera);
  86344. this._ssaoPostProcess.dispose(camera);
  86345. this._blurHPostProcess.dispose(camera);
  86346. this._blurVPostProcess.dispose(camera);
  86347. this._ssaoCombinePostProcess.dispose(camera);
  86348. }
  86349. this._randomTexture.dispose();
  86350. if (disableGeometryBufferRenderer) {
  86351. this._scene.disableGeometryBufferRenderer();
  86352. }
  86353. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86354. _super.prototype.dispose.call(this);
  86355. };
  86356. // Private Methods
  86357. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86358. var _this = this;
  86359. this._samplerOffsets = [];
  86360. var expensive = this.expensiveBlur;
  86361. for (var i = -8; i < 8; i++) {
  86362. this._samplerOffsets.push(i * 2 + 0.5);
  86363. }
  86364. 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");
  86365. this._blurHPostProcess.onApply = function (effect) {
  86366. if (!_this._scene.activeCamera) {
  86367. return;
  86368. }
  86369. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86370. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86371. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86372. effect.setFloat("radius", _this.radius);
  86373. effect.setTexture("depthSampler", _this._depthTexture);
  86374. if (_this._firstUpdate) {
  86375. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86376. }
  86377. };
  86378. 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");
  86379. this._blurVPostProcess.onApply = function (effect) {
  86380. if (!_this._scene.activeCamera) {
  86381. return;
  86382. }
  86383. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86384. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86385. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86386. effect.setFloat("radius", _this.radius);
  86387. effect.setTexture("depthSampler", _this._depthTexture);
  86388. if (_this._firstUpdate) {
  86389. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86390. _this._firstUpdate = false;
  86391. }
  86392. };
  86393. this._blurHPostProcess.samples = this.textureSamples;
  86394. this._blurVPostProcess.samples = this.textureSamples;
  86395. };
  86396. /** @hidden */
  86397. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86398. this._firstUpdate = true;
  86399. _super.prototype._rebuild.call(this);
  86400. };
  86401. //Van der Corput radical inverse
  86402. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86403. this._bits[0] = i;
  86404. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86405. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86406. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86407. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86408. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86409. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86410. };
  86411. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86412. return [i / n, this._radicalInverse_VdC(i)];
  86413. };
  86414. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86415. var phi = v * 2.0 * Math.PI;
  86416. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86417. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86418. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86419. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86420. };
  86421. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86422. var numSamples = this.samples;
  86423. var result = [];
  86424. var vector;
  86425. var i = 0;
  86426. while (i < numSamples) {
  86427. if (numSamples < 16) {
  86428. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86429. }
  86430. else {
  86431. var rand = this._hammersley(i, numSamples);
  86432. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86433. }
  86434. result.push(vector.x, vector.y, vector.z);
  86435. i++;
  86436. }
  86437. return result;
  86438. };
  86439. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86440. var _this = this;
  86441. var numSamples = this.samples;
  86442. this._sampleSphere = this._generateHemisphere();
  86443. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86444. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86445. "base", "range", "projection", "near", "far", "texelSize",
  86446. "xViewport", "yViewport", "maxZ", "minZAspect"
  86447. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86448. this._ssaoPostProcess.onApply = function (effect) {
  86449. if (_this._firstUpdate) {
  86450. effect.setArray3("sampleSphere", _this._sampleSphere);
  86451. effect.setFloat("randTextureTiles", 32.0);
  86452. }
  86453. if (!_this._scene.activeCamera) {
  86454. return;
  86455. }
  86456. effect.setFloat("samplesFactor", 1 / _this.samples);
  86457. effect.setFloat("totalStrength", _this.totalStrength);
  86458. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86459. effect.setFloat("radius", _this.radius);
  86460. effect.setFloat("maxZ", _this.maxZ);
  86461. effect.setFloat("minZAspect", _this.minZAspect);
  86462. effect.setFloat("base", _this.base);
  86463. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86464. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86465. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86466. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86467. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86468. effect.setTexture("textureSampler", _this._depthTexture);
  86469. effect.setTexture("normalSampler", _this._normalTexture);
  86470. effect.setTexture("randomSampler", _this._randomTexture);
  86471. };
  86472. this._ssaoPostProcess.samples = this.textureSamples;
  86473. };
  86474. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86475. var _this = this;
  86476. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86477. this._ssaoCombinePostProcess.onApply = function (effect) {
  86478. var viewport = _this._scene.activeCamera.viewport;
  86479. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86480. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86481. };
  86482. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86483. };
  86484. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86485. var size = 128;
  86486. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86487. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86488. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86489. var context = this._randomTexture.getContext();
  86490. var rand = function (min, max) {
  86491. return Math.random() * (max - min) + min;
  86492. };
  86493. var randVector = BABYLON.Vector3.Zero();
  86494. for (var x = 0; x < size; x++) {
  86495. for (var y = 0; y < size; y++) {
  86496. randVector.x = rand(0.0, 1.0);
  86497. randVector.y = rand(0.0, 1.0);
  86498. randVector.z = 0.0;
  86499. randVector.normalize();
  86500. randVector.scaleInPlace(255);
  86501. randVector.x = Math.floor(randVector.x);
  86502. randVector.y = Math.floor(randVector.y);
  86503. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86504. context.fillRect(x, y, 1, 1);
  86505. }
  86506. }
  86507. this._randomTexture.update(false);
  86508. };
  86509. /**
  86510. * Serialize the rendering pipeline (Used when exporting)
  86511. * @returns the serialized object
  86512. */
  86513. SSAO2RenderingPipeline.prototype.serialize = function () {
  86514. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86515. serializationObject.customType = "SSAO2RenderingPipeline";
  86516. return serializationObject;
  86517. };
  86518. /**
  86519. * Parse the serialized pipeline
  86520. * @param source Source pipeline.
  86521. * @param scene The scene to load the pipeline to.
  86522. * @param rootUrl The URL of the serialized pipeline.
  86523. * @returns An instantiated pipeline from the serialized object.
  86524. */
  86525. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86526. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86527. };
  86528. __decorate([
  86529. BABYLON.serialize()
  86530. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86531. __decorate([
  86532. BABYLON.serialize()
  86533. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86534. __decorate([
  86535. BABYLON.serialize()
  86536. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86537. __decorate([
  86538. BABYLON.serialize("samples")
  86539. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86540. __decorate([
  86541. BABYLON.serialize("textureSamples")
  86542. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86543. __decorate([
  86544. BABYLON.serialize()
  86545. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86546. __decorate([
  86547. BABYLON.serialize("expensiveBlur")
  86548. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86549. __decorate([
  86550. BABYLON.serialize()
  86551. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86552. __decorate([
  86553. BABYLON.serialize()
  86554. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86555. return SSAO2RenderingPipeline;
  86556. }(BABYLON.PostProcessRenderPipeline));
  86557. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86558. })(BABYLON || (BABYLON = {}));
  86559. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86560. var BABYLON;
  86561. (function (BABYLON) {
  86562. /**
  86563. * BABYLON.JS Chromatic Aberration GLSL Shader
  86564. * Author: Olivier Guyot
  86565. * Separates very slightly R, G and B colors on the edges of the screen
  86566. * Inspired by Francois Tarlier & Martins Upitis
  86567. */
  86568. var LensRenderingPipeline = /** @class */ (function (_super) {
  86569. __extends(LensRenderingPipeline, _super);
  86570. /**
  86571. * @constructor
  86572. *
  86573. * Effect parameters are as follow:
  86574. * {
  86575. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86576. * edge_blur: number; // from 0 to x (1 for realism)
  86577. * distortion: number; // from 0 to x (1 for realism)
  86578. * grain_amount: number; // from 0 to 1
  86579. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86580. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86581. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86582. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86583. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86584. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86585. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86586. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86587. * }
  86588. * Note: if an effect parameter is unset, effect is disabled
  86589. *
  86590. * @param name The rendering pipeline name
  86591. * @param parameters - An object containing all parameters (see above)
  86592. * @param scene The scene linked to this pipeline
  86593. * @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)
  86594. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86595. */
  86596. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86597. if (ratio === void 0) { ratio = 1.0; }
  86598. var _this = _super.call(this, scene.getEngine(), name) || this;
  86599. // Lens effects can be of the following:
  86600. // - chromatic aberration (slight shift of RGB colors)
  86601. // - blur on the edge of the lens
  86602. // - lens distortion
  86603. // - depth-of-field blur & highlights enhancing
  86604. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86605. // - grain effect (noise or custom texture)
  86606. // Two additional texture samplers are needed:
  86607. // - depth map (for depth-of-field)
  86608. // - grain texture
  86609. /**
  86610. * @ignore
  86611. * The chromatic aberration PostProcess id in the pipeline
  86612. */
  86613. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86614. /**
  86615. * @ignore
  86616. * The highlights enhancing PostProcess id in the pipeline
  86617. */
  86618. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86619. /**
  86620. * @ignore
  86621. * The depth-of-field PostProcess id in the pipeline
  86622. */
  86623. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86624. _this._scene = scene;
  86625. // Fetch texture samplers
  86626. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86627. if (parameters.grain_texture) {
  86628. _this._grainTexture = parameters.grain_texture;
  86629. }
  86630. else {
  86631. _this._createGrainTexture();
  86632. }
  86633. // save parameters
  86634. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86635. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86636. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86637. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86638. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86639. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86640. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86641. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86642. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86643. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86644. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86645. // Create effects
  86646. _this._createChromaticAberrationPostProcess(ratio);
  86647. _this._createHighlightsPostProcess(ratio);
  86648. _this._createDepthOfFieldPostProcess(ratio / 4);
  86649. // Set up pipeline
  86650. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86651. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86652. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86653. if (_this._highlightsGain === -1) {
  86654. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86655. }
  86656. // Finish
  86657. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86658. if (cameras) {
  86659. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86660. }
  86661. return _this;
  86662. }
  86663. // public methods (self explanatory)
  86664. /**
  86665. * Sets the amount of blur at the edges
  86666. * @param amount blur amount
  86667. */
  86668. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86669. /**
  86670. * Sets edge blur to 0
  86671. */
  86672. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86673. /**
  86674. * Sets the amout of grain
  86675. * @param amount Amount of grain
  86676. */
  86677. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86678. /**
  86679. * Set grain amount to 0
  86680. */
  86681. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86682. /**
  86683. * Sets the chromatic aberration amount
  86684. * @param amount amount of chromatic aberration
  86685. */
  86686. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86687. /**
  86688. * Sets chromatic aberration amount to 0
  86689. */
  86690. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86691. /**
  86692. * Sets the EdgeDistortion amount
  86693. * @param amount amount of EdgeDistortion
  86694. */
  86695. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86696. /**
  86697. * Sets edge distortion to 0
  86698. */
  86699. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86700. /**
  86701. * Sets the FocusDistance amount
  86702. * @param amount amount of FocusDistance
  86703. */
  86704. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86705. /**
  86706. * Disables depth of field
  86707. */
  86708. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86709. /**
  86710. * Sets the Aperture amount
  86711. * @param amount amount of Aperture
  86712. */
  86713. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86714. /**
  86715. * Sets the DarkenOutOfFocus amount
  86716. * @param amount amount of DarkenOutOfFocus
  86717. */
  86718. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86719. /**
  86720. * Creates a pentagon bokeh effect
  86721. */
  86722. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86723. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86724. };
  86725. /**
  86726. * Disables the pentagon bokeh effect
  86727. */
  86728. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86729. this._highlightsPostProcess.updateEffect();
  86730. };
  86731. /**
  86732. * Enables noise blur
  86733. */
  86734. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86735. /**
  86736. * Disables noise blur
  86737. */
  86738. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86739. /**
  86740. * Sets the HighlightsGain amount
  86741. * @param amount amount of HighlightsGain
  86742. */
  86743. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86744. this._highlightsGain = amount;
  86745. };
  86746. /**
  86747. * Sets the HighlightsThreshold amount
  86748. * @param amount amount of HighlightsThreshold
  86749. */
  86750. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86751. if (this._highlightsGain === -1) {
  86752. this._highlightsGain = 1.0;
  86753. }
  86754. this._highlightsThreshold = amount;
  86755. };
  86756. /**
  86757. * Disables highlights
  86758. */
  86759. LensRenderingPipeline.prototype.disableHighlights = function () {
  86760. this._highlightsGain = -1;
  86761. };
  86762. /**
  86763. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86764. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86765. */
  86766. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86767. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86768. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86769. this._chromaticAberrationPostProcess = null;
  86770. this._highlightsPostProcess = null;
  86771. this._depthOfFieldPostProcess = null;
  86772. this._grainTexture.dispose();
  86773. if (disableDepthRender) {
  86774. this._scene.disableDepthRenderer();
  86775. }
  86776. };
  86777. // colors shifting and distortion
  86778. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86779. var _this = this;
  86780. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86781. [], // samplers
  86782. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86783. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86784. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86785. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86786. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86787. effect.setFloat('radialIntensity', 1);
  86788. effect.setFloat2('direction', 17, 17);
  86789. effect.setFloat2('centerPosition', 0.5, 0.5);
  86790. };
  86791. };
  86792. // highlights enhancing
  86793. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86794. var _this = this;
  86795. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86796. [], // samplers
  86797. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86798. this._highlightsPostProcess.onApply = function (effect) {
  86799. effect.setFloat('gain', _this._highlightsGain);
  86800. effect.setFloat('threshold', _this._highlightsThreshold);
  86801. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86802. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86803. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86804. };
  86805. };
  86806. // colors shifting and distortion
  86807. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86808. var _this = this;
  86809. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86810. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86811. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86812. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86813. this._depthOfFieldPostProcess.onApply = function (effect) {
  86814. effect.setTexture("depthSampler", _this._depthTexture);
  86815. effect.setTexture("grainSampler", _this._grainTexture);
  86816. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86817. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86818. effect.setFloat('grain_amount', _this._grainAmount);
  86819. effect.setBool('blur_noise', _this._blurNoise);
  86820. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86821. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86822. effect.setFloat('distortion', _this._distortion);
  86823. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86824. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86825. effect.setFloat('aperture', _this._dofAperture);
  86826. effect.setFloat('darken', _this._dofDarken);
  86827. effect.setFloat('edge_blur', _this._edgeBlur);
  86828. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86829. if (_this._scene.activeCamera) {
  86830. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86831. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86832. }
  86833. };
  86834. };
  86835. // creates a black and white random noise texture, 512x512
  86836. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86837. var size = 512;
  86838. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86839. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86840. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86841. var context = this._grainTexture.getContext();
  86842. var rand = function (min, max) {
  86843. return Math.random() * (max - min) + min;
  86844. };
  86845. var value;
  86846. for (var x = 0; x < size; x++) {
  86847. for (var y = 0; y < size; y++) {
  86848. value = Math.floor(rand(0.42, 0.58) * 255);
  86849. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86850. context.fillRect(x, y, 1, 1);
  86851. }
  86852. }
  86853. this._grainTexture.update(false);
  86854. };
  86855. return LensRenderingPipeline;
  86856. }(BABYLON.PostProcessRenderPipeline));
  86857. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86858. })(BABYLON || (BABYLON = {}));
  86859. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86860. var BABYLON;
  86861. (function (BABYLON) {
  86862. /**
  86863. * Standard rendering pipeline
  86864. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86865. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86866. */
  86867. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86868. __extends(StandardRenderingPipeline, _super);
  86869. /**
  86870. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86871. * @constructor
  86872. * @param name The rendering pipeline name
  86873. * @param scene The scene linked to this pipeline
  86874. * @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)
  86875. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86876. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86877. */
  86878. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86879. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86880. var _this = _super.call(this, scene.getEngine(), name) || this;
  86881. /**
  86882. * Post-process used to down scale an image x4
  86883. */
  86884. _this.downSampleX4PostProcess = null;
  86885. /**
  86886. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86887. */
  86888. _this.brightPassPostProcess = null;
  86889. /**
  86890. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86891. */
  86892. _this.blurHPostProcesses = [];
  86893. /**
  86894. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86895. */
  86896. _this.blurVPostProcesses = [];
  86897. /**
  86898. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86899. */
  86900. _this.textureAdderPostProcess = null;
  86901. /**
  86902. * Post-process used to create volumetric lighting effect
  86903. */
  86904. _this.volumetricLightPostProcess = null;
  86905. /**
  86906. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86907. */
  86908. _this.volumetricLightSmoothXPostProcess = null;
  86909. /**
  86910. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86911. */
  86912. _this.volumetricLightSmoothYPostProcess = null;
  86913. /**
  86914. * Post-process used to merge the volumetric light effect and the real scene color
  86915. */
  86916. _this.volumetricLightMergePostProces = null;
  86917. /**
  86918. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86919. */
  86920. _this.volumetricLightFinalPostProcess = null;
  86921. /**
  86922. * Base post-process used to calculate the average luminance of the final image for HDR
  86923. */
  86924. _this.luminancePostProcess = null;
  86925. /**
  86926. * Post-processes used to create down sample post-processes in order to get
  86927. * the average luminance of the final image for HDR
  86928. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86929. */
  86930. _this.luminanceDownSamplePostProcesses = [];
  86931. /**
  86932. * Post-process used to create a HDR effect (light adaptation)
  86933. */
  86934. _this.hdrPostProcess = null;
  86935. /**
  86936. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86937. */
  86938. _this.textureAdderFinalPostProcess = null;
  86939. /**
  86940. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86941. */
  86942. _this.lensFlareFinalPostProcess = null;
  86943. /**
  86944. * Post-process used to merge the final HDR post-process and the real scene color
  86945. */
  86946. _this.hdrFinalPostProcess = null;
  86947. /**
  86948. * Post-process used to create a lens flare effect
  86949. */
  86950. _this.lensFlarePostProcess = null;
  86951. /**
  86952. * Post-process that merges the result of the lens flare post-process and the real scene color
  86953. */
  86954. _this.lensFlareComposePostProcess = null;
  86955. /**
  86956. * Post-process used to create a motion blur effect
  86957. */
  86958. _this.motionBlurPostProcess = null;
  86959. /**
  86960. * Post-process used to create a depth of field effect
  86961. */
  86962. _this.depthOfFieldPostProcess = null;
  86963. /**
  86964. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86965. */
  86966. _this.fxaaPostProcess = null;
  86967. // Values
  86968. /**
  86969. * Represents the brightness threshold in order to configure the illuminated surfaces
  86970. */
  86971. _this.brightThreshold = 1.0;
  86972. /**
  86973. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86974. */
  86975. _this.blurWidth = 512.0;
  86976. /**
  86977. * Sets if the blur for highlighted surfaces must be only horizontal
  86978. */
  86979. _this.horizontalBlur = false;
  86980. /**
  86981. * Sets the overall exposure used by the pipeline
  86982. */
  86983. _this.exposure = 1.0;
  86984. /**
  86985. * Texture used typically to simulate "dirty" on camera lens
  86986. */
  86987. _this.lensTexture = null;
  86988. /**
  86989. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86990. */
  86991. _this.volumetricLightCoefficient = 0.2;
  86992. /**
  86993. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86994. */
  86995. _this.volumetricLightPower = 4.0;
  86996. /**
  86997. * Used the set the blur intensity to smooth the volumetric lights
  86998. */
  86999. _this.volumetricLightBlurScale = 64.0;
  87000. /**
  87001. * Light (spot or directional) used to generate the volumetric lights rays
  87002. * The source light must have a shadow generate so the pipeline can get its
  87003. * depth map
  87004. */
  87005. _this.sourceLight = null;
  87006. /**
  87007. * For eye adaptation, represents the minimum luminance the eye can see
  87008. */
  87009. _this.hdrMinimumLuminance = 1.0;
  87010. /**
  87011. * For eye adaptation, represents the decrease luminance speed
  87012. */
  87013. _this.hdrDecreaseRate = 0.5;
  87014. /**
  87015. * For eye adaptation, represents the increase luminance speed
  87016. */
  87017. _this.hdrIncreaseRate = 0.5;
  87018. /**
  87019. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87020. */
  87021. _this.lensColorTexture = null;
  87022. /**
  87023. * The overall strengh for the lens flare effect
  87024. */
  87025. _this.lensFlareStrength = 20.0;
  87026. /**
  87027. * Dispersion coefficient for lens flare ghosts
  87028. */
  87029. _this.lensFlareGhostDispersal = 1.4;
  87030. /**
  87031. * Main lens flare halo width
  87032. */
  87033. _this.lensFlareHaloWidth = 0.7;
  87034. /**
  87035. * Based on the lens distortion effect, defines how much the lens flare result
  87036. * is distorted
  87037. */
  87038. _this.lensFlareDistortionStrength = 16.0;
  87039. /**
  87040. * Lens star texture must be used to simulate rays on the flares and is available
  87041. * in the documentation
  87042. */
  87043. _this.lensStarTexture = null;
  87044. /**
  87045. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87046. * flare effect by taking account of the dirt texture
  87047. */
  87048. _this.lensFlareDirtTexture = null;
  87049. /**
  87050. * Represents the focal length for the depth of field effect
  87051. */
  87052. _this.depthOfFieldDistance = 10.0;
  87053. /**
  87054. * Represents the blur intensity for the blurred part of the depth of field effect
  87055. */
  87056. _this.depthOfFieldBlurWidth = 64.0;
  87057. /**
  87058. * For motion blur, defines how much the image is blurred by the movement
  87059. */
  87060. _this.motionStrength = 1.0;
  87061. /**
  87062. * List of animations for the pipeline (IAnimatable implementation)
  87063. */
  87064. _this.animations = [];
  87065. _this._currentDepthOfFieldSource = null;
  87066. _this._hdrCurrentLuminance = 1.0;
  87067. // Getters and setters
  87068. _this._bloomEnabled = false;
  87069. _this._depthOfFieldEnabled = false;
  87070. _this._vlsEnabled = false;
  87071. _this._lensFlareEnabled = false;
  87072. _this._hdrEnabled = false;
  87073. _this._motionBlurEnabled = false;
  87074. _this._fxaaEnabled = false;
  87075. _this._motionBlurSamples = 64.0;
  87076. _this._volumetricLightStepsCount = 50.0;
  87077. _this._samples = 1;
  87078. _this._cameras = cameras || [];
  87079. // Initialize
  87080. _this._scene = scene;
  87081. _this._basePostProcess = originalPostProcess;
  87082. _this._ratio = ratio;
  87083. // Misc
  87084. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87085. // Finish
  87086. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87087. _this._buildPipeline();
  87088. return _this;
  87089. }
  87090. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87091. /**
  87092. * @ignore
  87093. * Specifies if the bloom pipeline is enabled
  87094. */
  87095. get: function () {
  87096. return this._bloomEnabled;
  87097. },
  87098. set: function (enabled) {
  87099. if (this._bloomEnabled === enabled) {
  87100. return;
  87101. }
  87102. this._bloomEnabled = enabled;
  87103. this._buildPipeline();
  87104. },
  87105. enumerable: true,
  87106. configurable: true
  87107. });
  87108. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87109. /**
  87110. * @ignore
  87111. * Specifies if the depth of field pipeline is enabed
  87112. */
  87113. get: function () {
  87114. return this._depthOfFieldEnabled;
  87115. },
  87116. set: function (enabled) {
  87117. if (this._depthOfFieldEnabled === enabled) {
  87118. return;
  87119. }
  87120. this._depthOfFieldEnabled = enabled;
  87121. this._buildPipeline();
  87122. },
  87123. enumerable: true,
  87124. configurable: true
  87125. });
  87126. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87127. /**
  87128. * @ignore
  87129. * Specifies if the lens flare pipeline is enabed
  87130. */
  87131. get: function () {
  87132. return this._lensFlareEnabled;
  87133. },
  87134. set: function (enabled) {
  87135. if (this._lensFlareEnabled === enabled) {
  87136. return;
  87137. }
  87138. this._lensFlareEnabled = enabled;
  87139. this._buildPipeline();
  87140. },
  87141. enumerable: true,
  87142. configurable: true
  87143. });
  87144. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87145. /**
  87146. * @ignore
  87147. * Specifies if the HDR pipeline is enabled
  87148. */
  87149. get: function () {
  87150. return this._hdrEnabled;
  87151. },
  87152. set: function (enabled) {
  87153. if (this._hdrEnabled === enabled) {
  87154. return;
  87155. }
  87156. this._hdrEnabled = enabled;
  87157. this._buildPipeline();
  87158. },
  87159. enumerable: true,
  87160. configurable: true
  87161. });
  87162. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87163. /**
  87164. * @ignore
  87165. * Specifies if the volumetric lights scattering effect is enabled
  87166. */
  87167. get: function () {
  87168. return this._vlsEnabled;
  87169. },
  87170. set: function (enabled) {
  87171. if (this._vlsEnabled === enabled) {
  87172. return;
  87173. }
  87174. if (enabled) {
  87175. var geometry = this._scene.enableGeometryBufferRenderer();
  87176. if (!geometry) {
  87177. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87178. return;
  87179. }
  87180. }
  87181. this._vlsEnabled = enabled;
  87182. this._buildPipeline();
  87183. },
  87184. enumerable: true,
  87185. configurable: true
  87186. });
  87187. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87188. /**
  87189. * @ignore
  87190. * Specifies if the motion blur effect is enabled
  87191. */
  87192. get: function () {
  87193. return this._motionBlurEnabled;
  87194. },
  87195. set: function (enabled) {
  87196. if (this._motionBlurEnabled === enabled) {
  87197. return;
  87198. }
  87199. this._motionBlurEnabled = enabled;
  87200. this._buildPipeline();
  87201. },
  87202. enumerable: true,
  87203. configurable: true
  87204. });
  87205. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87206. /**
  87207. * Specifies if anti-aliasing is enabled
  87208. */
  87209. get: function () {
  87210. return this._fxaaEnabled;
  87211. },
  87212. set: function (enabled) {
  87213. if (this._fxaaEnabled === enabled) {
  87214. return;
  87215. }
  87216. this._fxaaEnabled = enabled;
  87217. this._buildPipeline();
  87218. },
  87219. enumerable: true,
  87220. configurable: true
  87221. });
  87222. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87223. /**
  87224. * Specifies the number of steps used to calculate the volumetric lights
  87225. * Typically in interval [50, 200]
  87226. */
  87227. get: function () {
  87228. return this._volumetricLightStepsCount;
  87229. },
  87230. set: function (count) {
  87231. if (this.volumetricLightPostProcess) {
  87232. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87233. }
  87234. this._volumetricLightStepsCount = count;
  87235. },
  87236. enumerable: true,
  87237. configurable: true
  87238. });
  87239. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87240. /**
  87241. * Specifies the number of samples used for the motion blur effect
  87242. * Typically in interval [16, 64]
  87243. */
  87244. get: function () {
  87245. return this._motionBlurSamples;
  87246. },
  87247. set: function (samples) {
  87248. if (this.motionBlurPostProcess) {
  87249. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87250. }
  87251. this._motionBlurSamples = samples;
  87252. },
  87253. enumerable: true,
  87254. configurable: true
  87255. });
  87256. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87257. /**
  87258. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87259. */
  87260. get: function () {
  87261. return this._samples;
  87262. },
  87263. set: function (sampleCount) {
  87264. if (this._samples === sampleCount) {
  87265. return;
  87266. }
  87267. this._samples = sampleCount;
  87268. this._buildPipeline();
  87269. },
  87270. enumerable: true,
  87271. configurable: true
  87272. });
  87273. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87274. var _this = this;
  87275. var ratio = this._ratio;
  87276. var scene = this._scene;
  87277. this._disposePostProcesses();
  87278. this._reset();
  87279. // Create pass post-process
  87280. if (!this._basePostProcess) {
  87281. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87282. this.originalPostProcess.onApply = function (effect) {
  87283. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87284. };
  87285. }
  87286. else {
  87287. this.originalPostProcess = this._basePostProcess;
  87288. }
  87289. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87290. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87291. }
  87292. this._currentDepthOfFieldSource = this.originalPostProcess;
  87293. if (this._bloomEnabled) {
  87294. // Create down sample X4 post-process
  87295. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87296. // Create bright pass post-process
  87297. this._createBrightPassPostProcess(scene, ratio / 2);
  87298. // Create gaussian blur post-processes (down sampling blurs)
  87299. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87300. // Create texture adder post-process
  87301. this._createTextureAdderPostProcess(scene, ratio);
  87302. // Create depth-of-field source post-process
  87303. 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);
  87304. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87305. }
  87306. if (this._vlsEnabled) {
  87307. // Create volumetric light
  87308. this._createVolumetricLightPostProcess(scene, ratio);
  87309. // Create volumetric light final post-process
  87310. 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);
  87311. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87312. }
  87313. if (this._lensFlareEnabled) {
  87314. // Create lens flare post-process
  87315. this._createLensFlarePostProcess(scene, ratio);
  87316. // Create depth-of-field source post-process post lens-flare and disable it now
  87317. 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);
  87318. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87319. }
  87320. if (this._hdrEnabled) {
  87321. // Create luminance
  87322. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87323. // Create HDR
  87324. this._createHdrPostProcess(scene, ratio);
  87325. // Create depth-of-field source post-process post hdr and disable it now
  87326. 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);
  87327. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87328. }
  87329. if (this._depthOfFieldEnabled) {
  87330. // Create gaussian blur used by depth-of-field
  87331. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87332. // Create depth-of-field post-process
  87333. this._createDepthOfFieldPostProcess(scene, ratio);
  87334. }
  87335. if (this._motionBlurEnabled) {
  87336. // Create motion blur post-process
  87337. this._createMotionBlurPostProcess(scene, ratio);
  87338. }
  87339. if (this._fxaaEnabled) {
  87340. // Create fxaa post-process
  87341. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87342. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87343. }
  87344. if (this._cameras !== null) {
  87345. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87346. }
  87347. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87348. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87349. }
  87350. };
  87351. // Down Sample X4 Post-Processs
  87352. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87353. var _this = this;
  87354. var downSampleX4Offsets = new Array(32);
  87355. 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);
  87356. this.downSampleX4PostProcess.onApply = function (effect) {
  87357. var id = 0;
  87358. var width = _this.downSampleX4PostProcess.width;
  87359. var height = _this.downSampleX4PostProcess.height;
  87360. for (var i = -2; i < 2; i++) {
  87361. for (var j = -2; j < 2; j++) {
  87362. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87363. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87364. id += 2;
  87365. }
  87366. }
  87367. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87368. };
  87369. // Add to pipeline
  87370. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87371. };
  87372. // Brightpass Post-Process
  87373. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87374. var _this = this;
  87375. var brightOffsets = new Array(8);
  87376. 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);
  87377. this.brightPassPostProcess.onApply = function (effect) {
  87378. var sU = (1.0 / _this.brightPassPostProcess.width);
  87379. var sV = (1.0 / _this.brightPassPostProcess.height);
  87380. brightOffsets[0] = -0.5 * sU;
  87381. brightOffsets[1] = 0.5 * sV;
  87382. brightOffsets[2] = 0.5 * sU;
  87383. brightOffsets[3] = 0.5 * sV;
  87384. brightOffsets[4] = -0.5 * sU;
  87385. brightOffsets[5] = -0.5 * sV;
  87386. brightOffsets[6] = 0.5 * sU;
  87387. brightOffsets[7] = -0.5 * sV;
  87388. effect.setArray2("dsOffsets", brightOffsets);
  87389. effect.setFloat("brightThreshold", _this.brightThreshold);
  87390. };
  87391. // Add to pipeline
  87392. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87393. };
  87394. // Create blur H&V post-processes
  87395. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87396. var _this = this;
  87397. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87398. var engine = scene.getEngine();
  87399. 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);
  87400. 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);
  87401. blurX.onActivateObservable.add(function () {
  87402. var dw = blurX.width / engine.getRenderWidth();
  87403. blurX.kernel = _this[blurWidthKey] * dw;
  87404. });
  87405. blurY.onActivateObservable.add(function () {
  87406. var dw = blurY.height / engine.getRenderHeight();
  87407. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87408. });
  87409. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87410. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87411. this.blurHPostProcesses.push(blurX);
  87412. this.blurVPostProcesses.push(blurY);
  87413. };
  87414. // Create texture adder post-process
  87415. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87416. var _this = this;
  87417. 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);
  87418. this.textureAdderPostProcess.onApply = function (effect) {
  87419. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87420. effect.setTexture("lensSampler", _this.lensTexture);
  87421. effect.setFloat("exposure", _this.exposure);
  87422. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87423. };
  87424. // Add to pipeline
  87425. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87426. };
  87427. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87428. var _this = this;
  87429. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87430. geometryRenderer.enablePosition = true;
  87431. var geometry = geometryRenderer.getGBuffer();
  87432. // Base post-process
  87433. 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));
  87434. var depthValues = BABYLON.Vector2.Zero();
  87435. this.volumetricLightPostProcess.onApply = function (effect) {
  87436. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87437. var generator = _this.sourceLight.getShadowGenerator();
  87438. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87439. effect.setTexture("positionSampler", geometry.textures[2]);
  87440. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87441. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87442. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87443. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87444. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87445. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87446. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87447. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87448. effect.setVector2("depthValues", depthValues);
  87449. }
  87450. };
  87451. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87452. // Smooth
  87453. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87454. // Merge
  87455. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87456. this.volumetricLightMergePostProces.onApply = function (effect) {
  87457. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87458. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87459. };
  87460. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87461. };
  87462. // Create luminance
  87463. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87464. var _this = this;
  87465. // Create luminance
  87466. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87467. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87468. var offsets = [];
  87469. this.luminancePostProcess.onApply = function (effect) {
  87470. var sU = (1.0 / _this.luminancePostProcess.width);
  87471. var sV = (1.0 / _this.luminancePostProcess.height);
  87472. offsets[0] = -0.5 * sU;
  87473. offsets[1] = 0.5 * sV;
  87474. offsets[2] = 0.5 * sU;
  87475. offsets[3] = 0.5 * sV;
  87476. offsets[4] = -0.5 * sU;
  87477. offsets[5] = -0.5 * sV;
  87478. offsets[6] = 0.5 * sU;
  87479. offsets[7] = -0.5 * sV;
  87480. effect.setArray2("lumOffsets", offsets);
  87481. };
  87482. // Add to pipeline
  87483. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87484. // Create down sample luminance
  87485. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87486. var size = Math.pow(3, i);
  87487. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87488. if (i === 0) {
  87489. defines += "#define FINAL_DOWN_SAMPLER";
  87490. }
  87491. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87492. this.luminanceDownSamplePostProcesses.push(postProcess);
  87493. }
  87494. // Create callbacks and add effects
  87495. var lastLuminance = this.luminancePostProcess;
  87496. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87497. var downSampleOffsets = new Array(18);
  87498. pp.onApply = function (effect) {
  87499. if (!lastLuminance) {
  87500. return;
  87501. }
  87502. var id = 0;
  87503. for (var x = -1; x < 2; x++) {
  87504. for (var y = -1; y < 2; y++) {
  87505. downSampleOffsets[id] = x / lastLuminance.width;
  87506. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87507. id += 2;
  87508. }
  87509. }
  87510. effect.setArray2("dsOffsets", downSampleOffsets);
  87511. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87512. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87513. lastLuminance = _this.luminancePostProcess;
  87514. }
  87515. else {
  87516. lastLuminance = pp;
  87517. }
  87518. };
  87519. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87520. pp.onAfterRender = function (effect) {
  87521. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87522. 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);
  87523. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87524. };
  87525. }
  87526. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87527. });
  87528. };
  87529. // Create HDR post-process
  87530. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87531. var _this = this;
  87532. 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);
  87533. var outputLiminance = 1;
  87534. var time = 0;
  87535. var lastTime = 0;
  87536. this.hdrPostProcess.onApply = function (effect) {
  87537. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87538. time += scene.getEngine().getDeltaTime();
  87539. if (outputLiminance < 0) {
  87540. outputLiminance = _this._hdrCurrentLuminance;
  87541. }
  87542. else {
  87543. var dt = (lastTime - time) / 1000.0;
  87544. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87545. outputLiminance += _this.hdrDecreaseRate * dt;
  87546. }
  87547. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87548. outputLiminance -= _this.hdrIncreaseRate * dt;
  87549. }
  87550. else {
  87551. outputLiminance = _this._hdrCurrentLuminance;
  87552. }
  87553. }
  87554. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87555. effect.setFloat("averageLuminance", outputLiminance);
  87556. lastTime = time;
  87557. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87558. };
  87559. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87560. };
  87561. // Create lens flare post-process
  87562. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87563. var _this = this;
  87564. 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);
  87565. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87566. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87567. 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);
  87568. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87569. var resolution = new BABYLON.Vector2(0, 0);
  87570. // Lens flare
  87571. this.lensFlarePostProcess.onApply = function (effect) {
  87572. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87573. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87574. effect.setFloat("strength", _this.lensFlareStrength);
  87575. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87576. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87577. // Shift
  87578. resolution.x = _this.lensFlarePostProcess.width;
  87579. resolution.y = _this.lensFlarePostProcess.height;
  87580. effect.setVector2("resolution", resolution);
  87581. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87582. };
  87583. // Compose
  87584. 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);
  87585. 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);
  87586. this.lensFlareComposePostProcess.onApply = function (effect) {
  87587. if (!_this._scene.activeCamera) {
  87588. return;
  87589. }
  87590. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87591. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87592. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87593. // Lens start rotation matrix
  87594. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87595. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87596. 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));
  87597. camRot *= 4.0;
  87598. 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);
  87599. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87600. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87601. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87602. };
  87603. };
  87604. // Create depth-of-field post-process
  87605. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87606. var _this = this;
  87607. 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);
  87608. this.depthOfFieldPostProcess.onApply = function (effect) {
  87609. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87610. effect.setTexture("depthSampler", _this._getDepthTexture());
  87611. effect.setFloat("distance", _this.depthOfFieldDistance);
  87612. };
  87613. // Add to pipeline
  87614. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87615. };
  87616. // Create motion blur post-process
  87617. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87618. var _this = this;
  87619. 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);
  87620. var motionScale = 0;
  87621. var prevViewProjection = BABYLON.Matrix.Identity();
  87622. var invViewProjection = BABYLON.Matrix.Identity();
  87623. var viewProjection = BABYLON.Matrix.Identity();
  87624. var screenSize = BABYLON.Vector2.Zero();
  87625. this.motionBlurPostProcess.onApply = function (effect) {
  87626. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87627. viewProjection.invertToRef(invViewProjection);
  87628. effect.setMatrix("inverseViewProjection", invViewProjection);
  87629. effect.setMatrix("prevViewProjection", prevViewProjection);
  87630. prevViewProjection = viewProjection;
  87631. screenSize.x = _this.motionBlurPostProcess.width;
  87632. screenSize.y = _this.motionBlurPostProcess.height;
  87633. effect.setVector2("screenSize", screenSize);
  87634. motionScale = scene.getEngine().getFps() / 60.0;
  87635. effect.setFloat("motionScale", motionScale);
  87636. effect.setFloat("motionStrength", _this.motionStrength);
  87637. effect.setTexture("depthSampler", _this._getDepthTexture());
  87638. };
  87639. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87640. };
  87641. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87642. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87643. var renderer = this._scene.enableGeometryBufferRenderer();
  87644. return renderer.getGBuffer().textures[0];
  87645. }
  87646. return this._scene.enableDepthRenderer().getDepthMap();
  87647. };
  87648. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87649. for (var i = 0; i < this._cameras.length; i++) {
  87650. var camera = this._cameras[i];
  87651. if (this.originalPostProcess) {
  87652. this.originalPostProcess.dispose(camera);
  87653. }
  87654. if (this.downSampleX4PostProcess) {
  87655. this.downSampleX4PostProcess.dispose(camera);
  87656. }
  87657. if (this.brightPassPostProcess) {
  87658. this.brightPassPostProcess.dispose(camera);
  87659. }
  87660. if (this.textureAdderPostProcess) {
  87661. this.textureAdderPostProcess.dispose(camera);
  87662. }
  87663. if (this.textureAdderFinalPostProcess) {
  87664. this.textureAdderFinalPostProcess.dispose(camera);
  87665. }
  87666. if (this.volumetricLightPostProcess) {
  87667. this.volumetricLightPostProcess.dispose(camera);
  87668. }
  87669. if (this.volumetricLightSmoothXPostProcess) {
  87670. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87671. }
  87672. if (this.volumetricLightSmoothYPostProcess) {
  87673. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87674. }
  87675. if (this.volumetricLightMergePostProces) {
  87676. this.volumetricLightMergePostProces.dispose(camera);
  87677. }
  87678. if (this.volumetricLightFinalPostProcess) {
  87679. this.volumetricLightFinalPostProcess.dispose(camera);
  87680. }
  87681. if (this.lensFlarePostProcess) {
  87682. this.lensFlarePostProcess.dispose(camera);
  87683. }
  87684. if (this.lensFlareComposePostProcess) {
  87685. this.lensFlareComposePostProcess.dispose(camera);
  87686. }
  87687. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87688. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87689. }
  87690. if (this.luminancePostProcess) {
  87691. this.luminancePostProcess.dispose(camera);
  87692. }
  87693. if (this.hdrPostProcess) {
  87694. this.hdrPostProcess.dispose(camera);
  87695. }
  87696. if (this.hdrFinalPostProcess) {
  87697. this.hdrFinalPostProcess.dispose(camera);
  87698. }
  87699. if (this.depthOfFieldPostProcess) {
  87700. this.depthOfFieldPostProcess.dispose(camera);
  87701. }
  87702. if (this.motionBlurPostProcess) {
  87703. this.motionBlurPostProcess.dispose(camera);
  87704. }
  87705. if (this.fxaaPostProcess) {
  87706. this.fxaaPostProcess.dispose(camera);
  87707. }
  87708. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87709. this.blurHPostProcesses[j].dispose(camera);
  87710. }
  87711. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87712. this.blurVPostProcesses[j].dispose(camera);
  87713. }
  87714. }
  87715. this.originalPostProcess = null;
  87716. this.downSampleX4PostProcess = null;
  87717. this.brightPassPostProcess = null;
  87718. this.textureAdderPostProcess = null;
  87719. this.textureAdderFinalPostProcess = null;
  87720. this.volumetricLightPostProcess = null;
  87721. this.volumetricLightSmoothXPostProcess = null;
  87722. this.volumetricLightSmoothYPostProcess = null;
  87723. this.volumetricLightMergePostProces = null;
  87724. this.volumetricLightFinalPostProcess = null;
  87725. this.lensFlarePostProcess = null;
  87726. this.lensFlareComposePostProcess = null;
  87727. this.luminancePostProcess = null;
  87728. this.hdrPostProcess = null;
  87729. this.hdrFinalPostProcess = null;
  87730. this.depthOfFieldPostProcess = null;
  87731. this.motionBlurPostProcess = null;
  87732. this.fxaaPostProcess = null;
  87733. this.luminanceDownSamplePostProcesses = [];
  87734. this.blurHPostProcesses = [];
  87735. this.blurVPostProcesses = [];
  87736. };
  87737. /**
  87738. * Dispose of the pipeline and stop all post processes
  87739. */
  87740. StandardRenderingPipeline.prototype.dispose = function () {
  87741. this._disposePostProcesses();
  87742. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87743. _super.prototype.dispose.call(this);
  87744. };
  87745. /**
  87746. * Serialize the rendering pipeline (Used when exporting)
  87747. * @returns the serialized object
  87748. */
  87749. StandardRenderingPipeline.prototype.serialize = function () {
  87750. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87751. if (this.sourceLight) {
  87752. serializationObject.sourceLightId = this.sourceLight.id;
  87753. }
  87754. serializationObject.customType = "StandardRenderingPipeline";
  87755. return serializationObject;
  87756. };
  87757. /**
  87758. * Parse the serialized pipeline
  87759. * @param source Source pipeline.
  87760. * @param scene The scene to load the pipeline to.
  87761. * @param rootUrl The URL of the serialized pipeline.
  87762. * @returns An instantiated pipeline from the serialized object.
  87763. */
  87764. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87765. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87766. if (source.sourceLightId) {
  87767. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87768. }
  87769. return p;
  87770. };
  87771. /**
  87772. * Luminance steps
  87773. */
  87774. StandardRenderingPipeline.LuminanceSteps = 6;
  87775. __decorate([
  87776. BABYLON.serialize()
  87777. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87778. __decorate([
  87779. BABYLON.serialize()
  87780. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87781. __decorate([
  87782. BABYLON.serialize()
  87783. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87784. __decorate([
  87785. BABYLON.serialize()
  87786. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87787. __decorate([
  87788. BABYLON.serializeAsTexture("lensTexture")
  87789. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87790. __decorate([
  87791. BABYLON.serialize()
  87792. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87793. __decorate([
  87794. BABYLON.serialize()
  87795. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87796. __decorate([
  87797. BABYLON.serialize()
  87798. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87799. __decorate([
  87800. BABYLON.serialize()
  87801. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87802. __decorate([
  87803. BABYLON.serialize()
  87804. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87805. __decorate([
  87806. BABYLON.serialize()
  87807. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87808. __decorate([
  87809. BABYLON.serializeAsTexture("lensColorTexture")
  87810. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87811. __decorate([
  87812. BABYLON.serialize()
  87813. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87814. __decorate([
  87815. BABYLON.serialize()
  87816. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87817. __decorate([
  87818. BABYLON.serialize()
  87819. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87820. __decorate([
  87821. BABYLON.serialize()
  87822. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87823. __decorate([
  87824. BABYLON.serializeAsTexture("lensStarTexture")
  87825. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87826. __decorate([
  87827. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87828. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87829. __decorate([
  87830. BABYLON.serialize()
  87831. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87832. __decorate([
  87833. BABYLON.serialize()
  87834. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87835. __decorate([
  87836. BABYLON.serialize()
  87837. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87838. __decorate([
  87839. BABYLON.serialize()
  87840. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87841. __decorate([
  87842. BABYLON.serialize()
  87843. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87844. __decorate([
  87845. BABYLON.serialize()
  87846. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87847. __decorate([
  87848. BABYLON.serialize()
  87849. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87850. __decorate([
  87851. BABYLON.serialize()
  87852. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87853. __decorate([
  87854. BABYLON.serialize()
  87855. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87856. __decorate([
  87857. BABYLON.serialize()
  87858. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87859. __decorate([
  87860. BABYLON.serialize()
  87861. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87862. __decorate([
  87863. BABYLON.serialize()
  87864. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87865. __decorate([
  87866. BABYLON.serialize()
  87867. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87868. __decorate([
  87869. BABYLON.serialize()
  87870. ], StandardRenderingPipeline.prototype, "samples", null);
  87871. return StandardRenderingPipeline;
  87872. }(BABYLON.PostProcessRenderPipeline));
  87873. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87874. })(BABYLON || (BABYLON = {}));
  87875. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87876. var BABYLON;
  87877. (function (BABYLON) {
  87878. /**
  87879. * Fxaa post process
  87880. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87881. */
  87882. var FxaaPostProcess = /** @class */ (function (_super) {
  87883. __extends(FxaaPostProcess, _super);
  87884. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87885. if (camera === void 0) { camera = null; }
  87886. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87887. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87888. var defines = _this._getDefines();
  87889. _this.updateEffect(defines);
  87890. _this.onApplyObservable.add(function (effect) {
  87891. var texelSize = _this.texelSize;
  87892. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87893. });
  87894. return _this;
  87895. }
  87896. FxaaPostProcess.prototype._getDefines = function () {
  87897. var engine = this.getEngine();
  87898. if (!engine) {
  87899. return null;
  87900. }
  87901. var glInfo = engine.getGlInfo();
  87902. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87903. return "#define MALI 1\n";
  87904. }
  87905. return null;
  87906. };
  87907. return FxaaPostProcess;
  87908. }(BABYLON.PostProcess));
  87909. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87910. })(BABYLON || (BABYLON = {}));
  87911. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87912. var BABYLON;
  87913. (function (BABYLON) {
  87914. /**
  87915. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87916. */
  87917. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87918. __extends(ChromaticAberrationPostProcess, _super);
  87919. /**
  87920. * Creates a new instance ChromaticAberrationPostProcess
  87921. * @param name The name of the effect.
  87922. * @param screenWidth The width of the screen to apply the effect on.
  87923. * @param screenHeight The height of the screen to apply the effect on.
  87924. * @param options The required width/height ratio to downsize to before computing the render pass.
  87925. * @param camera The camera to apply the render pass to.
  87926. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87927. * @param engine The engine which the post process will be applied. (default: current engine)
  87928. * @param reusable If the post process can be reused on the same frame. (default: false)
  87929. * @param textureType Type of textures used when performing the post process. (default: 0)
  87930. * @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)
  87931. */
  87932. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87933. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87934. if (blockCompilation === void 0) { blockCompilation = false; }
  87935. 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;
  87936. /**
  87937. * The amount of seperation of rgb channels (default: 30)
  87938. */
  87939. _this.aberrationAmount = 30;
  87940. /**
  87941. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87942. */
  87943. _this.radialIntensity = 0;
  87944. /**
  87945. * 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))
  87946. */
  87947. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87948. /**
  87949. * 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))
  87950. */
  87951. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87952. _this.onApplyObservable.add(function (effect) {
  87953. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87954. effect.setFloat('screen_width', screenWidth);
  87955. effect.setFloat('screen_height', screenHeight);
  87956. effect.setFloat('radialIntensity', _this.radialIntensity);
  87957. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87958. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87959. });
  87960. return _this;
  87961. }
  87962. return ChromaticAberrationPostProcess;
  87963. }(BABYLON.PostProcess));
  87964. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87965. })(BABYLON || (BABYLON = {}));
  87966. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87967. var BABYLON;
  87968. (function (BABYLON) {
  87969. /**
  87970. * The GrainPostProcess adds noise to the image at mid luminance levels
  87971. */
  87972. var GrainPostProcess = /** @class */ (function (_super) {
  87973. __extends(GrainPostProcess, _super);
  87974. /**
  87975. * Creates a new instance of @see GrainPostProcess
  87976. * @param name The name of the effect.
  87977. * @param options The required width/height ratio to downsize to before computing the render pass.
  87978. * @param camera The camera to apply the render pass to.
  87979. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87980. * @param engine The engine which the post process will be applied. (default: current engine)
  87981. * @param reusable If the post process can be reused on the same frame. (default: false)
  87982. * @param textureType Type of textures used when performing the post process. (default: 0)
  87983. * @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)
  87984. */
  87985. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87986. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87987. if (blockCompilation === void 0) { blockCompilation = false; }
  87988. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87989. /**
  87990. * The intensity of the grain added (default: 30)
  87991. */
  87992. _this.intensity = 30;
  87993. /**
  87994. * If the grain should be randomized on every frame
  87995. */
  87996. _this.animated = false;
  87997. _this.onApplyObservable.add(function (effect) {
  87998. effect.setFloat('intensity', _this.intensity);
  87999. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88000. });
  88001. return _this;
  88002. }
  88003. return GrainPostProcess;
  88004. }(BABYLON.PostProcess));
  88005. BABYLON.GrainPostProcess = GrainPostProcess;
  88006. })(BABYLON || (BABYLON = {}));
  88007. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88008. var BABYLON;
  88009. (function (BABYLON) {
  88010. /**
  88011. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88012. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88013. */
  88014. var SharpenPostProcess = /** @class */ (function (_super) {
  88015. __extends(SharpenPostProcess, _super);
  88016. /**
  88017. * Creates a new instance ConvolutionPostProcess
  88018. * @param name The name of the effect.
  88019. * @param options The required width/height ratio to downsize to before computing the render pass.
  88020. * @param camera The camera to apply the render pass to.
  88021. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88022. * @param engine The engine which the post process will be applied. (default: current engine)
  88023. * @param reusable If the post process can be reused on the same frame. (default: false)
  88024. * @param textureType Type of textures used when performing the post process. (default: 0)
  88025. * @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)
  88026. */
  88027. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88028. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88029. if (blockCompilation === void 0) { blockCompilation = false; }
  88030. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88031. /**
  88032. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88033. */
  88034. _this.colorAmount = 1.0;
  88035. /**
  88036. * How much sharpness should be applied (default: 0.3)
  88037. */
  88038. _this.edgeAmount = 0.3;
  88039. _this.onApply = function (effect) {
  88040. effect.setFloat2("screenSize", _this.width, _this.height);
  88041. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88042. };
  88043. return _this;
  88044. }
  88045. return SharpenPostProcess;
  88046. }(BABYLON.PostProcess));
  88047. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88048. })(BABYLON || (BABYLON = {}));
  88049. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88050. var BABYLON;
  88051. (function (BABYLON) {
  88052. /**
  88053. * The Blur Post Process which blurs an image based on a kernel and direction.
  88054. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88055. */
  88056. var BlurPostProcess = /** @class */ (function (_super) {
  88057. __extends(BlurPostProcess, _super);
  88058. /**
  88059. * Creates a new instance BlurPostProcess
  88060. * @param name The name of the effect.
  88061. * @param direction The direction in which to blur the image.
  88062. * @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.
  88063. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88064. * @param camera The camera to apply the render pass to.
  88065. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88066. * @param engine The engine which the post process will be applied. (default: current engine)
  88067. * @param reusable If the post process can be reused on the same frame. (default: false)
  88068. * @param textureType Type of textures used when performing the post process. (default: 0)
  88069. * @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)
  88070. */
  88071. function BlurPostProcess(name,
  88072. /** The direction in which to blur the image. */
  88073. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88074. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88075. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88076. if (defines === void 0) { defines = ""; }
  88077. if (blockCompilation === void 0) { blockCompilation = false; }
  88078. 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;
  88079. _this.direction = direction;
  88080. _this.blockCompilation = blockCompilation;
  88081. _this._packedFloat = false;
  88082. _this._staticDefines = "";
  88083. _this._staticDefines = defines;
  88084. _this.onApplyObservable.add(function (effect) {
  88085. if (_this._outputTexture) {
  88086. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88087. }
  88088. else {
  88089. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88090. }
  88091. });
  88092. _this.kernel = kernel;
  88093. return _this;
  88094. }
  88095. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88096. /**
  88097. * Gets the length in pixels of the blur sample region
  88098. */
  88099. get: function () {
  88100. return this._idealKernel;
  88101. },
  88102. /**
  88103. * Sets the length in pixels of the blur sample region
  88104. */
  88105. set: function (v) {
  88106. if (this._idealKernel === v) {
  88107. return;
  88108. }
  88109. v = Math.max(v, 1);
  88110. this._idealKernel = v;
  88111. this._kernel = this._nearestBestKernel(v);
  88112. if (!this.blockCompilation) {
  88113. this._updateParameters();
  88114. }
  88115. },
  88116. enumerable: true,
  88117. configurable: true
  88118. });
  88119. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88120. /**
  88121. * Gets wether or not the blur is unpacking/repacking floats
  88122. */
  88123. get: function () {
  88124. return this._packedFloat;
  88125. },
  88126. /**
  88127. * Sets wether or not the blur needs to unpack/repack floats
  88128. */
  88129. set: function (v) {
  88130. if (this._packedFloat === v) {
  88131. return;
  88132. }
  88133. this._packedFloat = v;
  88134. if (!this.blockCompilation) {
  88135. this._updateParameters();
  88136. }
  88137. },
  88138. enumerable: true,
  88139. configurable: true
  88140. });
  88141. /**
  88142. * Updates the effect with the current post process compile time values and recompiles the shader.
  88143. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88144. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88145. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88146. * @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
  88147. * @param onCompiled Called when the shader has been compiled.
  88148. * @param onError Called if there is an error when compiling a shader.
  88149. */
  88150. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88151. if (defines === void 0) { defines = null; }
  88152. if (uniforms === void 0) { uniforms = null; }
  88153. if (samplers === void 0) { samplers = null; }
  88154. this._updateParameters(onCompiled, onError);
  88155. };
  88156. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88157. // Generate sampling offsets and weights
  88158. var N = this._kernel;
  88159. var centerIndex = (N - 1) / 2;
  88160. // Generate Gaussian sampling weights over kernel
  88161. var offsets = [];
  88162. var weights = [];
  88163. var totalWeight = 0;
  88164. for (var i = 0; i < N; i++) {
  88165. var u = i / (N - 1);
  88166. var w = this._gaussianWeight(u * 2.0 - 1);
  88167. offsets[i] = (i - centerIndex);
  88168. weights[i] = w;
  88169. totalWeight += w;
  88170. }
  88171. // Normalize weights
  88172. for (var i = 0; i < weights.length; i++) {
  88173. weights[i] /= totalWeight;
  88174. }
  88175. // Optimize: combine samples to take advantage of hardware linear sampling
  88176. // Walk from left to center, combining pairs (symmetrically)
  88177. var linearSamplingWeights = [];
  88178. var linearSamplingOffsets = [];
  88179. var linearSamplingMap = [];
  88180. for (var i = 0; i <= centerIndex; i += 2) {
  88181. var j = Math.min(i + 1, Math.floor(centerIndex));
  88182. var singleCenterSample = i === j;
  88183. if (singleCenterSample) {
  88184. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88185. }
  88186. else {
  88187. var sharedCell = j === centerIndex;
  88188. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88189. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88190. if (offsetLinear === 0) {
  88191. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88192. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88193. }
  88194. else {
  88195. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88196. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88197. }
  88198. }
  88199. }
  88200. for (var i = 0; i < linearSamplingMap.length; i++) {
  88201. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88202. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88203. }
  88204. // Replace with optimized
  88205. offsets = linearSamplingOffsets;
  88206. weights = linearSamplingWeights;
  88207. // Generate shaders
  88208. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88209. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88210. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88211. var defines = "";
  88212. defines += this._staticDefines;
  88213. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88214. if (this._staticDefines.indexOf("DOF") != -1) {
  88215. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88216. varyingCount--;
  88217. }
  88218. for (var i = 0; i < varyingCount; i++) {
  88219. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88220. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88221. }
  88222. var depCount = 0;
  88223. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88224. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88225. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88226. depCount++;
  88227. }
  88228. if (this.packedFloat) {
  88229. defines += "#define PACKEDFLOAT 1";
  88230. }
  88231. this.blockCompilation = false;
  88232. _super.prototype.updateEffect.call(this, defines, null, null, {
  88233. varyingCount: varyingCount,
  88234. depCount: depCount
  88235. }, onCompiled, onError);
  88236. };
  88237. /**
  88238. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88239. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88240. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88241. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88242. * The gaps between physical kernels are compensated for in the weighting of the samples
  88243. * @param idealKernel Ideal blur kernel.
  88244. * @return Nearest best kernel.
  88245. */
  88246. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88247. var v = Math.round(idealKernel);
  88248. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88249. var k = _a[_i];
  88250. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88251. return Math.max(k, 3);
  88252. }
  88253. }
  88254. return Math.max(v, 3);
  88255. };
  88256. /**
  88257. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88258. * @param x The point on the Gaussian distribution to sample.
  88259. * @return the value of the Gaussian function at x.
  88260. */
  88261. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88262. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88263. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88264. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88265. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88266. // truncated at around 1.3% of peak strength.
  88267. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88268. var sigma = (1 / 3);
  88269. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88270. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88271. var weight = (1.0 / denominator) * Math.exp(exponent);
  88272. return weight;
  88273. };
  88274. /**
  88275. * Generates a string that can be used as a floating point number in GLSL.
  88276. * @param x Value to print.
  88277. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88278. * @return GLSL float string.
  88279. */
  88280. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88281. if (decimalFigures === void 0) { decimalFigures = 8; }
  88282. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88283. };
  88284. return BlurPostProcess;
  88285. }(BABYLON.PostProcess));
  88286. BABYLON.BlurPostProcess = BlurPostProcess;
  88287. })(BABYLON || (BABYLON = {}));
  88288. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88289. var BABYLON;
  88290. (function (BABYLON) {
  88291. /**
  88292. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88293. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88294. * based on samples that have a large difference in distance than the center pixel.
  88295. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88296. */
  88297. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88298. __extends(DepthOfFieldBlurPostProcess, _super);
  88299. /**
  88300. * Creates a new instance CircleOfConfusionPostProcess
  88301. * @param name The name of the effect.
  88302. * @param scene The scene the effect belongs to.
  88303. * @param direction The direction the blur should be applied.
  88304. * @param kernel The size of the kernel used to blur.
  88305. * @param options The required width/height ratio to downsize to before computing the render pass.
  88306. * @param camera The camera to apply the render pass to.
  88307. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88308. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88309. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88310. * @param engine The engine which the post process will be applied. (default: current engine)
  88311. * @param reusable If the post process can be reused on the same frame. (default: false)
  88312. * @param textureType Type of textures used when performing the post process. (default: 0)
  88313. * @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)
  88314. */
  88315. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88316. if (imageToBlur === void 0) { imageToBlur = null; }
  88317. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88318. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88319. if (blockCompilation === void 0) { blockCompilation = false; }
  88320. 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;
  88321. _this.direction = direction;
  88322. _this.onApplyObservable.add(function (effect) {
  88323. if (imageToBlur != null) {
  88324. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88325. }
  88326. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88327. if (scene.activeCamera) {
  88328. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88329. }
  88330. });
  88331. return _this;
  88332. }
  88333. return DepthOfFieldBlurPostProcess;
  88334. }(BABYLON.BlurPostProcess));
  88335. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88336. })(BABYLON || (BABYLON = {}));
  88337. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88338. var BABYLON;
  88339. (function (BABYLON) {
  88340. /**
  88341. * Options to be set when merging outputs from the default pipeline.
  88342. */
  88343. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88344. function DepthOfFieldMergePostProcessOptions() {
  88345. }
  88346. return DepthOfFieldMergePostProcessOptions;
  88347. }());
  88348. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88349. /**
  88350. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88351. */
  88352. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88353. __extends(DepthOfFieldMergePostProcess, _super);
  88354. /**
  88355. * Creates a new instance of DepthOfFieldMergePostProcess
  88356. * @param name The name of the effect.
  88357. * @param originalFromInput Post process which's input will be used for the merge.
  88358. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88359. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88360. * @param options The required width/height ratio to downsize to before computing the render pass.
  88361. * @param camera The camera to apply the render pass to.
  88362. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88363. * @param engine The engine which the post process will be applied. (default: current engine)
  88364. * @param reusable If the post process can be reused on the same frame. (default: false)
  88365. * @param textureType Type of textures used when performing the post process. (default: 0)
  88366. * @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)
  88367. */
  88368. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88369. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88370. if (blockCompilation === void 0) { blockCompilation = false; }
  88371. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88372. _this.blurSteps = blurSteps;
  88373. _this.onApplyObservable.add(function (effect) {
  88374. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88375. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88376. blurSteps.forEach(function (step, index) {
  88377. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88378. });
  88379. });
  88380. if (!blockCompilation) {
  88381. _this.updateEffect();
  88382. }
  88383. return _this;
  88384. }
  88385. /**
  88386. * Updates the effect with the current post process compile time values and recompiles the shader.
  88387. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88388. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88389. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88390. * @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
  88391. * @param onCompiled Called when the shader has been compiled.
  88392. * @param onError Called if there is an error when compiling a shader.
  88393. */
  88394. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88395. if (defines === void 0) { defines = null; }
  88396. if (uniforms === void 0) { uniforms = null; }
  88397. if (samplers === void 0) { samplers = null; }
  88398. if (!defines) {
  88399. defines = "";
  88400. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88401. }
  88402. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88403. };
  88404. return DepthOfFieldMergePostProcess;
  88405. }(BABYLON.PostProcess));
  88406. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88407. })(BABYLON || (BABYLON = {}));
  88408. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88409. var BABYLON;
  88410. (function (BABYLON) {
  88411. /**
  88412. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88413. */
  88414. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88415. __extends(CircleOfConfusionPostProcess, _super);
  88416. /**
  88417. * Creates a new instance CircleOfConfusionPostProcess
  88418. * @param name The name of the effect.
  88419. * @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.
  88420. * @param options The required width/height ratio to downsize to before computing the render pass.
  88421. * @param camera The camera to apply the render pass to.
  88422. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88423. * @param engine The engine which the post process will be applied. (default: current engine)
  88424. * @param reusable If the post process can be reused on the same frame. (default: false)
  88425. * @param textureType Type of textures used when performing the post process. (default: 0)
  88426. * @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)
  88427. */
  88428. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88429. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88430. if (blockCompilation === void 0) { blockCompilation = false; }
  88431. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88432. /**
  88433. * 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.
  88434. */
  88435. _this.lensSize = 50;
  88436. /**
  88437. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88438. */
  88439. _this.fStop = 1.4;
  88440. /**
  88441. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88442. */
  88443. _this.focusDistance = 2000;
  88444. /**
  88445. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88446. */
  88447. _this.focalLength = 50;
  88448. _this._depthTexture = null;
  88449. _this._depthTexture = depthTexture;
  88450. _this.onApplyObservable.add(function (effect) {
  88451. if (!_this._depthTexture) {
  88452. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88453. return;
  88454. }
  88455. effect.setTexture("depthSampler", _this._depthTexture);
  88456. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88457. var aperture = _this.lensSize / _this.fStop;
  88458. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88459. effect.setFloat('focusDistance', _this.focusDistance);
  88460. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88461. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88462. });
  88463. return _this;
  88464. }
  88465. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88466. /**
  88467. * 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.
  88468. */
  88469. set: function (value) {
  88470. this._depthTexture = value;
  88471. },
  88472. enumerable: true,
  88473. configurable: true
  88474. });
  88475. return CircleOfConfusionPostProcess;
  88476. }(BABYLON.PostProcess));
  88477. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88478. })(BABYLON || (BABYLON = {}));
  88479. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88480. var BABYLON;
  88481. (function (BABYLON) {
  88482. /**
  88483. * Specifies the level of max blur that should be applied when using the depth of field effect
  88484. */
  88485. var DepthOfFieldEffectBlurLevel;
  88486. (function (DepthOfFieldEffectBlurLevel) {
  88487. /**
  88488. * Subtle blur
  88489. */
  88490. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88491. /**
  88492. * Medium blur
  88493. */
  88494. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88495. /**
  88496. * Large blur
  88497. */
  88498. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88499. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88500. /**
  88501. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88502. */
  88503. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88504. __extends(DepthOfFieldEffect, _super);
  88505. /**
  88506. * Creates a new instance DepthOfFieldEffect
  88507. * @param scene The scene the effect belongs to.
  88508. * @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.
  88509. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88510. * @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)
  88511. */
  88512. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88513. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88514. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88515. if (blockCompilation === void 0) { blockCompilation = false; }
  88516. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88517. return _this._effects;
  88518. }, true) || this;
  88519. /**
  88520. * @hidden Internal post processes in depth of field effect
  88521. */
  88522. _this._effects = [];
  88523. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88524. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88525. // 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)
  88526. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88527. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88528. _this._depthOfFieldBlurY = [];
  88529. _this._depthOfFieldBlurX = [];
  88530. var blurCount = 1;
  88531. var kernelSize = 15;
  88532. switch (blurLevel) {
  88533. case DepthOfFieldEffectBlurLevel.High: {
  88534. blurCount = 3;
  88535. kernelSize = 51;
  88536. break;
  88537. }
  88538. case DepthOfFieldEffectBlurLevel.Medium: {
  88539. blurCount = 2;
  88540. kernelSize = 31;
  88541. break;
  88542. }
  88543. default: {
  88544. kernelSize = 15;
  88545. blurCount = 1;
  88546. break;
  88547. }
  88548. }
  88549. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88550. var ratio = 1.0;
  88551. for (var i = 0; i < blurCount; i++) {
  88552. 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);
  88553. blurY.autoClear = false;
  88554. ratio = 0.75 / Math.pow(2, i);
  88555. 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);
  88556. blurX.autoClear = false;
  88557. _this._depthOfFieldBlurY.push(blurY);
  88558. _this._depthOfFieldBlurX.push(blurX);
  88559. }
  88560. // Set all post processes on the effect.
  88561. _this._effects = [_this._circleOfConfusion];
  88562. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88563. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88564. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88565. }
  88566. // Merge blurred images with original image based on circleOfConfusion
  88567. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88568. _this._dofMerge.autoClear = false;
  88569. _this._effects.push(_this._dofMerge);
  88570. return _this;
  88571. }
  88572. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88573. get: function () {
  88574. return this._circleOfConfusion.focalLength;
  88575. },
  88576. /**
  88577. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88578. */
  88579. set: function (value) {
  88580. this._circleOfConfusion.focalLength = value;
  88581. },
  88582. enumerable: true,
  88583. configurable: true
  88584. });
  88585. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88586. get: function () {
  88587. return this._circleOfConfusion.fStop;
  88588. },
  88589. /**
  88590. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88591. */
  88592. set: function (value) {
  88593. this._circleOfConfusion.fStop = value;
  88594. },
  88595. enumerable: true,
  88596. configurable: true
  88597. });
  88598. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88599. get: function () {
  88600. return this._circleOfConfusion.focusDistance;
  88601. },
  88602. /**
  88603. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88604. */
  88605. set: function (value) {
  88606. this._circleOfConfusion.focusDistance = value;
  88607. },
  88608. enumerable: true,
  88609. configurable: true
  88610. });
  88611. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88612. get: function () {
  88613. return this._circleOfConfusion.lensSize;
  88614. },
  88615. /**
  88616. * 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.
  88617. */
  88618. set: function (value) {
  88619. this._circleOfConfusion.lensSize = value;
  88620. },
  88621. enumerable: true,
  88622. configurable: true
  88623. });
  88624. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88625. /**
  88626. * 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.
  88627. */
  88628. set: function (value) {
  88629. this._circleOfConfusion.depthTexture = value;
  88630. },
  88631. enumerable: true,
  88632. configurable: true
  88633. });
  88634. /**
  88635. * Disposes each of the internal effects for a given camera.
  88636. * @param camera The camera to dispose the effect on.
  88637. */
  88638. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88639. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88640. this._effects[effectIndex].dispose(camera);
  88641. }
  88642. };
  88643. /**
  88644. * @hidden Internal
  88645. */
  88646. DepthOfFieldEffect.prototype._updateEffects = function () {
  88647. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88648. this._effects[effectIndex].updateEffect();
  88649. }
  88650. };
  88651. /**
  88652. * Internal
  88653. * @returns if all the contained post processes are ready.
  88654. * @hidden
  88655. */
  88656. DepthOfFieldEffect.prototype._isReady = function () {
  88657. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88658. if (!this._effects[effectIndex].isReady()) {
  88659. return false;
  88660. }
  88661. }
  88662. return true;
  88663. };
  88664. return DepthOfFieldEffect;
  88665. }(BABYLON.PostProcessRenderEffect));
  88666. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88667. })(BABYLON || (BABYLON = {}));
  88668. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88669. var BABYLON;
  88670. (function (BABYLON) {
  88671. /**
  88672. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88673. */
  88674. var BloomMergePostProcess = /** @class */ (function (_super) {
  88675. __extends(BloomMergePostProcess, _super);
  88676. /**
  88677. * Creates a new instance of @see BloomMergePostProcess
  88678. * @param name The name of the effect.
  88679. * @param originalFromInput Post process which's input will be used for the merge.
  88680. * @param blurred Blurred highlights post process which's output will be used.
  88681. * @param weight Weight of the bloom to be added to the original input.
  88682. * @param options The required width/height ratio to downsize to before computing the render pass.
  88683. * @param camera The camera to apply the render pass to.
  88684. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88685. * @param engine The engine which the post process will be applied. (default: current engine)
  88686. * @param reusable If the post process can be reused on the same frame. (default: false)
  88687. * @param textureType Type of textures used when performing the post process. (default: 0)
  88688. * @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)
  88689. */
  88690. function BloomMergePostProcess(name, originalFromInput, blurred,
  88691. /** Weight of the bloom to be added to the original input. */
  88692. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88693. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88694. if (blockCompilation === void 0) { blockCompilation = false; }
  88695. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88696. _this.weight = weight;
  88697. _this.onApplyObservable.add(function (effect) {
  88698. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88699. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88700. effect.setFloat("bloomWeight", _this.weight);
  88701. });
  88702. if (!blockCompilation) {
  88703. _this.updateEffect();
  88704. }
  88705. return _this;
  88706. }
  88707. return BloomMergePostProcess;
  88708. }(BABYLON.PostProcess));
  88709. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88710. })(BABYLON || (BABYLON = {}));
  88711. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88712. var BABYLON;
  88713. (function (BABYLON) {
  88714. /**
  88715. * 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.
  88716. */
  88717. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88718. __extends(ExtractHighlightsPostProcess, _super);
  88719. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88720. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88721. if (blockCompilation === void 0) { blockCompilation = false; }
  88722. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88723. /**
  88724. * The luminance threshold, pixels below this value will be set to black.
  88725. */
  88726. _this.threshold = 0.9;
  88727. /** @hidden */
  88728. _this._exposure = 1;
  88729. /**
  88730. * Post process which has the input texture to be used when performing highlight extraction
  88731. * @hidden
  88732. */
  88733. _this._inputPostProcess = null;
  88734. _this.onApplyObservable.add(function (effect) {
  88735. if (_this._inputPostProcess) {
  88736. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88737. }
  88738. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88739. effect.setFloat('exposure', _this._exposure);
  88740. });
  88741. return _this;
  88742. }
  88743. return ExtractHighlightsPostProcess;
  88744. }(BABYLON.PostProcess));
  88745. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88746. })(BABYLON || (BABYLON = {}));
  88747. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88748. var BABYLON;
  88749. (function (BABYLON) {
  88750. /**
  88751. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88752. */
  88753. var BloomEffect = /** @class */ (function (_super) {
  88754. __extends(BloomEffect, _super);
  88755. /**
  88756. * Creates a new instance of @see BloomEffect
  88757. * @param scene The scene the effect belongs to.
  88758. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88759. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88760. * @param bloomWeight The the strength of bloom.
  88761. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88762. * @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)
  88763. */
  88764. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88765. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88766. if (blockCompilation === void 0) { blockCompilation = false; }
  88767. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88768. return _this._effects;
  88769. }, true) || this;
  88770. _this.bloomScale = bloomScale;
  88771. /**
  88772. * @hidden Internal
  88773. */
  88774. _this._effects = [];
  88775. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88776. _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);
  88777. _this._blurX.alwaysForcePOT = true;
  88778. _this._blurX.autoClear = false;
  88779. _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);
  88780. _this._blurY.alwaysForcePOT = true;
  88781. _this._blurY.autoClear = false;
  88782. _this.kernel = bloomKernel;
  88783. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88784. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88785. _this._merge.autoClear = false;
  88786. _this._effects.push(_this._merge);
  88787. return _this;
  88788. }
  88789. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88790. /**
  88791. * The luminance threshold to find bright areas of the image to bloom.
  88792. */
  88793. get: function () {
  88794. return this._downscale.threshold;
  88795. },
  88796. set: function (value) {
  88797. this._downscale.threshold = value;
  88798. },
  88799. enumerable: true,
  88800. configurable: true
  88801. });
  88802. Object.defineProperty(BloomEffect.prototype, "weight", {
  88803. /**
  88804. * The strength of the bloom.
  88805. */
  88806. get: function () {
  88807. return this._merge.weight;
  88808. },
  88809. set: function (value) {
  88810. this._merge.weight = value;
  88811. },
  88812. enumerable: true,
  88813. configurable: true
  88814. });
  88815. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88816. /**
  88817. * Specifies the size of the bloom blur kernel, relative to the final output size
  88818. */
  88819. get: function () {
  88820. return this._blurX.kernel / this.bloomScale;
  88821. },
  88822. set: function (value) {
  88823. this._blurX.kernel = value * this.bloomScale;
  88824. this._blurY.kernel = value * this.bloomScale;
  88825. },
  88826. enumerable: true,
  88827. configurable: true
  88828. });
  88829. /**
  88830. * Disposes each of the internal effects for a given camera.
  88831. * @param camera The camera to dispose the effect on.
  88832. */
  88833. BloomEffect.prototype.disposeEffects = function (camera) {
  88834. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88835. this._effects[effectIndex].dispose(camera);
  88836. }
  88837. };
  88838. /**
  88839. * @hidden Internal
  88840. */
  88841. BloomEffect.prototype._updateEffects = function () {
  88842. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88843. this._effects[effectIndex].updateEffect();
  88844. }
  88845. };
  88846. /**
  88847. * Internal
  88848. * @returns if all the contained post processes are ready.
  88849. * @hidden
  88850. */
  88851. BloomEffect.prototype._isReady = function () {
  88852. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88853. if (!this._effects[effectIndex].isReady()) {
  88854. return false;
  88855. }
  88856. }
  88857. return true;
  88858. };
  88859. return BloomEffect;
  88860. }(BABYLON.PostProcessRenderEffect));
  88861. BABYLON.BloomEffect = BloomEffect;
  88862. })(BABYLON || (BABYLON = {}));
  88863. //# sourceMappingURL=babylon.bloomEffect.js.map
  88864. var BABYLON;
  88865. (function (BABYLON) {
  88866. /**
  88867. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88868. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88869. */
  88870. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88871. __extends(DefaultRenderingPipeline, _super);
  88872. /**
  88873. * @constructor
  88874. * @param name - The rendering pipeline name (default: "")
  88875. * @param hdr - If high dynamic range textures should be used (default: true)
  88876. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88877. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88878. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88879. */
  88880. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88881. if (name === void 0) { name = ""; }
  88882. if (hdr === void 0) { hdr = true; }
  88883. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88884. if (automaticBuild === void 0) { automaticBuild = true; }
  88885. var _this = _super.call(this, scene.getEngine(), name) || this;
  88886. _this._camerasToBeAttached = [];
  88887. /**
  88888. * ID of the sharpen post process,
  88889. */
  88890. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88891. /**
  88892. * @ignore
  88893. * ID of the image processing post process;
  88894. */
  88895. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88896. /**
  88897. * @ignore
  88898. * ID of the Fast Approximate Anti-Aliasing post process;
  88899. */
  88900. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88901. /**
  88902. * ID of the chromatic aberration post process,
  88903. */
  88904. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88905. /**
  88906. * ID of the grain post process
  88907. */
  88908. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88909. /**
  88910. * Glow post process which adds a glow to emmisive areas of the image
  88911. */
  88912. _this._glowLayer = null;
  88913. /**
  88914. * Animations which can be used to tweak settings over a period of time
  88915. */
  88916. _this.animations = [];
  88917. _this._imageProcessingConfigurationObserver = null;
  88918. // Values
  88919. _this._sharpenEnabled = false;
  88920. _this._bloomEnabled = false;
  88921. _this._depthOfFieldEnabled = false;
  88922. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88923. _this._fxaaEnabled = false;
  88924. _this._imageProcessingEnabled = true;
  88925. _this._bloomScale = 0.5;
  88926. _this._chromaticAberrationEnabled = false;
  88927. _this._grainEnabled = false;
  88928. _this._buildAllowed = true;
  88929. _this._resizeObserver = null;
  88930. _this._hardwareScaleLevel = 1.0;
  88931. _this._bloomKernel = 64;
  88932. /**
  88933. * Specifies the weight of the bloom in the final rendering
  88934. */
  88935. _this._bloomWeight = 0.15;
  88936. /**
  88937. * Specifies the luma threshold for the area that will be blurred by the bloom
  88938. */
  88939. _this._bloomThreshold = 0.9;
  88940. _this._samples = 1;
  88941. _this._hasCleared = false;
  88942. _this._prevPostProcess = null;
  88943. _this._prevPrevPostProcess = null;
  88944. _this._depthOfFieldSceneObserver = null;
  88945. _this._cameras = cameras || scene.cameras;
  88946. _this._cameras = _this._cameras.slice();
  88947. _this._camerasToBeAttached = _this._cameras.slice();
  88948. _this._buildAllowed = automaticBuild;
  88949. // Initialize
  88950. _this._scene = scene;
  88951. var caps = _this._scene.getEngine().getCaps();
  88952. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88953. // Misc
  88954. if (_this._hdr) {
  88955. if (caps.textureHalfFloatRender) {
  88956. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88957. }
  88958. else if (caps.textureFloatRender) {
  88959. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88960. }
  88961. }
  88962. else {
  88963. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88964. }
  88965. // Attach
  88966. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88967. var engine = _this._scene.getEngine();
  88968. // Create post processes before hand so they can be modified before enabled.
  88969. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88970. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88971. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88972. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88973. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88974. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88975. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88976. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88977. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88978. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88979. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88980. _this.bloomKernel = _this.bloomKernel;
  88981. });
  88982. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88983. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88984. });
  88985. _this._buildPipeline();
  88986. return _this;
  88987. }
  88988. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88989. get: function () {
  88990. return this._sharpenEnabled;
  88991. },
  88992. /**
  88993. * Enable or disable the sharpen process from the pipeline
  88994. */
  88995. set: function (enabled) {
  88996. if (this._sharpenEnabled === enabled) {
  88997. return;
  88998. }
  88999. this._sharpenEnabled = enabled;
  89000. this._buildPipeline();
  89001. },
  89002. enumerable: true,
  89003. configurable: true
  89004. });
  89005. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89006. /**
  89007. * Specifies the size of the bloom blur kernel, relative to the final output size
  89008. */
  89009. get: function () {
  89010. return this._bloomKernel;
  89011. },
  89012. set: function (value) {
  89013. this._bloomKernel = value;
  89014. this.bloom.kernel = value / this._hardwareScaleLevel;
  89015. },
  89016. enumerable: true,
  89017. configurable: true
  89018. });
  89019. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89020. get: function () {
  89021. return this._bloomWeight;
  89022. },
  89023. /**
  89024. * The strength of the bloom.
  89025. */
  89026. set: function (value) {
  89027. if (this._bloomWeight === value) {
  89028. return;
  89029. }
  89030. this.bloom.weight = value;
  89031. this._bloomWeight = value;
  89032. },
  89033. enumerable: true,
  89034. configurable: true
  89035. });
  89036. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89037. get: function () {
  89038. return this._bloomThreshold;
  89039. },
  89040. /**
  89041. * The strength of the bloom.
  89042. */
  89043. set: function (value) {
  89044. if (this._bloomThreshold === value) {
  89045. return;
  89046. }
  89047. this.bloom.threshold = value;
  89048. this._bloomThreshold = value;
  89049. },
  89050. enumerable: true,
  89051. configurable: true
  89052. });
  89053. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89054. get: function () {
  89055. return this._bloomScale;
  89056. },
  89057. /**
  89058. * The scale of the bloom, lower value will provide better performance.
  89059. */
  89060. set: function (value) {
  89061. if (this._bloomScale === value) {
  89062. return;
  89063. }
  89064. this._bloomScale = value;
  89065. // recreate bloom and dispose old as this setting is not dynamic
  89066. this._rebuildBloom();
  89067. this._buildPipeline();
  89068. },
  89069. enumerable: true,
  89070. configurable: true
  89071. });
  89072. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89073. get: function () {
  89074. return this._bloomEnabled;
  89075. },
  89076. /**
  89077. * Enable or disable the bloom from the pipeline
  89078. */
  89079. set: function (enabled) {
  89080. if (this._bloomEnabled === enabled) {
  89081. return;
  89082. }
  89083. this._bloomEnabled = enabled;
  89084. this._buildPipeline();
  89085. },
  89086. enumerable: true,
  89087. configurable: true
  89088. });
  89089. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89090. // recreate bloom and dispose old as this setting is not dynamic
  89091. var oldBloom = this.bloom;
  89092. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89093. this.bloom.threshold = oldBloom.threshold;
  89094. for (var i = 0; i < this._cameras.length; i++) {
  89095. oldBloom.disposeEffects(this._cameras[i]);
  89096. }
  89097. };
  89098. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89099. /**
  89100. * If the depth of field is enabled.
  89101. */
  89102. get: function () {
  89103. return this._depthOfFieldEnabled;
  89104. },
  89105. set: function (enabled) {
  89106. if (this._depthOfFieldEnabled === enabled) {
  89107. return;
  89108. }
  89109. this._depthOfFieldEnabled = enabled;
  89110. this._buildPipeline();
  89111. },
  89112. enumerable: true,
  89113. configurable: true
  89114. });
  89115. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89116. /**
  89117. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89118. */
  89119. get: function () {
  89120. return this._depthOfFieldBlurLevel;
  89121. },
  89122. set: function (value) {
  89123. if (this._depthOfFieldBlurLevel === value) {
  89124. return;
  89125. }
  89126. this._depthOfFieldBlurLevel = value;
  89127. // recreate dof and dispose old as this setting is not dynamic
  89128. var oldDof = this.depthOfField;
  89129. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89130. this.depthOfField.focalLength = oldDof.focalLength;
  89131. this.depthOfField.focusDistance = oldDof.focusDistance;
  89132. this.depthOfField.fStop = oldDof.fStop;
  89133. this.depthOfField.lensSize = oldDof.lensSize;
  89134. for (var i = 0; i < this._cameras.length; i++) {
  89135. oldDof.disposeEffects(this._cameras[i]);
  89136. }
  89137. this._buildPipeline();
  89138. },
  89139. enumerable: true,
  89140. configurable: true
  89141. });
  89142. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89143. get: function () {
  89144. return this._fxaaEnabled;
  89145. },
  89146. /**
  89147. * If the anti aliasing is enabled.
  89148. */
  89149. set: function (enabled) {
  89150. if (this._fxaaEnabled === enabled) {
  89151. return;
  89152. }
  89153. this._fxaaEnabled = enabled;
  89154. this._buildPipeline();
  89155. },
  89156. enumerable: true,
  89157. configurable: true
  89158. });
  89159. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89160. get: function () {
  89161. return this._samples;
  89162. },
  89163. /**
  89164. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89165. */
  89166. set: function (sampleCount) {
  89167. if (this._samples === sampleCount) {
  89168. return;
  89169. }
  89170. this._samples = sampleCount;
  89171. this._buildPipeline();
  89172. },
  89173. enumerable: true,
  89174. configurable: true
  89175. });
  89176. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89177. get: function () {
  89178. return this._imageProcessingEnabled;
  89179. },
  89180. /**
  89181. * If image processing is enabled.
  89182. */
  89183. set: function (enabled) {
  89184. if (this._imageProcessingEnabled === enabled) {
  89185. return;
  89186. }
  89187. this._imageProcessingEnabled = enabled;
  89188. this._buildPipeline();
  89189. },
  89190. enumerable: true,
  89191. configurable: true
  89192. });
  89193. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89194. get: function () {
  89195. return this._glowLayer == null;
  89196. },
  89197. /**
  89198. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89199. */
  89200. set: function (enabled) {
  89201. if (enabled && !this._glowLayer) {
  89202. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89203. }
  89204. else if (!enabled && this._glowLayer) {
  89205. this._glowLayer.dispose();
  89206. this._glowLayer = null;
  89207. }
  89208. },
  89209. enumerable: true,
  89210. configurable: true
  89211. });
  89212. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89213. get: function () {
  89214. return this._chromaticAberrationEnabled;
  89215. },
  89216. /**
  89217. * Enable or disable the chromaticAberration process from the pipeline
  89218. */
  89219. set: function (enabled) {
  89220. if (this._chromaticAberrationEnabled === enabled) {
  89221. return;
  89222. }
  89223. this._chromaticAberrationEnabled = enabled;
  89224. this._buildPipeline();
  89225. },
  89226. enumerable: true,
  89227. configurable: true
  89228. });
  89229. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89230. get: function () {
  89231. return this._grainEnabled;
  89232. },
  89233. /**
  89234. * Enable or disable the grain process from the pipeline
  89235. */
  89236. set: function (enabled) {
  89237. if (this._grainEnabled === enabled) {
  89238. return;
  89239. }
  89240. this._grainEnabled = enabled;
  89241. this._buildPipeline();
  89242. },
  89243. enumerable: true,
  89244. configurable: true
  89245. });
  89246. /**
  89247. * Force the compilation of the entire pipeline.
  89248. */
  89249. DefaultRenderingPipeline.prototype.prepare = function () {
  89250. var previousState = this._buildAllowed;
  89251. this._buildAllowed = true;
  89252. this._buildPipeline();
  89253. this._buildAllowed = previousState;
  89254. };
  89255. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89256. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89257. if (this._hasCleared) {
  89258. postProcess.autoClear = false;
  89259. }
  89260. else {
  89261. postProcess.autoClear = true;
  89262. this._scene.autoClear = false;
  89263. this._hasCleared = true;
  89264. }
  89265. if (!skipTextureSharing) {
  89266. if (this._prevPrevPostProcess) {
  89267. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89268. }
  89269. else {
  89270. postProcess.useOwnOutput();
  89271. }
  89272. if (this._prevPostProcess) {
  89273. this._prevPrevPostProcess = this._prevPostProcess;
  89274. }
  89275. this._prevPostProcess = postProcess;
  89276. }
  89277. };
  89278. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89279. var _this = this;
  89280. if (!this._buildAllowed) {
  89281. return;
  89282. }
  89283. this._scene.autoClear = true;
  89284. var engine = this._scene.getEngine();
  89285. this._disposePostProcesses();
  89286. if (this._cameras !== null) {
  89287. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89288. // get back cameras to be used to reattach pipeline
  89289. this._cameras = this._camerasToBeAttached.slice();
  89290. }
  89291. this._reset();
  89292. this._prevPostProcess = null;
  89293. this._prevPrevPostProcess = null;
  89294. this._hasCleared = false;
  89295. if (this.depthOfFieldEnabled) {
  89296. // Multi camera suport
  89297. if (this._cameras.length > 1) {
  89298. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89299. var camera = _a[_i];
  89300. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89301. depthRenderer.useOnlyInActiveCamera = true;
  89302. }
  89303. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89304. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89305. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89306. }
  89307. });
  89308. }
  89309. else {
  89310. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89311. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89312. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89313. }
  89314. if (!this.depthOfField._isReady()) {
  89315. this.depthOfField._updateEffects();
  89316. }
  89317. this.addEffect(this.depthOfField);
  89318. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89319. }
  89320. else {
  89321. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89322. }
  89323. if (this.bloomEnabled) {
  89324. if (!this.bloom._isReady()) {
  89325. this.bloom._updateEffects();
  89326. }
  89327. this.addEffect(this.bloom);
  89328. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89329. }
  89330. if (this._imageProcessingEnabled) {
  89331. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89332. if (this._hdr) {
  89333. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89334. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89335. }
  89336. else {
  89337. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89338. }
  89339. }
  89340. if (this.sharpenEnabled) {
  89341. if (!this.sharpen.isReady()) {
  89342. this.sharpen.updateEffect();
  89343. }
  89344. this.addEffect(this._sharpenEffect);
  89345. this._setAutoClearAndTextureSharing(this.sharpen);
  89346. }
  89347. if (this.grainEnabled) {
  89348. if (!this.grain.isReady()) {
  89349. this.grain.updateEffect();
  89350. }
  89351. this.addEffect(this._grainEffect);
  89352. this._setAutoClearAndTextureSharing(this.grain);
  89353. }
  89354. if (this.chromaticAberrationEnabled) {
  89355. if (!this.chromaticAberration.isReady()) {
  89356. this.chromaticAberration.updateEffect();
  89357. }
  89358. this.addEffect(this._chromaticAberrationEffect);
  89359. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89360. }
  89361. if (this.fxaaEnabled) {
  89362. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89363. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89364. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89365. }
  89366. if (this._cameras !== null) {
  89367. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89368. }
  89369. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89370. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89371. }
  89372. };
  89373. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89374. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89375. for (var i = 0; i < this._cameras.length; i++) {
  89376. var camera = this._cameras[i];
  89377. if (this.imageProcessing) {
  89378. this.imageProcessing.dispose(camera);
  89379. }
  89380. if (this.fxaa) {
  89381. this.fxaa.dispose(camera);
  89382. }
  89383. // These are created in the constructor and should not be disposed on every pipeline change
  89384. if (disposeNonRecreated) {
  89385. if (this.sharpen) {
  89386. this.sharpen.dispose(camera);
  89387. }
  89388. if (this.depthOfField) {
  89389. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89390. this.depthOfField.disposeEffects(camera);
  89391. }
  89392. if (this.bloom) {
  89393. this.bloom.disposeEffects(camera);
  89394. }
  89395. if (this.chromaticAberration) {
  89396. this.chromaticAberration.dispose(camera);
  89397. }
  89398. if (this.grain) {
  89399. this.grain.dispose(camera);
  89400. }
  89401. if (this._glowLayer) {
  89402. this._glowLayer.dispose();
  89403. }
  89404. }
  89405. }
  89406. this.imageProcessing = null;
  89407. this.fxaa = null;
  89408. if (disposeNonRecreated) {
  89409. this.sharpen = null;
  89410. this._sharpenEffect = null;
  89411. this.depthOfField = null;
  89412. this.bloom = null;
  89413. this.chromaticAberration = null;
  89414. this._chromaticAberrationEffect = null;
  89415. this.grain = null;
  89416. this._grainEffect = null;
  89417. this._glowLayer = null;
  89418. }
  89419. };
  89420. /**
  89421. * Adds a camera to the pipeline
  89422. * @param camera the camera to be added
  89423. */
  89424. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89425. this._camerasToBeAttached.push(camera);
  89426. this._buildPipeline();
  89427. };
  89428. /**
  89429. * Removes a camera from the pipeline
  89430. * @param camera the camera to remove
  89431. */
  89432. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89433. var index = this._camerasToBeAttached.indexOf(camera);
  89434. this._camerasToBeAttached.splice(index, 1);
  89435. this._buildPipeline();
  89436. };
  89437. /**
  89438. * Dispose of the pipeline and stop all post processes
  89439. */
  89440. DefaultRenderingPipeline.prototype.dispose = function () {
  89441. this._disposePostProcesses(true);
  89442. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89443. this._scene.autoClear = true;
  89444. if (this._resizeObserver) {
  89445. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89446. this._resizeObserver = null;
  89447. }
  89448. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89449. _super.prototype.dispose.call(this);
  89450. };
  89451. /**
  89452. * Serialize the rendering pipeline (Used when exporting)
  89453. * @returns the serialized object
  89454. */
  89455. DefaultRenderingPipeline.prototype.serialize = function () {
  89456. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89457. serializationObject.customType = "DefaultRenderingPipeline";
  89458. return serializationObject;
  89459. };
  89460. /**
  89461. * Parse the serialized pipeline
  89462. * @param source Source pipeline.
  89463. * @param scene The scene to load the pipeline to.
  89464. * @param rootUrl The URL of the serialized pipeline.
  89465. * @returns An instantiated pipeline from the serialized object.
  89466. */
  89467. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89468. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89469. };
  89470. __decorate([
  89471. BABYLON.serialize()
  89472. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89473. __decorate([
  89474. BABYLON.serialize()
  89475. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89476. __decorate([
  89477. BABYLON.serialize()
  89478. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89479. __decorate([
  89480. BABYLON.serialize()
  89481. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89482. __decorate([
  89483. BABYLON.serialize()
  89484. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89485. __decorate([
  89486. BABYLON.serialize()
  89487. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89488. __decorate([
  89489. BABYLON.serialize()
  89490. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89491. __decorate([
  89492. BABYLON.serialize()
  89493. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89494. __decorate([
  89495. BABYLON.serialize()
  89496. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89497. __decorate([
  89498. BABYLON.serialize()
  89499. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89500. __decorate([
  89501. BABYLON.serialize()
  89502. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89503. __decorate([
  89504. BABYLON.serialize()
  89505. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89506. __decorate([
  89507. BABYLON.serialize()
  89508. ], DefaultRenderingPipeline.prototype, "samples", null);
  89509. __decorate([
  89510. BABYLON.serialize()
  89511. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89512. __decorate([
  89513. BABYLON.serialize()
  89514. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89515. __decorate([
  89516. BABYLON.serialize()
  89517. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89518. __decorate([
  89519. BABYLON.serialize()
  89520. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89521. return DefaultRenderingPipeline;
  89522. }(BABYLON.PostProcessRenderPipeline));
  89523. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89524. })(BABYLON || (BABYLON = {}));
  89525. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89526. var BABYLON;
  89527. (function (BABYLON) {
  89528. /**
  89529. * @hidden
  89530. */
  89531. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89532. __extends(ImageProcessingConfigurationDefines, _super);
  89533. function ImageProcessingConfigurationDefines() {
  89534. var _this = _super.call(this) || this;
  89535. _this.IMAGEPROCESSING = false;
  89536. _this.VIGNETTE = false;
  89537. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89538. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89539. _this.TONEMAPPING = false;
  89540. _this.TONEMAPPING_ACES = false;
  89541. _this.CONTRAST = false;
  89542. _this.COLORCURVES = false;
  89543. _this.COLORGRADING = false;
  89544. _this.COLORGRADING3D = false;
  89545. _this.SAMPLER3DGREENDEPTH = false;
  89546. _this.SAMPLER3DBGRMAP = false;
  89547. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89548. _this.EXPOSURE = false;
  89549. _this.rebuild();
  89550. return _this;
  89551. }
  89552. return ImageProcessingConfigurationDefines;
  89553. }(BABYLON.MaterialDefines));
  89554. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89555. /**
  89556. * This groups together the common properties used for image processing either in direct forward pass
  89557. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89558. * or not.
  89559. */
  89560. var ImageProcessingConfiguration = /** @class */ (function () {
  89561. function ImageProcessingConfiguration() {
  89562. /**
  89563. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89564. */
  89565. this.colorCurves = new BABYLON.ColorCurves();
  89566. this._colorCurvesEnabled = false;
  89567. this._colorGradingEnabled = false;
  89568. this._colorGradingWithGreenDepth = true;
  89569. this._colorGradingBGR = true;
  89570. /** @hidden */
  89571. this._exposure = 1.0;
  89572. this._toneMappingEnabled = false;
  89573. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89574. this._contrast = 1.0;
  89575. /**
  89576. * Vignette stretch size.
  89577. */
  89578. this.vignetteStretch = 0;
  89579. /**
  89580. * Vignette centre X Offset.
  89581. */
  89582. this.vignetteCentreX = 0;
  89583. /**
  89584. * Vignette centre Y Offset.
  89585. */
  89586. this.vignetteCentreY = 0;
  89587. /**
  89588. * Vignette weight or intensity of the vignette effect.
  89589. */
  89590. this.vignetteWeight = 1.5;
  89591. /**
  89592. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89593. * if vignetteEnabled is set to true.
  89594. */
  89595. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89596. /**
  89597. * Camera field of view used by the Vignette effect.
  89598. */
  89599. this.vignetteCameraFov = 0.5;
  89600. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89601. this._vignetteEnabled = false;
  89602. this._applyByPostProcess = false;
  89603. this._isEnabled = true;
  89604. /**
  89605. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89606. */
  89607. this.onUpdateParameters = new BABYLON.Observable();
  89608. }
  89609. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89610. /**
  89611. * Gets wether the color curves effect is enabled.
  89612. */
  89613. get: function () {
  89614. return this._colorCurvesEnabled;
  89615. },
  89616. /**
  89617. * Sets wether the color curves effect is enabled.
  89618. */
  89619. set: function (value) {
  89620. if (this._colorCurvesEnabled === value) {
  89621. return;
  89622. }
  89623. this._colorCurvesEnabled = value;
  89624. this._updateParameters();
  89625. },
  89626. enumerable: true,
  89627. configurable: true
  89628. });
  89629. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89630. /**
  89631. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89632. */
  89633. get: function () {
  89634. return this._colorGradingTexture;
  89635. },
  89636. /**
  89637. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89638. */
  89639. set: function (value) {
  89640. if (this._colorGradingTexture === value) {
  89641. return;
  89642. }
  89643. this._colorGradingTexture = value;
  89644. this._updateParameters();
  89645. },
  89646. enumerable: true,
  89647. configurable: true
  89648. });
  89649. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89650. /**
  89651. * Gets wether the color grading effect is enabled.
  89652. */
  89653. get: function () {
  89654. return this._colorGradingEnabled;
  89655. },
  89656. /**
  89657. * Sets wether the color grading effect is enabled.
  89658. */
  89659. set: function (value) {
  89660. if (this._colorGradingEnabled === value) {
  89661. return;
  89662. }
  89663. this._colorGradingEnabled = value;
  89664. this._updateParameters();
  89665. },
  89666. enumerable: true,
  89667. configurable: true
  89668. });
  89669. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89670. /**
  89671. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89672. */
  89673. get: function () {
  89674. return this._colorGradingWithGreenDepth;
  89675. },
  89676. /**
  89677. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89678. */
  89679. set: function (value) {
  89680. if (this._colorGradingWithGreenDepth === value) {
  89681. return;
  89682. }
  89683. this._colorGradingWithGreenDepth = value;
  89684. this._updateParameters();
  89685. },
  89686. enumerable: true,
  89687. configurable: true
  89688. });
  89689. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89690. /**
  89691. * Gets wether the color grading texture contains BGR values.
  89692. */
  89693. get: function () {
  89694. return this._colorGradingBGR;
  89695. },
  89696. /**
  89697. * Sets wether the color grading texture contains BGR values.
  89698. */
  89699. set: function (value) {
  89700. if (this._colorGradingBGR === value) {
  89701. return;
  89702. }
  89703. this._colorGradingBGR = value;
  89704. this._updateParameters();
  89705. },
  89706. enumerable: true,
  89707. configurable: true
  89708. });
  89709. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89710. /**
  89711. * Gets the Exposure used in the effect.
  89712. */
  89713. get: function () {
  89714. return this._exposure;
  89715. },
  89716. /**
  89717. * Sets the Exposure used in the effect.
  89718. */
  89719. set: function (value) {
  89720. if (this._exposure === value) {
  89721. return;
  89722. }
  89723. this._exposure = value;
  89724. this._updateParameters();
  89725. },
  89726. enumerable: true,
  89727. configurable: true
  89728. });
  89729. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89730. /**
  89731. * Gets wether the tone mapping effect is enabled.
  89732. */
  89733. get: function () {
  89734. return this._toneMappingEnabled;
  89735. },
  89736. /**
  89737. * Sets wether the tone mapping effect is enabled.
  89738. */
  89739. set: function (value) {
  89740. if (this._toneMappingEnabled === value) {
  89741. return;
  89742. }
  89743. this._toneMappingEnabled = value;
  89744. this._updateParameters();
  89745. },
  89746. enumerable: true,
  89747. configurable: true
  89748. });
  89749. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89750. /**
  89751. * Gets the type of tone mapping effect.
  89752. */
  89753. get: function () {
  89754. return this._toneMappingType;
  89755. },
  89756. /**
  89757. * Sets the type of tone mapping effect used in BabylonJS.
  89758. */
  89759. set: function (value) {
  89760. if (this._toneMappingType === value) {
  89761. return;
  89762. }
  89763. this._toneMappingType = value;
  89764. this._updateParameters();
  89765. },
  89766. enumerable: true,
  89767. configurable: true
  89768. });
  89769. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89770. /**
  89771. * Gets the contrast used in the effect.
  89772. */
  89773. get: function () {
  89774. return this._contrast;
  89775. },
  89776. /**
  89777. * Sets the contrast used in the effect.
  89778. */
  89779. set: function (value) {
  89780. if (this._contrast === value) {
  89781. return;
  89782. }
  89783. this._contrast = value;
  89784. this._updateParameters();
  89785. },
  89786. enumerable: true,
  89787. configurable: true
  89788. });
  89789. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89790. /**
  89791. * Gets the vignette blend mode allowing different kind of effect.
  89792. */
  89793. get: function () {
  89794. return this._vignetteBlendMode;
  89795. },
  89796. /**
  89797. * Sets the vignette blend mode allowing different kind of effect.
  89798. */
  89799. set: function (value) {
  89800. if (this._vignetteBlendMode === value) {
  89801. return;
  89802. }
  89803. this._vignetteBlendMode = value;
  89804. this._updateParameters();
  89805. },
  89806. enumerable: true,
  89807. configurable: true
  89808. });
  89809. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89810. /**
  89811. * Gets wether the vignette effect is enabled.
  89812. */
  89813. get: function () {
  89814. return this._vignetteEnabled;
  89815. },
  89816. /**
  89817. * Sets wether the vignette effect is enabled.
  89818. */
  89819. set: function (value) {
  89820. if (this._vignetteEnabled === value) {
  89821. return;
  89822. }
  89823. this._vignetteEnabled = value;
  89824. this._updateParameters();
  89825. },
  89826. enumerable: true,
  89827. configurable: true
  89828. });
  89829. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89830. /**
  89831. * Gets wether the image processing is applied through a post process or not.
  89832. */
  89833. get: function () {
  89834. return this._applyByPostProcess;
  89835. },
  89836. /**
  89837. * Sets wether the image processing is applied through a post process or not.
  89838. */
  89839. set: function (value) {
  89840. if (this._applyByPostProcess === value) {
  89841. return;
  89842. }
  89843. this._applyByPostProcess = value;
  89844. this._updateParameters();
  89845. },
  89846. enumerable: true,
  89847. configurable: true
  89848. });
  89849. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89850. /**
  89851. * Gets wether the image processing is enabled or not.
  89852. */
  89853. get: function () {
  89854. return this._isEnabled;
  89855. },
  89856. /**
  89857. * Sets wether the image processing is enabled or not.
  89858. */
  89859. set: function (value) {
  89860. if (this._isEnabled === value) {
  89861. return;
  89862. }
  89863. this._isEnabled = value;
  89864. this._updateParameters();
  89865. },
  89866. enumerable: true,
  89867. configurable: true
  89868. });
  89869. /**
  89870. * Method called each time the image processing information changes requires to recompile the effect.
  89871. */
  89872. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89873. this.onUpdateParameters.notifyObservers(this);
  89874. };
  89875. /**
  89876. * Gets the current class name.
  89877. * @return "ImageProcessingConfiguration"
  89878. */
  89879. ImageProcessingConfiguration.prototype.getClassName = function () {
  89880. return "ImageProcessingConfiguration";
  89881. };
  89882. /**
  89883. * Prepare the list of uniforms associated with the Image Processing effects.
  89884. * @param uniforms The list of uniforms used in the effect
  89885. * @param defines the list of defines currently in use
  89886. */
  89887. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89888. if (defines.EXPOSURE) {
  89889. uniforms.push("exposureLinear");
  89890. }
  89891. if (defines.CONTRAST) {
  89892. uniforms.push("contrast");
  89893. }
  89894. if (defines.COLORGRADING) {
  89895. uniforms.push("colorTransformSettings");
  89896. }
  89897. if (defines.VIGNETTE) {
  89898. uniforms.push("vInverseScreenSize");
  89899. uniforms.push("vignetteSettings1");
  89900. uniforms.push("vignetteSettings2");
  89901. }
  89902. if (defines.COLORCURVES) {
  89903. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89904. }
  89905. };
  89906. /**
  89907. * Prepare the list of samplers associated with the Image Processing effects.
  89908. * @param samplersList The list of uniforms used in the effect
  89909. * @param defines the list of defines currently in use
  89910. */
  89911. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89912. if (defines.COLORGRADING) {
  89913. samplersList.push("txColorTransform");
  89914. }
  89915. };
  89916. /**
  89917. * Prepare the list of defines associated to the shader.
  89918. * @param defines the list of defines to complete
  89919. * @param forPostProcess Define if we are currently in post process mode or not
  89920. */
  89921. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89922. if (forPostProcess === void 0) { forPostProcess = false; }
  89923. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89924. defines.VIGNETTE = false;
  89925. defines.TONEMAPPING = false;
  89926. defines.TONEMAPPING_ACES = false;
  89927. defines.CONTRAST = false;
  89928. defines.EXPOSURE = false;
  89929. defines.COLORCURVES = false;
  89930. defines.COLORGRADING = false;
  89931. defines.COLORGRADING3D = false;
  89932. defines.IMAGEPROCESSING = false;
  89933. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89934. return;
  89935. }
  89936. defines.VIGNETTE = this.vignetteEnabled;
  89937. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89938. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89939. defines.TONEMAPPING = this.toneMappingEnabled;
  89940. switch (this._toneMappingType) {
  89941. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89942. defines.TONEMAPPING_ACES = true;
  89943. break;
  89944. default:
  89945. defines.TONEMAPPING_ACES = false;
  89946. break;
  89947. }
  89948. defines.CONTRAST = (this.contrast !== 1.0);
  89949. defines.EXPOSURE = (this.exposure !== 1.0);
  89950. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89951. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89952. if (defines.COLORGRADING) {
  89953. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89954. }
  89955. else {
  89956. defines.COLORGRADING3D = false;
  89957. }
  89958. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89959. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89960. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89961. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89962. };
  89963. /**
  89964. * Returns true if all the image processing information are ready.
  89965. * @returns True if ready, otherwise, false
  89966. */
  89967. ImageProcessingConfiguration.prototype.isReady = function () {
  89968. // Color Grading texure can not be none blocking.
  89969. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89970. };
  89971. /**
  89972. * Binds the image processing to the shader.
  89973. * @param effect The effect to bind to
  89974. * @param aspectRatio Define the current aspect ratio of the effect
  89975. */
  89976. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89977. if (aspectRatio === void 0) { aspectRatio = 1; }
  89978. // Color Curves
  89979. if (this._colorCurvesEnabled && this.colorCurves) {
  89980. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89981. }
  89982. // Vignette
  89983. if (this._vignetteEnabled) {
  89984. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89985. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89986. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89987. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89988. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89989. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89990. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89991. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89992. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89993. var vignettePower = -2.0 * this.vignetteWeight;
  89994. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89995. }
  89996. // Exposure
  89997. effect.setFloat("exposureLinear", this.exposure);
  89998. // Contrast
  89999. effect.setFloat("contrast", this.contrast);
  90000. // Color transform settings
  90001. if (this.colorGradingTexture) {
  90002. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90003. var textureSize = this.colorGradingTexture.getSize().height;
  90004. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90005. 0.5 / textureSize, // textureOffset
  90006. textureSize, // textureSize
  90007. this.colorGradingTexture.level // weight
  90008. );
  90009. }
  90010. };
  90011. /**
  90012. * Clones the current image processing instance.
  90013. * @return The cloned image processing
  90014. */
  90015. ImageProcessingConfiguration.prototype.clone = function () {
  90016. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90017. };
  90018. /**
  90019. * Serializes the current image processing instance to a json representation.
  90020. * @return a JSON representation
  90021. */
  90022. ImageProcessingConfiguration.prototype.serialize = function () {
  90023. return BABYLON.SerializationHelper.Serialize(this);
  90024. };
  90025. /**
  90026. * Parses the image processing from a json representation.
  90027. * @param source the JSON source to parse
  90028. * @return The parsed image processing
  90029. */
  90030. ImageProcessingConfiguration.Parse = function (source) {
  90031. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90032. };
  90033. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90034. /**
  90035. * Used to apply the vignette as a mix with the pixel color.
  90036. */
  90037. get: function () {
  90038. return this._VIGNETTEMODE_MULTIPLY;
  90039. },
  90040. enumerable: true,
  90041. configurable: true
  90042. });
  90043. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90044. /**
  90045. * Used to apply the vignette as a replacement of the pixel color.
  90046. */
  90047. get: function () {
  90048. return this._VIGNETTEMODE_OPAQUE;
  90049. },
  90050. enumerable: true,
  90051. configurable: true
  90052. });
  90053. /**
  90054. * Default tone mapping applied in BabylonJS.
  90055. */
  90056. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90057. /**
  90058. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90059. * to other engines rendering to increase portability.
  90060. */
  90061. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90062. // Static constants associated to the image processing.
  90063. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90064. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90065. __decorate([
  90066. BABYLON.serializeAsColorCurves()
  90067. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90068. __decorate([
  90069. BABYLON.serialize()
  90070. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90071. __decorate([
  90072. BABYLON.serializeAsTexture("colorGradingTexture")
  90073. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90074. __decorate([
  90075. BABYLON.serialize()
  90076. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90077. __decorate([
  90078. BABYLON.serialize()
  90079. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90080. __decorate([
  90081. BABYLON.serialize()
  90082. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90083. __decorate([
  90084. BABYLON.serialize()
  90085. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90086. __decorate([
  90087. BABYLON.serialize()
  90088. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90089. __decorate([
  90090. BABYLON.serialize()
  90091. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90092. __decorate([
  90093. BABYLON.serialize()
  90094. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90095. __decorate([
  90096. BABYLON.serialize()
  90097. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90098. __decorate([
  90099. BABYLON.serialize()
  90100. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90101. __decorate([
  90102. BABYLON.serialize()
  90103. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90104. __decorate([
  90105. BABYLON.serialize()
  90106. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90107. __decorate([
  90108. BABYLON.serializeAsColor4()
  90109. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90110. __decorate([
  90111. BABYLON.serialize()
  90112. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90113. __decorate([
  90114. BABYLON.serialize()
  90115. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90116. __decorate([
  90117. BABYLON.serialize()
  90118. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90119. __decorate([
  90120. BABYLON.serialize()
  90121. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90122. __decorate([
  90123. BABYLON.serialize()
  90124. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90125. return ImageProcessingConfiguration;
  90126. }());
  90127. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90128. })(BABYLON || (BABYLON = {}));
  90129. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90130. var BABYLON;
  90131. (function (BABYLON) {
  90132. /**
  90133. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90134. * It can help converting any input color in a desired output one. This can then be used to create effects
  90135. * from sepia, black and white to sixties or futuristic rendering...
  90136. *
  90137. * The only supported format is currently 3dl.
  90138. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90139. */
  90140. var ColorGradingTexture = /** @class */ (function (_super) {
  90141. __extends(ColorGradingTexture, _super);
  90142. /**
  90143. * Instantiates a ColorGradingTexture from the following parameters.
  90144. *
  90145. * @param url The location of the color gradind data (currently only supporting 3dl)
  90146. * @param scene The scene the texture will be used in
  90147. */
  90148. function ColorGradingTexture(url, scene) {
  90149. var _this = _super.call(this, scene) || this;
  90150. if (!url) {
  90151. return _this;
  90152. }
  90153. _this._engine = scene.getEngine();
  90154. _this._textureMatrix = BABYLON.Matrix.Identity();
  90155. _this.name = url;
  90156. _this.url = url;
  90157. _this.hasAlpha = false;
  90158. _this.isCube = false;
  90159. _this.is3D = _this._engine.webGLVersion > 1;
  90160. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90161. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90162. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90163. _this.anisotropicFilteringLevel = 1;
  90164. _this._texture = _this._getFromCache(url, true);
  90165. if (!_this._texture) {
  90166. if (!scene.useDelayedTextureLoading) {
  90167. _this.loadTexture();
  90168. }
  90169. else {
  90170. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90171. }
  90172. }
  90173. return _this;
  90174. }
  90175. /**
  90176. * Returns the texture matrix used in most of the material.
  90177. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90178. */
  90179. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90180. return this._textureMatrix;
  90181. };
  90182. /**
  90183. * Occurs when the file being loaded is a .3dl LUT file.
  90184. */
  90185. ColorGradingTexture.prototype.load3dlTexture = function () {
  90186. var engine = this._engine;
  90187. var texture;
  90188. if (engine.webGLVersion === 1) {
  90189. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90190. }
  90191. else {
  90192. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90193. }
  90194. this._texture = texture;
  90195. var callback = function (text) {
  90196. if (typeof text !== "string") {
  90197. return;
  90198. }
  90199. var data = null;
  90200. var tempData = null;
  90201. var line;
  90202. var lines = text.split('\n');
  90203. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90204. var maxColor = 0;
  90205. for (var i = 0; i < lines.length; i++) {
  90206. line = lines[i];
  90207. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90208. continue;
  90209. }
  90210. if (line.indexOf('#') === 0) {
  90211. continue;
  90212. }
  90213. var words = line.split(" ");
  90214. if (size === 0) {
  90215. // Number of space + one
  90216. size = words.length;
  90217. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90218. tempData = new Float32Array(size * size * size * 4);
  90219. continue;
  90220. }
  90221. if (size != 0) {
  90222. var r = Math.max(parseInt(words[0]), 0);
  90223. var g = Math.max(parseInt(words[1]), 0);
  90224. var b = Math.max(parseInt(words[2]), 0);
  90225. maxColor = Math.max(r, maxColor);
  90226. maxColor = Math.max(g, maxColor);
  90227. maxColor = Math.max(b, maxColor);
  90228. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90229. if (tempData) {
  90230. tempData[pixelStorageIndex + 0] = r;
  90231. tempData[pixelStorageIndex + 1] = g;
  90232. tempData[pixelStorageIndex + 2] = b;
  90233. }
  90234. // Keep for reference in case of back compat problems.
  90235. // pixelIndexSlice++;
  90236. // if (pixelIndexSlice % size == 0) {
  90237. // pixelIndexH++;
  90238. // pixelIndexSlice = 0;
  90239. // if (pixelIndexH % size == 0) {
  90240. // pixelIndexW++;
  90241. // pixelIndexH = 0;
  90242. // }
  90243. // }
  90244. pixelIndexH++;
  90245. if (pixelIndexH % size == 0) {
  90246. pixelIndexSlice++;
  90247. pixelIndexH = 0;
  90248. if (pixelIndexSlice % size == 0) {
  90249. pixelIndexW++;
  90250. pixelIndexSlice = 0;
  90251. }
  90252. }
  90253. }
  90254. }
  90255. if (tempData && data) {
  90256. for (var i = 0; i < tempData.length; i++) {
  90257. if (i > 0 && (i + 1) % 4 === 0) {
  90258. data[i] = 255;
  90259. }
  90260. else {
  90261. var value = tempData[i];
  90262. data[i] = (value / maxColor * 255);
  90263. }
  90264. }
  90265. }
  90266. if (texture.is3D) {
  90267. texture.updateSize(size, size, size);
  90268. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90269. }
  90270. else {
  90271. texture.updateSize(size * size, size);
  90272. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90273. }
  90274. };
  90275. var scene = this.getScene();
  90276. if (scene) {
  90277. scene._loadFile(this.url, callback);
  90278. }
  90279. else {
  90280. this._engine._loadFile(this.url, callback);
  90281. }
  90282. return this._texture;
  90283. };
  90284. /**
  90285. * Starts the loading process of the texture.
  90286. */
  90287. ColorGradingTexture.prototype.loadTexture = function () {
  90288. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90289. this.load3dlTexture();
  90290. }
  90291. };
  90292. /**
  90293. * Clones the color gradind texture.
  90294. */
  90295. ColorGradingTexture.prototype.clone = function () {
  90296. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90297. // Base texture
  90298. newTexture.level = this.level;
  90299. return newTexture;
  90300. };
  90301. /**
  90302. * Called during delayed load for textures.
  90303. */
  90304. ColorGradingTexture.prototype.delayLoad = function () {
  90305. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90306. return;
  90307. }
  90308. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90309. this._texture = this._getFromCache(this.url, true);
  90310. if (!this._texture) {
  90311. this.loadTexture();
  90312. }
  90313. };
  90314. /**
  90315. * Parses a color grading texture serialized by Babylon.
  90316. * @param parsedTexture The texture information being parsedTexture
  90317. * @param scene The scene to load the texture in
  90318. * @param rootUrl The root url of the data assets to load
  90319. * @return A color gradind texture
  90320. */
  90321. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90322. var texture = null;
  90323. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90324. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90325. texture.name = parsedTexture.name;
  90326. texture.level = parsedTexture.level;
  90327. }
  90328. return texture;
  90329. };
  90330. /**
  90331. * Serializes the LUT texture to json format.
  90332. */
  90333. ColorGradingTexture.prototype.serialize = function () {
  90334. if (!this.name) {
  90335. return null;
  90336. }
  90337. var serializationObject = {};
  90338. serializationObject.name = this.name;
  90339. serializationObject.level = this.level;
  90340. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90341. return serializationObject;
  90342. };
  90343. /**
  90344. * Empty line regex stored for GC.
  90345. */
  90346. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90347. return ColorGradingTexture;
  90348. }(BABYLON.BaseTexture));
  90349. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90350. })(BABYLON || (BABYLON = {}));
  90351. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90352. var BABYLON;
  90353. (function (BABYLON) {
  90354. /**
  90355. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90356. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90357. * 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;
  90358. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90359. */
  90360. var ColorCurves = /** @class */ (function () {
  90361. function ColorCurves() {
  90362. this._dirty = true;
  90363. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90364. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90365. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90366. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90367. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90368. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90369. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90370. this._globalHue = 30;
  90371. this._globalDensity = 0;
  90372. this._globalSaturation = 0;
  90373. this._globalExposure = 0;
  90374. this._highlightsHue = 30;
  90375. this._highlightsDensity = 0;
  90376. this._highlightsSaturation = 0;
  90377. this._highlightsExposure = 0;
  90378. this._midtonesHue = 30;
  90379. this._midtonesDensity = 0;
  90380. this._midtonesSaturation = 0;
  90381. this._midtonesExposure = 0;
  90382. this._shadowsHue = 30;
  90383. this._shadowsDensity = 0;
  90384. this._shadowsSaturation = 0;
  90385. this._shadowsExposure = 0;
  90386. }
  90387. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90388. /**
  90389. * Gets the global Hue value.
  90390. * 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).
  90391. */
  90392. get: function () {
  90393. return this._globalHue;
  90394. },
  90395. /**
  90396. * Sets the global Hue value.
  90397. * 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).
  90398. */
  90399. set: function (value) {
  90400. this._globalHue = value;
  90401. this._dirty = true;
  90402. },
  90403. enumerable: true,
  90404. configurable: true
  90405. });
  90406. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90407. /**
  90408. * Gets the global Density value.
  90409. * 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.
  90410. * Values less than zero provide a filter of opposite hue.
  90411. */
  90412. get: function () {
  90413. return this._globalDensity;
  90414. },
  90415. /**
  90416. * Sets the global Density value.
  90417. * 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.
  90418. * Values less than zero provide a filter of opposite hue.
  90419. */
  90420. set: function (value) {
  90421. this._globalDensity = value;
  90422. this._dirty = true;
  90423. },
  90424. enumerable: true,
  90425. configurable: true
  90426. });
  90427. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90428. /**
  90429. * Gets the global Saturation value.
  90430. * 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.
  90431. */
  90432. get: function () {
  90433. return this._globalSaturation;
  90434. },
  90435. /**
  90436. * Sets the global Saturation value.
  90437. * 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.
  90438. */
  90439. set: function (value) {
  90440. this._globalSaturation = value;
  90441. this._dirty = true;
  90442. },
  90443. enumerable: true,
  90444. configurable: true
  90445. });
  90446. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90447. /**
  90448. * Gets the global Exposure value.
  90449. * 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.
  90450. */
  90451. get: function () {
  90452. return this._globalExposure;
  90453. },
  90454. /**
  90455. * Sets the global Exposure value.
  90456. * 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.
  90457. */
  90458. set: function (value) {
  90459. this._globalExposure = value;
  90460. this._dirty = true;
  90461. },
  90462. enumerable: true,
  90463. configurable: true
  90464. });
  90465. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90466. /**
  90467. * Gets the highlights Hue value.
  90468. * 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).
  90469. */
  90470. get: function () {
  90471. return this._highlightsHue;
  90472. },
  90473. /**
  90474. * Sets the highlights Hue value.
  90475. * 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).
  90476. */
  90477. set: function (value) {
  90478. this._highlightsHue = value;
  90479. this._dirty = true;
  90480. },
  90481. enumerable: true,
  90482. configurable: true
  90483. });
  90484. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90485. /**
  90486. * Gets the highlights Density value.
  90487. * 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.
  90488. * Values less than zero provide a filter of opposite hue.
  90489. */
  90490. get: function () {
  90491. return this._highlightsDensity;
  90492. },
  90493. /**
  90494. * Sets the highlights Density value.
  90495. * 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.
  90496. * Values less than zero provide a filter of opposite hue.
  90497. */
  90498. set: function (value) {
  90499. this._highlightsDensity = value;
  90500. this._dirty = true;
  90501. },
  90502. enumerable: true,
  90503. configurable: true
  90504. });
  90505. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90506. /**
  90507. * Gets the highlights Saturation value.
  90508. * 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.
  90509. */
  90510. get: function () {
  90511. return this._highlightsSaturation;
  90512. },
  90513. /**
  90514. * Sets the highlights Saturation value.
  90515. * 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.
  90516. */
  90517. set: function (value) {
  90518. this._highlightsSaturation = value;
  90519. this._dirty = true;
  90520. },
  90521. enumerable: true,
  90522. configurable: true
  90523. });
  90524. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90525. /**
  90526. * Gets the highlights Exposure value.
  90527. * 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.
  90528. */
  90529. get: function () {
  90530. return this._highlightsExposure;
  90531. },
  90532. /**
  90533. * Sets the highlights Exposure value.
  90534. * 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.
  90535. */
  90536. set: function (value) {
  90537. this._highlightsExposure = value;
  90538. this._dirty = true;
  90539. },
  90540. enumerable: true,
  90541. configurable: true
  90542. });
  90543. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90544. /**
  90545. * Gets the midtones Hue value.
  90546. * 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).
  90547. */
  90548. get: function () {
  90549. return this._midtonesHue;
  90550. },
  90551. /**
  90552. * Sets the midtones Hue value.
  90553. * 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).
  90554. */
  90555. set: function (value) {
  90556. this._midtonesHue = value;
  90557. this._dirty = true;
  90558. },
  90559. enumerable: true,
  90560. configurable: true
  90561. });
  90562. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90563. /**
  90564. * Gets the midtones Density value.
  90565. * 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.
  90566. * Values less than zero provide a filter of opposite hue.
  90567. */
  90568. get: function () {
  90569. return this._midtonesDensity;
  90570. },
  90571. /**
  90572. * Sets the midtones Density value.
  90573. * 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.
  90574. * Values less than zero provide a filter of opposite hue.
  90575. */
  90576. set: function (value) {
  90577. this._midtonesDensity = value;
  90578. this._dirty = true;
  90579. },
  90580. enumerable: true,
  90581. configurable: true
  90582. });
  90583. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90584. /**
  90585. * Gets the midtones Saturation value.
  90586. * 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.
  90587. */
  90588. get: function () {
  90589. return this._midtonesSaturation;
  90590. },
  90591. /**
  90592. * Sets the midtones Saturation value.
  90593. * 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.
  90594. */
  90595. set: function (value) {
  90596. this._midtonesSaturation = value;
  90597. this._dirty = true;
  90598. },
  90599. enumerable: true,
  90600. configurable: true
  90601. });
  90602. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90603. /**
  90604. * Gets the midtones Exposure value.
  90605. * 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.
  90606. */
  90607. get: function () {
  90608. return this._midtonesExposure;
  90609. },
  90610. /**
  90611. * Sets the midtones Exposure value.
  90612. * 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.
  90613. */
  90614. set: function (value) {
  90615. this._midtonesExposure = value;
  90616. this._dirty = true;
  90617. },
  90618. enumerable: true,
  90619. configurable: true
  90620. });
  90621. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90622. /**
  90623. * Gets the shadows Hue value.
  90624. * 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).
  90625. */
  90626. get: function () {
  90627. return this._shadowsHue;
  90628. },
  90629. /**
  90630. * Sets the shadows Hue value.
  90631. * 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).
  90632. */
  90633. set: function (value) {
  90634. this._shadowsHue = value;
  90635. this._dirty = true;
  90636. },
  90637. enumerable: true,
  90638. configurable: true
  90639. });
  90640. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90641. /**
  90642. * Gets the shadows Density value.
  90643. * 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.
  90644. * Values less than zero provide a filter of opposite hue.
  90645. */
  90646. get: function () {
  90647. return this._shadowsDensity;
  90648. },
  90649. /**
  90650. * Sets the shadows Density value.
  90651. * 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.
  90652. * Values less than zero provide a filter of opposite hue.
  90653. */
  90654. set: function (value) {
  90655. this._shadowsDensity = value;
  90656. this._dirty = true;
  90657. },
  90658. enumerable: true,
  90659. configurable: true
  90660. });
  90661. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90662. /**
  90663. * Gets the shadows Saturation value.
  90664. * 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.
  90665. */
  90666. get: function () {
  90667. return this._shadowsSaturation;
  90668. },
  90669. /**
  90670. * Sets the shadows Saturation value.
  90671. * 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.
  90672. */
  90673. set: function (value) {
  90674. this._shadowsSaturation = value;
  90675. this._dirty = true;
  90676. },
  90677. enumerable: true,
  90678. configurable: true
  90679. });
  90680. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90681. /**
  90682. * Gets the shadows Exposure value.
  90683. * 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.
  90684. */
  90685. get: function () {
  90686. return this._shadowsExposure;
  90687. },
  90688. /**
  90689. * Sets the shadows Exposure value.
  90690. * 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.
  90691. */
  90692. set: function (value) {
  90693. this._shadowsExposure = value;
  90694. this._dirty = true;
  90695. },
  90696. enumerable: true,
  90697. configurable: true
  90698. });
  90699. /**
  90700. * Returns the class name
  90701. * @returns The class name
  90702. */
  90703. ColorCurves.prototype.getClassName = function () {
  90704. return "ColorCurves";
  90705. };
  90706. /**
  90707. * Binds the color curves to the shader.
  90708. * @param colorCurves The color curve to bind
  90709. * @param effect The effect to bind to
  90710. * @param positiveUniform The positive uniform shader parameter
  90711. * @param neutralUniform The neutral uniform shader parameter
  90712. * @param negativeUniform The negative uniform shader parameter
  90713. */
  90714. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90715. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90716. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90717. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90718. if (colorCurves._dirty) {
  90719. colorCurves._dirty = false;
  90720. // Fill in global info.
  90721. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90722. // Compute highlights info.
  90723. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90724. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90725. // Compute midtones info.
  90726. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90727. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90728. // Compute shadows info.
  90729. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90730. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90731. // Compute deltas (neutral is midtones).
  90732. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90733. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90734. }
  90735. if (effect) {
  90736. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90737. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90738. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90739. }
  90740. };
  90741. /**
  90742. * Prepare the list of uniforms associated with the ColorCurves effects.
  90743. * @param uniformsList The list of uniforms used in the effect
  90744. */
  90745. ColorCurves.PrepareUniforms = function (uniformsList) {
  90746. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90747. };
  90748. /**
  90749. * Returns color grading data based on a hue, density, saturation and exposure value.
  90750. * @param filterHue The hue of the color filter.
  90751. * @param filterDensity The density of the color filter.
  90752. * @param saturation The saturation.
  90753. * @param exposure The exposure.
  90754. * @param result The result data container.
  90755. */
  90756. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90757. if (hue == null) {
  90758. return;
  90759. }
  90760. hue = ColorCurves.clamp(hue, 0, 360);
  90761. density = ColorCurves.clamp(density, -100, 100);
  90762. saturation = ColorCurves.clamp(saturation, -100, 100);
  90763. exposure = ColorCurves.clamp(exposure, -100, 100);
  90764. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90765. // so that the maximum filter density is only 50% control. This provides fine control
  90766. // for small values and reasonable range.
  90767. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90768. density *= 0.5;
  90769. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90770. if (density < 0) {
  90771. density *= -1;
  90772. hue = (hue + 180) % 360;
  90773. }
  90774. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90775. result.scaleToRef(2, result);
  90776. result.a = 1 + 0.01 * saturation;
  90777. };
  90778. /**
  90779. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90780. * @param value The input slider value in range [-100,100].
  90781. * @returns Adjusted value.
  90782. */
  90783. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90784. value /= 100;
  90785. var x = Math.abs(value);
  90786. x = Math.pow(x, 2);
  90787. if (value < 0) {
  90788. x *= -1;
  90789. }
  90790. x *= 100;
  90791. return x;
  90792. };
  90793. /**
  90794. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90795. * @param hue The hue (H) input.
  90796. * @param saturation The saturation (S) input.
  90797. * @param brightness The brightness (B) input.
  90798. * @result An RGBA color represented as Vector4.
  90799. */
  90800. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90801. var h = ColorCurves.clamp(hue, 0, 360);
  90802. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90803. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90804. if (s === 0) {
  90805. result.r = v;
  90806. result.g = v;
  90807. result.b = v;
  90808. }
  90809. else {
  90810. // sector 0 to 5
  90811. h /= 60;
  90812. var i = Math.floor(h);
  90813. // fractional part of h
  90814. var f = h - i;
  90815. var p = v * (1 - s);
  90816. var q = v * (1 - s * f);
  90817. var t = v * (1 - s * (1 - f));
  90818. switch (i) {
  90819. case 0:
  90820. result.r = v;
  90821. result.g = t;
  90822. result.b = p;
  90823. break;
  90824. case 1:
  90825. result.r = q;
  90826. result.g = v;
  90827. result.b = p;
  90828. break;
  90829. case 2:
  90830. result.r = p;
  90831. result.g = v;
  90832. result.b = t;
  90833. break;
  90834. case 3:
  90835. result.r = p;
  90836. result.g = q;
  90837. result.b = v;
  90838. break;
  90839. case 4:
  90840. result.r = t;
  90841. result.g = p;
  90842. result.b = v;
  90843. break;
  90844. default: // case 5:
  90845. result.r = v;
  90846. result.g = p;
  90847. result.b = q;
  90848. break;
  90849. }
  90850. }
  90851. result.a = 1;
  90852. };
  90853. /**
  90854. * Returns a value clamped between min and max
  90855. * @param value The value to clamp
  90856. * @param min The minimum of value
  90857. * @param max The maximum of value
  90858. * @returns The clamped value.
  90859. */
  90860. ColorCurves.clamp = function (value, min, max) {
  90861. return Math.min(Math.max(value, min), max);
  90862. };
  90863. /**
  90864. * Clones the current color curve instance.
  90865. * @return The cloned curves
  90866. */
  90867. ColorCurves.prototype.clone = function () {
  90868. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90869. };
  90870. /**
  90871. * Serializes the current color curve instance to a json representation.
  90872. * @return a JSON representation
  90873. */
  90874. ColorCurves.prototype.serialize = function () {
  90875. return BABYLON.SerializationHelper.Serialize(this);
  90876. };
  90877. /**
  90878. * Parses the color curve from a json representation.
  90879. * @param source the JSON source to parse
  90880. * @return The parsed curves
  90881. */
  90882. ColorCurves.Parse = function (source) {
  90883. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90884. };
  90885. __decorate([
  90886. BABYLON.serialize()
  90887. ], ColorCurves.prototype, "_globalHue", void 0);
  90888. __decorate([
  90889. BABYLON.serialize()
  90890. ], ColorCurves.prototype, "_globalDensity", void 0);
  90891. __decorate([
  90892. BABYLON.serialize()
  90893. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90894. __decorate([
  90895. BABYLON.serialize()
  90896. ], ColorCurves.prototype, "_globalExposure", void 0);
  90897. __decorate([
  90898. BABYLON.serialize()
  90899. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90900. __decorate([
  90901. BABYLON.serialize()
  90902. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90903. __decorate([
  90904. BABYLON.serialize()
  90905. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90906. __decorate([
  90907. BABYLON.serialize()
  90908. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90909. __decorate([
  90910. BABYLON.serialize()
  90911. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90912. __decorate([
  90913. BABYLON.serialize()
  90914. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90915. __decorate([
  90916. BABYLON.serialize()
  90917. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90918. __decorate([
  90919. BABYLON.serialize()
  90920. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90921. return ColorCurves;
  90922. }());
  90923. BABYLON.ColorCurves = ColorCurves;
  90924. })(BABYLON || (BABYLON = {}));
  90925. //# sourceMappingURL=babylon.colorCurves.js.map
  90926. var BABYLON;
  90927. (function (BABYLON) {
  90928. /**
  90929. * Post process which applies a refractin texture
  90930. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90931. */
  90932. var RefractionPostProcess = /** @class */ (function (_super) {
  90933. __extends(RefractionPostProcess, _super);
  90934. /**
  90935. * Initializes the RefractionPostProcess
  90936. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90937. * @param name The name of the effect.
  90938. * @param refractionTextureUrl Url of the refraction texture to use
  90939. * @param color the base color of the refraction (used to taint the rendering)
  90940. * @param depth simulated refraction depth
  90941. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90942. * @param camera The camera to apply the render pass to.
  90943. * @param options The required width/height ratio to downsize to before computing the render pass.
  90944. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90945. * @param engine The engine which the post process will be applied. (default: current engine)
  90946. * @param reusable If the post process can be reused on the same frame. (default: false)
  90947. */
  90948. function RefractionPostProcess(name, refractionTextureUrl,
  90949. /** the base color of the refraction (used to taint the rendering) */
  90950. color,
  90951. /** simulated refraction depth */
  90952. depth,
  90953. /** the coefficient of the base color (0 to remove base color tainting) */
  90954. colorLevel, options, camera, samplingMode, engine, reusable) {
  90955. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90956. _this.color = color;
  90957. _this.depth = depth;
  90958. _this.colorLevel = colorLevel;
  90959. _this._ownRefractionTexture = true;
  90960. _this.onActivateObservable.add(function (cam) {
  90961. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90962. });
  90963. _this.onApplyObservable.add(function (effect) {
  90964. effect.setColor3("baseColor", _this.color);
  90965. effect.setFloat("depth", _this.depth);
  90966. effect.setFloat("colorLevel", _this.colorLevel);
  90967. effect.setTexture("refractionSampler", _this._refTexture);
  90968. });
  90969. return _this;
  90970. }
  90971. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90972. /**
  90973. * Gets or sets the refraction texture
  90974. * Please note that you are responsible for disposing the texture if you set it manually
  90975. */
  90976. get: function () {
  90977. return this._refTexture;
  90978. },
  90979. set: function (value) {
  90980. if (this._refTexture && this._ownRefractionTexture) {
  90981. this._refTexture.dispose();
  90982. }
  90983. this._refTexture = value;
  90984. this._ownRefractionTexture = false;
  90985. },
  90986. enumerable: true,
  90987. configurable: true
  90988. });
  90989. // Methods
  90990. /**
  90991. * Disposes of the post process
  90992. * @param camera Camera to dispose post process on
  90993. */
  90994. RefractionPostProcess.prototype.dispose = function (camera) {
  90995. if (this._refTexture && this._ownRefractionTexture) {
  90996. this._refTexture.dispose();
  90997. this._refTexture = null;
  90998. }
  90999. _super.prototype.dispose.call(this, camera);
  91000. };
  91001. return RefractionPostProcess;
  91002. }(BABYLON.PostProcess));
  91003. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91004. })(BABYLON || (BABYLON = {}));
  91005. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91006. var BABYLON;
  91007. (function (BABYLON) {
  91008. /**
  91009. * Post process used to render in black and white
  91010. */
  91011. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91012. __extends(BlackAndWhitePostProcess, _super);
  91013. /**
  91014. * Creates a black and white post process
  91015. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91016. * @param name The name of the effect.
  91017. * @param options The required width/height ratio to downsize to before computing the render pass.
  91018. * @param camera The camera to apply the render pass to.
  91019. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91020. * @param engine The engine which the post process will be applied. (default: current engine)
  91021. * @param reusable If the post process can be reused on the same frame. (default: false)
  91022. */
  91023. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91024. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91025. /**
  91026. * Linear about to convert he result to black and white (default: 1)
  91027. */
  91028. _this.degree = 1;
  91029. _this.onApplyObservable.add(function (effect) {
  91030. effect.setFloat("degree", _this.degree);
  91031. });
  91032. return _this;
  91033. }
  91034. return BlackAndWhitePostProcess;
  91035. }(BABYLON.PostProcess));
  91036. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91037. })(BABYLON || (BABYLON = {}));
  91038. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91039. var BABYLON;
  91040. (function (BABYLON) {
  91041. /**
  91042. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91043. * input texture to perform effects such as edge detection or sharpening
  91044. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91045. */
  91046. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91047. __extends(ConvolutionPostProcess, _super);
  91048. /**
  91049. * Creates a new instance ConvolutionPostProcess
  91050. * @param name The name of the effect.
  91051. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91052. * @param options The required width/height ratio to downsize to before computing the render pass.
  91053. * @param camera The camera to apply the render pass to.
  91054. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91055. * @param engine The engine which the post process will be applied. (default: current engine)
  91056. * @param reusable If the post process can be reused on the same frame. (default: false)
  91057. * @param textureType Type of textures used when performing the post process. (default: 0)
  91058. */
  91059. function ConvolutionPostProcess(name,
  91060. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91061. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91062. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91063. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91064. _this.kernel = kernel;
  91065. _this.onApply = function (effect) {
  91066. effect.setFloat2("screenSize", _this.width, _this.height);
  91067. effect.setArray("kernel", _this.kernel);
  91068. };
  91069. return _this;
  91070. }
  91071. // Statics
  91072. /**
  91073. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91074. */
  91075. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91076. /**
  91077. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91078. */
  91079. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91080. /**
  91081. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91082. */
  91083. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91084. /**
  91085. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91086. */
  91087. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91088. /**
  91089. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91090. */
  91091. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91092. /**
  91093. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91094. */
  91095. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91096. return ConvolutionPostProcess;
  91097. }(BABYLON.PostProcess));
  91098. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91099. })(BABYLON || (BABYLON = {}));
  91100. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91101. var BABYLON;
  91102. (function (BABYLON) {
  91103. /**
  91104. * Applies a kernel filter to the image
  91105. */
  91106. var FilterPostProcess = /** @class */ (function (_super) {
  91107. __extends(FilterPostProcess, _super);
  91108. /**
  91109. *
  91110. * @param name The name of the effect.
  91111. * @param kernelMatrix The matrix to be applied to the image
  91112. * @param options The required width/height ratio to downsize to before computing the render pass.
  91113. * @param camera The camera to apply the render pass to.
  91114. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91115. * @param engine The engine which the post process will be applied. (default: current engine)
  91116. * @param reusable If the post process can be reused on the same frame. (default: false)
  91117. */
  91118. function FilterPostProcess(name,
  91119. /** The matrix to be applied to the image */
  91120. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91121. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91122. _this.kernelMatrix = kernelMatrix;
  91123. _this.onApply = function (effect) {
  91124. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91125. };
  91126. return _this;
  91127. }
  91128. return FilterPostProcess;
  91129. }(BABYLON.PostProcess));
  91130. BABYLON.FilterPostProcess = FilterPostProcess;
  91131. })(BABYLON || (BABYLON = {}));
  91132. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91133. var BABYLON;
  91134. (function (BABYLON) {
  91135. /**
  91136. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91137. */
  91138. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91139. __extends(VolumetricLightScatteringPostProcess, _super);
  91140. /**
  91141. * @constructor
  91142. * @param name The post-process name
  91143. * @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)
  91144. * @param camera The camera that the post-process will be attached to
  91145. * @param mesh The mesh used to create the light scattering
  91146. * @param samples The post-process quality, default 100
  91147. * @param samplingModeThe post-process filtering mode
  91148. * @param engine The babylon engine
  91149. * @param reusable If the post-process is reusable
  91150. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91151. */
  91152. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91153. if (samples === void 0) { samples = 100; }
  91154. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91155. 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;
  91156. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91157. /**
  91158. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91159. */
  91160. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91161. /**
  91162. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91163. */
  91164. _this.useCustomMeshPosition = false;
  91165. /**
  91166. * If the post-process should inverse the light scattering direction
  91167. */
  91168. _this.invert = true;
  91169. /**
  91170. * Array containing the excluded meshes not rendered in the internal pass
  91171. */
  91172. _this.excludedMeshes = new Array();
  91173. /**
  91174. * Controls the overall intensity of the post-process
  91175. */
  91176. _this.exposure = 0.3;
  91177. /**
  91178. * Dissipates each sample's contribution in range [0, 1]
  91179. */
  91180. _this.decay = 0.96815;
  91181. /**
  91182. * Controls the overall intensity of each sample
  91183. */
  91184. _this.weight = 0.58767;
  91185. /**
  91186. * Controls the density of each sample
  91187. */
  91188. _this.density = 0.926;
  91189. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91190. engine = scene.getEngine();
  91191. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91192. // Configure mesh
  91193. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91194. // Configure
  91195. _this._createPass(scene, ratio.passRatio || ratio);
  91196. _this.onActivate = function (camera) {
  91197. if (!_this.isSupported) {
  91198. _this.dispose(camera);
  91199. }
  91200. _this.onActivate = null;
  91201. };
  91202. _this.onApplyObservable.add(function (effect) {
  91203. _this._updateMeshScreenCoordinates(scene);
  91204. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91205. effect.setFloat("exposure", _this.exposure);
  91206. effect.setFloat("decay", _this.decay);
  91207. effect.setFloat("weight", _this.weight);
  91208. effect.setFloat("density", _this.density);
  91209. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91210. });
  91211. return _this;
  91212. }
  91213. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91214. /**
  91215. * @hidden
  91216. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91217. */
  91218. get: function () {
  91219. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91220. return false;
  91221. },
  91222. set: function (useDiffuseColor) {
  91223. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91224. },
  91225. enumerable: true,
  91226. configurable: true
  91227. });
  91228. /**
  91229. * Returns the string "VolumetricLightScatteringPostProcess"
  91230. * @returns "VolumetricLightScatteringPostProcess"
  91231. */
  91232. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91233. return "VolumetricLightScatteringPostProcess";
  91234. };
  91235. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91236. var mesh = subMesh.getMesh();
  91237. // Render this.mesh as default
  91238. if (mesh === this.mesh && mesh.material) {
  91239. return mesh.material.isReady(mesh);
  91240. }
  91241. var defines = [];
  91242. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91243. var material = subMesh.getMaterial();
  91244. // Alpha test
  91245. if (material) {
  91246. if (material.needAlphaTesting()) {
  91247. defines.push("#define ALPHATEST");
  91248. }
  91249. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91250. attribs.push(BABYLON.VertexBuffer.UVKind);
  91251. defines.push("#define UV1");
  91252. }
  91253. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91254. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91255. defines.push("#define UV2");
  91256. }
  91257. }
  91258. // Bones
  91259. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91260. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91261. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91262. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91263. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91264. }
  91265. else {
  91266. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91267. }
  91268. // Instances
  91269. if (useInstances) {
  91270. defines.push("#define INSTANCES");
  91271. attribs.push("world0");
  91272. attribs.push("world1");
  91273. attribs.push("world2");
  91274. attribs.push("world3");
  91275. }
  91276. // Get correct effect
  91277. var join = defines.join("\n");
  91278. if (this._cachedDefines !== join) {
  91279. this._cachedDefines = join;
  91280. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91281. }
  91282. return this._volumetricLightScatteringPass.isReady();
  91283. };
  91284. /**
  91285. * Sets the new light position for light scattering effect
  91286. * @param position The new custom light position
  91287. */
  91288. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91289. this.customMeshPosition = position;
  91290. };
  91291. /**
  91292. * Returns the light position for light scattering effect
  91293. * @return Vector3 The custom light position
  91294. */
  91295. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91296. return this.customMeshPosition;
  91297. };
  91298. /**
  91299. * Disposes the internal assets and detaches the post-process from the camera
  91300. */
  91301. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91302. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91303. if (rttIndex !== -1) {
  91304. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91305. }
  91306. this._volumetricLightScatteringRTT.dispose();
  91307. _super.prototype.dispose.call(this, camera);
  91308. };
  91309. /**
  91310. * Returns the render target texture used by the post-process
  91311. * @return the render target texture used by the post-process
  91312. */
  91313. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91314. return this._volumetricLightScatteringRTT;
  91315. };
  91316. // Private methods
  91317. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91318. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91319. return true;
  91320. }
  91321. return false;
  91322. };
  91323. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91324. var _this = this;
  91325. var engine = scene.getEngine();
  91326. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91327. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91328. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91329. this._volumetricLightScatteringRTT.renderList = null;
  91330. this._volumetricLightScatteringRTT.renderParticles = false;
  91331. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91332. var camera = this.getCamera();
  91333. if (camera) {
  91334. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91335. }
  91336. else {
  91337. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91338. }
  91339. // Custom render function for submeshes
  91340. var renderSubMesh = function (subMesh) {
  91341. var mesh = subMesh.getRenderingMesh();
  91342. if (_this._meshExcluded(mesh)) {
  91343. return;
  91344. }
  91345. var material = subMesh.getMaterial();
  91346. if (!material) {
  91347. return;
  91348. }
  91349. var scene = mesh.getScene();
  91350. var engine = scene.getEngine();
  91351. // Culling
  91352. engine.setState(material.backFaceCulling);
  91353. // Managing instances
  91354. var batch = mesh._getInstancesRenderList(subMesh._id);
  91355. if (batch.mustReturn) {
  91356. return;
  91357. }
  91358. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91359. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91360. var effect = _this._volumetricLightScatteringPass;
  91361. if (mesh === _this.mesh) {
  91362. if (subMesh.effect) {
  91363. effect = subMesh.effect;
  91364. }
  91365. else {
  91366. effect = material.getEffect();
  91367. }
  91368. }
  91369. engine.enableEffect(effect);
  91370. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91371. if (mesh === _this.mesh) {
  91372. material.bind(mesh.getWorldMatrix(), mesh);
  91373. }
  91374. else {
  91375. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91376. // Alpha test
  91377. if (material && material.needAlphaTesting()) {
  91378. var alphaTexture = material.getAlphaTestTexture();
  91379. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91380. if (alphaTexture) {
  91381. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91382. }
  91383. }
  91384. // Bones
  91385. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91386. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91387. }
  91388. }
  91389. // Draw
  91390. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91391. }
  91392. };
  91393. // Render target texture callbacks
  91394. var savedSceneClearColor;
  91395. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91396. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91397. savedSceneClearColor = scene.clearColor;
  91398. scene.clearColor = sceneClearColor;
  91399. });
  91400. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91401. scene.clearColor = savedSceneClearColor;
  91402. });
  91403. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91404. var engine = scene.getEngine();
  91405. var index;
  91406. if (depthOnlySubMeshes.length) {
  91407. engine.setColorWrite(false);
  91408. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91409. renderSubMesh(depthOnlySubMeshes.data[index]);
  91410. }
  91411. engine.setColorWrite(true);
  91412. }
  91413. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91414. renderSubMesh(opaqueSubMeshes.data[index]);
  91415. }
  91416. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91417. renderSubMesh(alphaTestSubMeshes.data[index]);
  91418. }
  91419. if (transparentSubMeshes.length) {
  91420. // Sort sub meshes
  91421. for (index = 0; index < transparentSubMeshes.length; index++) {
  91422. var submesh = transparentSubMeshes.data[index];
  91423. var boundingInfo = submesh.getBoundingInfo();
  91424. if (boundingInfo && scene.activeCamera) {
  91425. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91426. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91427. }
  91428. }
  91429. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91430. sortedArray.sort(function (a, b) {
  91431. // Alpha index first
  91432. if (a._alphaIndex > b._alphaIndex) {
  91433. return 1;
  91434. }
  91435. if (a._alphaIndex < b._alphaIndex) {
  91436. return -1;
  91437. }
  91438. // Then distance to camera
  91439. if (a._distanceToCamera < b._distanceToCamera) {
  91440. return 1;
  91441. }
  91442. if (a._distanceToCamera > b._distanceToCamera) {
  91443. return -1;
  91444. }
  91445. return 0;
  91446. });
  91447. // Render sub meshes
  91448. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91449. for (index = 0; index < sortedArray.length; index++) {
  91450. renderSubMesh(sortedArray[index]);
  91451. }
  91452. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91453. }
  91454. };
  91455. };
  91456. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91457. var transform = scene.getTransformMatrix();
  91458. var meshPosition;
  91459. if (this.useCustomMeshPosition) {
  91460. meshPosition = this.customMeshPosition;
  91461. }
  91462. else if (this.attachedNode) {
  91463. meshPosition = this.attachedNode.position;
  91464. }
  91465. else {
  91466. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91467. }
  91468. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91469. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91470. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91471. if (this.invert) {
  91472. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91473. }
  91474. };
  91475. // Static methods
  91476. /**
  91477. * Creates a default mesh for the Volumeric Light Scattering post-process
  91478. * @param name The mesh name
  91479. * @param scene The scene where to create the mesh
  91480. * @return the default mesh
  91481. */
  91482. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91483. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91484. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91485. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91486. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91487. mesh.material = material;
  91488. return mesh;
  91489. };
  91490. __decorate([
  91491. BABYLON.serializeAsVector3()
  91492. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91493. __decorate([
  91494. BABYLON.serialize()
  91495. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91496. __decorate([
  91497. BABYLON.serialize()
  91498. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91499. __decorate([
  91500. BABYLON.serializeAsMeshReference()
  91501. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91502. __decorate([
  91503. BABYLON.serialize()
  91504. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91505. __decorate([
  91506. BABYLON.serialize()
  91507. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91508. __decorate([
  91509. BABYLON.serialize()
  91510. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91511. __decorate([
  91512. BABYLON.serialize()
  91513. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91514. __decorate([
  91515. BABYLON.serialize()
  91516. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91517. return VolumetricLightScatteringPostProcess;
  91518. }(BABYLON.PostProcess));
  91519. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91520. })(BABYLON || (BABYLON = {}));
  91521. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91522. var BABYLON;
  91523. (function (BABYLON) {
  91524. /**
  91525. *
  91526. * This post-process allows the modification of rendered colors by using
  91527. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91528. *
  91529. * The object needs to be provided an url to a texture containing the color
  91530. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91531. * Use an image editing software to tweak the LUT to match your needs.
  91532. *
  91533. * For an example of a color LUT, see here:
  91534. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91535. * For explanations on color grading, see here:
  91536. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91537. *
  91538. */
  91539. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91540. __extends(ColorCorrectionPostProcess, _super);
  91541. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91542. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91543. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91544. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91545. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91546. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91547. _this.onApply = function (effect) {
  91548. effect.setTexture("colorTable", _this._colorTableTexture);
  91549. };
  91550. return _this;
  91551. }
  91552. return ColorCorrectionPostProcess;
  91553. }(BABYLON.PostProcess));
  91554. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91555. })(BABYLON || (BABYLON = {}));
  91556. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91557. var BABYLON;
  91558. (function (BABYLON) {
  91559. /** Defines operator used for tonemapping */
  91560. var TonemappingOperator;
  91561. (function (TonemappingOperator) {
  91562. /** Hable */
  91563. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91564. /** Reinhard */
  91565. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91566. /** HejiDawson */
  91567. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91568. /** Photographic */
  91569. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91570. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91571. /**
  91572. * Defines a post process to apply tone mapping
  91573. */
  91574. var TonemapPostProcess = /** @class */ (function (_super) {
  91575. __extends(TonemapPostProcess, _super);
  91576. /**
  91577. * Creates a new TonemapPostProcess
  91578. * @param name defines the name of the postprocess
  91579. * @param _operator defines the operator to use
  91580. * @param exposureAdjustment defines the required exposure adjustement
  91581. * @param camera defines the camera to use (can be null)
  91582. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91583. * @param engine defines the hosting engine (can be ignore if camera is set)
  91584. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91585. */
  91586. function TonemapPostProcess(name, _operator,
  91587. /** Defines the required exposure adjustement */
  91588. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91589. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91590. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91591. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91592. _this._operator = _operator;
  91593. _this.exposureAdjustment = exposureAdjustment;
  91594. var defines = "#define ";
  91595. if (_this._operator === TonemappingOperator.Hable) {
  91596. defines += "HABLE_TONEMAPPING";
  91597. }
  91598. else if (_this._operator === TonemappingOperator.Reinhard) {
  91599. defines += "REINHARD_TONEMAPPING";
  91600. }
  91601. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91602. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91603. }
  91604. else if (_this._operator === TonemappingOperator.Photographic) {
  91605. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91606. }
  91607. //sadly a second call to create the effect.
  91608. _this.updateEffect(defines);
  91609. _this.onApply = function (effect) {
  91610. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91611. };
  91612. return _this;
  91613. }
  91614. return TonemapPostProcess;
  91615. }(BABYLON.PostProcess));
  91616. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91617. })(BABYLON || (BABYLON = {}));
  91618. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91619. var BABYLON;
  91620. (function (BABYLON) {
  91621. /**
  91622. * DisplayPassPostProcess which produces an output the same as it's input
  91623. */
  91624. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91625. __extends(DisplayPassPostProcess, _super);
  91626. /**
  91627. * Creates the DisplayPassPostProcess
  91628. * @param name The name of the effect.
  91629. * @param options The required width/height ratio to downsize to before computing the render pass.
  91630. * @param camera The camera to apply the render pass to.
  91631. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91632. * @param engine The engine which the post process will be applied. (default: current engine)
  91633. * @param reusable If the post process can be reused on the same frame. (default: false)
  91634. */
  91635. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91636. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91637. }
  91638. return DisplayPassPostProcess;
  91639. }(BABYLON.PostProcess));
  91640. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91641. })(BABYLON || (BABYLON = {}));
  91642. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91643. var BABYLON;
  91644. (function (BABYLON) {
  91645. /**
  91646. * Extracts highlights from the image
  91647. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91648. */
  91649. var HighlightsPostProcess = /** @class */ (function (_super) {
  91650. __extends(HighlightsPostProcess, _super);
  91651. /**
  91652. * Extracts highlights from the image
  91653. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91654. * @param name The name of the effect.
  91655. * @param options The required width/height ratio to downsize to before computing the render pass.
  91656. * @param camera The camera to apply the render pass to.
  91657. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91658. * @param engine The engine which the post process will be applied. (default: current engine)
  91659. * @param reusable If the post process can be reused on the same frame. (default: false)
  91660. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91661. */
  91662. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91663. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91664. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91665. }
  91666. return HighlightsPostProcess;
  91667. }(BABYLON.PostProcess));
  91668. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91669. })(BABYLON || (BABYLON = {}));
  91670. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91671. var BABYLON;
  91672. (function (BABYLON) {
  91673. /**
  91674. * ImageProcessingPostProcess
  91675. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91676. */
  91677. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91678. __extends(ImageProcessingPostProcess, _super);
  91679. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91680. if (camera === void 0) { camera = null; }
  91681. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91682. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91683. _this._fromLinearSpace = true;
  91684. /**
  91685. * Defines cache preventing GC.
  91686. */
  91687. _this._defines = {
  91688. IMAGEPROCESSING: false,
  91689. VIGNETTE: false,
  91690. VIGNETTEBLENDMODEMULTIPLY: false,
  91691. VIGNETTEBLENDMODEOPAQUE: false,
  91692. TONEMAPPING: false,
  91693. TONEMAPPING_ACES: false,
  91694. CONTRAST: false,
  91695. COLORCURVES: false,
  91696. COLORGRADING: false,
  91697. COLORGRADING3D: false,
  91698. FROMLINEARSPACE: false,
  91699. SAMPLER3DGREENDEPTH: false,
  91700. SAMPLER3DBGRMAP: false,
  91701. IMAGEPROCESSINGPOSTPROCESS: false,
  91702. EXPOSURE: false,
  91703. };
  91704. // Setup the configuration as forced by the constructor. This would then not force the
  91705. // scene materials output in linear space and let untouched the default forward pass.
  91706. if (imageProcessingConfiguration) {
  91707. imageProcessingConfiguration.applyByPostProcess = true;
  91708. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91709. // This will cause the shader to be compiled
  91710. _this.fromLinearSpace = false;
  91711. }
  91712. // Setup the default processing configuration to the scene.
  91713. else {
  91714. _this._attachImageProcessingConfiguration(null, true);
  91715. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91716. }
  91717. _this.onApply = function (effect) {
  91718. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91719. };
  91720. return _this;
  91721. }
  91722. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91723. /**
  91724. * Gets the image processing configuration used either in this material.
  91725. */
  91726. get: function () {
  91727. return this._imageProcessingConfiguration;
  91728. },
  91729. /**
  91730. * Sets the Default image processing configuration used either in the this material.
  91731. *
  91732. * If sets to null, the scene one is in use.
  91733. */
  91734. set: function (value) {
  91735. this._attachImageProcessingConfiguration(value);
  91736. },
  91737. enumerable: true,
  91738. configurable: true
  91739. });
  91740. /**
  91741. * Attaches a new image processing configuration to the PBR Material.
  91742. * @param configuration
  91743. */
  91744. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91745. var _this = this;
  91746. if (doNotBuild === void 0) { doNotBuild = false; }
  91747. if (configuration === this._imageProcessingConfiguration) {
  91748. return;
  91749. }
  91750. // Detaches observer.
  91751. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91752. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91753. }
  91754. // Pick the scene configuration if needed.
  91755. if (!configuration) {
  91756. var scene = null;
  91757. var engine = this.getEngine();
  91758. var camera = this.getCamera();
  91759. if (camera) {
  91760. scene = camera.getScene();
  91761. }
  91762. else if (engine && engine.scenes) {
  91763. var scenes = engine.scenes;
  91764. scene = scenes[scenes.length - 1];
  91765. }
  91766. else {
  91767. scene = BABYLON.Engine.LastCreatedScene;
  91768. }
  91769. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91770. }
  91771. else {
  91772. this._imageProcessingConfiguration = configuration;
  91773. }
  91774. // Attaches observer.
  91775. if (this._imageProcessingConfiguration) {
  91776. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91777. _this._updateParameters();
  91778. });
  91779. }
  91780. // Ensure the effect will be rebuilt.
  91781. if (!doNotBuild) {
  91782. this._updateParameters();
  91783. }
  91784. };
  91785. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91786. /**
  91787. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91788. */
  91789. get: function () {
  91790. return this.imageProcessingConfiguration.colorCurves;
  91791. },
  91792. /**
  91793. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91794. */
  91795. set: function (value) {
  91796. this.imageProcessingConfiguration.colorCurves = value;
  91797. },
  91798. enumerable: true,
  91799. configurable: true
  91800. });
  91801. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91802. /**
  91803. * Gets wether the color curves effect is enabled.
  91804. */
  91805. get: function () {
  91806. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91807. },
  91808. /**
  91809. * Sets wether the color curves effect is enabled.
  91810. */
  91811. set: function (value) {
  91812. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91813. },
  91814. enumerable: true,
  91815. configurable: true
  91816. });
  91817. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91818. /**
  91819. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91820. */
  91821. get: function () {
  91822. return this.imageProcessingConfiguration.colorGradingTexture;
  91823. },
  91824. /**
  91825. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91826. */
  91827. set: function (value) {
  91828. this.imageProcessingConfiguration.colorGradingTexture = value;
  91829. },
  91830. enumerable: true,
  91831. configurable: true
  91832. });
  91833. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91834. /**
  91835. * Gets wether the color grading effect is enabled.
  91836. */
  91837. get: function () {
  91838. return this.imageProcessingConfiguration.colorGradingEnabled;
  91839. },
  91840. /**
  91841. * Gets wether the color grading effect is enabled.
  91842. */
  91843. set: function (value) {
  91844. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91845. },
  91846. enumerable: true,
  91847. configurable: true
  91848. });
  91849. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91850. /**
  91851. * Gets exposure used in the effect.
  91852. */
  91853. get: function () {
  91854. return this.imageProcessingConfiguration.exposure;
  91855. },
  91856. /**
  91857. * Sets exposure used in the effect.
  91858. */
  91859. set: function (value) {
  91860. this.imageProcessingConfiguration.exposure = value;
  91861. },
  91862. enumerable: true,
  91863. configurable: true
  91864. });
  91865. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91866. /**
  91867. * Gets wether tonemapping is enabled or not.
  91868. */
  91869. get: function () {
  91870. return this._imageProcessingConfiguration.toneMappingEnabled;
  91871. },
  91872. /**
  91873. * Sets wether tonemapping is enabled or not
  91874. */
  91875. set: function (value) {
  91876. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91877. },
  91878. enumerable: true,
  91879. configurable: true
  91880. });
  91881. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91882. /**
  91883. * Gets contrast used in the effect.
  91884. */
  91885. get: function () {
  91886. return this.imageProcessingConfiguration.contrast;
  91887. },
  91888. /**
  91889. * Sets contrast used in the effect.
  91890. */
  91891. set: function (value) {
  91892. this.imageProcessingConfiguration.contrast = value;
  91893. },
  91894. enumerable: true,
  91895. configurable: true
  91896. });
  91897. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91898. /**
  91899. * Gets Vignette stretch size.
  91900. */
  91901. get: function () {
  91902. return this.imageProcessingConfiguration.vignetteStretch;
  91903. },
  91904. /**
  91905. * Sets Vignette stretch size.
  91906. */
  91907. set: function (value) {
  91908. this.imageProcessingConfiguration.vignetteStretch = value;
  91909. },
  91910. enumerable: true,
  91911. configurable: true
  91912. });
  91913. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91914. /**
  91915. * Gets Vignette centre X Offset.
  91916. */
  91917. get: function () {
  91918. return this.imageProcessingConfiguration.vignetteCentreX;
  91919. },
  91920. /**
  91921. * Sets Vignette centre X Offset.
  91922. */
  91923. set: function (value) {
  91924. this.imageProcessingConfiguration.vignetteCentreX = value;
  91925. },
  91926. enumerable: true,
  91927. configurable: true
  91928. });
  91929. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91930. /**
  91931. * Gets Vignette centre Y Offset.
  91932. */
  91933. get: function () {
  91934. return this.imageProcessingConfiguration.vignetteCentreY;
  91935. },
  91936. /**
  91937. * Sets Vignette centre Y Offset.
  91938. */
  91939. set: function (value) {
  91940. this.imageProcessingConfiguration.vignetteCentreY = value;
  91941. },
  91942. enumerable: true,
  91943. configurable: true
  91944. });
  91945. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91946. /**
  91947. * Gets Vignette weight or intensity of the vignette effect.
  91948. */
  91949. get: function () {
  91950. return this.imageProcessingConfiguration.vignetteWeight;
  91951. },
  91952. /**
  91953. * Sets Vignette weight or intensity of the vignette effect.
  91954. */
  91955. set: function (value) {
  91956. this.imageProcessingConfiguration.vignetteWeight = value;
  91957. },
  91958. enumerable: true,
  91959. configurable: true
  91960. });
  91961. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91962. /**
  91963. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91964. * if vignetteEnabled is set to true.
  91965. */
  91966. get: function () {
  91967. return this.imageProcessingConfiguration.vignetteColor;
  91968. },
  91969. /**
  91970. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91971. * if vignetteEnabled is set to true.
  91972. */
  91973. set: function (value) {
  91974. this.imageProcessingConfiguration.vignetteColor = value;
  91975. },
  91976. enumerable: true,
  91977. configurable: true
  91978. });
  91979. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91980. /**
  91981. * Gets Camera field of view used by the Vignette effect.
  91982. */
  91983. get: function () {
  91984. return this.imageProcessingConfiguration.vignetteCameraFov;
  91985. },
  91986. /**
  91987. * Sets Camera field of view used by the Vignette effect.
  91988. */
  91989. set: function (value) {
  91990. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91991. },
  91992. enumerable: true,
  91993. configurable: true
  91994. });
  91995. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91996. /**
  91997. * Gets the vignette blend mode allowing different kind of effect.
  91998. */
  91999. get: function () {
  92000. return this.imageProcessingConfiguration.vignetteBlendMode;
  92001. },
  92002. /**
  92003. * Sets the vignette blend mode allowing different kind of effect.
  92004. */
  92005. set: function (value) {
  92006. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92007. },
  92008. enumerable: true,
  92009. configurable: true
  92010. });
  92011. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92012. /**
  92013. * Gets wether the vignette effect is enabled.
  92014. */
  92015. get: function () {
  92016. return this.imageProcessingConfiguration.vignetteEnabled;
  92017. },
  92018. /**
  92019. * Sets wether the vignette effect is enabled.
  92020. */
  92021. set: function (value) {
  92022. this.imageProcessingConfiguration.vignetteEnabled = value;
  92023. },
  92024. enumerable: true,
  92025. configurable: true
  92026. });
  92027. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92028. /**
  92029. * Gets wether the input of the processing is in Gamma or Linear Space.
  92030. */
  92031. get: function () {
  92032. return this._fromLinearSpace;
  92033. },
  92034. /**
  92035. * Sets wether the input of the processing is in Gamma or Linear Space.
  92036. */
  92037. set: function (value) {
  92038. if (this._fromLinearSpace === value) {
  92039. return;
  92040. }
  92041. this._fromLinearSpace = value;
  92042. this._updateParameters();
  92043. },
  92044. enumerable: true,
  92045. configurable: true
  92046. });
  92047. /**
  92048. * "ImageProcessingPostProcess"
  92049. * @returns "ImageProcessingPostProcess"
  92050. */
  92051. ImageProcessingPostProcess.prototype.getClassName = function () {
  92052. return "ImageProcessingPostProcess";
  92053. };
  92054. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92055. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92056. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92057. var defines = "";
  92058. for (var define in this._defines) {
  92059. if (this._defines[define]) {
  92060. defines += "#define " + define + ";\r\n";
  92061. }
  92062. }
  92063. var samplers = ["textureSampler"];
  92064. var uniforms = ["scale"];
  92065. if (BABYLON.ImageProcessingConfiguration) {
  92066. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92067. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92068. }
  92069. this.updateEffect(defines, uniforms, samplers);
  92070. };
  92071. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92072. _super.prototype.dispose.call(this, camera);
  92073. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92074. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92075. }
  92076. if (this._imageProcessingConfiguration) {
  92077. this.imageProcessingConfiguration.applyByPostProcess = false;
  92078. }
  92079. };
  92080. __decorate([
  92081. BABYLON.serialize()
  92082. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92083. return ImageProcessingPostProcess;
  92084. }(BABYLON.PostProcess));
  92085. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92086. })(BABYLON || (BABYLON = {}));
  92087. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92088. var BABYLON;
  92089. (function (BABYLON) {
  92090. /**
  92091. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92092. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92093. * As an example, all you have to do is to create the post-process:
  92094. * var mb = new BABYLON.MotionBlurPostProcess(
  92095. * 'mb', // The name of the effect.
  92096. * scene, // The scene containing the objects to blur according to their velocity.
  92097. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92098. * camera // The camera to apply the render pass to.
  92099. * );
  92100. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92101. */
  92102. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92103. __extends(MotionBlurPostProcess, _super);
  92104. /**
  92105. * Creates a new instance MotionBlurPostProcess
  92106. * @param name The name of the effect.
  92107. * @param scene The scene containing the objects to blur according to their velocity.
  92108. * @param options The required width/height ratio to downsize to before computing the render pass.
  92109. * @param camera The camera to apply the render pass to.
  92110. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92111. * @param engine The engine which the post process will be applied. (default: current engine)
  92112. * @param reusable If the post process can be reused on the same frame. (default: false)
  92113. * @param textureType Type of textures used when performing the post process. (default: 0)
  92114. * @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)
  92115. */
  92116. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92117. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92118. if (blockCompilation === void 0) { blockCompilation = false; }
  92119. 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;
  92120. /**
  92121. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92122. */
  92123. _this.motionStrength = 1;
  92124. _this._motionBlurSamples = 32;
  92125. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92126. if (!_this._geometryBufferRenderer) {
  92127. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92128. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92129. _this.updateEffect();
  92130. }
  92131. else {
  92132. // Geometry buffer renderer is supported.
  92133. _this._geometryBufferRenderer.enableVelocity = true;
  92134. _this.onApply = function (effect) {
  92135. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92136. effect.setFloat("motionScale", scene.getAnimationRatio());
  92137. effect.setFloat("motionStrength", _this.motionStrength);
  92138. if (_this._geometryBufferRenderer) {
  92139. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92140. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92141. }
  92142. };
  92143. }
  92144. return _this;
  92145. }
  92146. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92147. /**
  92148. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92149. */
  92150. get: function () {
  92151. return this._motionBlurSamples;
  92152. },
  92153. /**
  92154. * Sets the number of iterations to be used for motion blur quality
  92155. */
  92156. set: function (samples) {
  92157. this._motionBlurSamples = samples;
  92158. if (this._geometryBufferRenderer) {
  92159. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92160. }
  92161. },
  92162. enumerable: true,
  92163. configurable: true
  92164. });
  92165. /**
  92166. * Disposes the post process.
  92167. * @param camera The camera to dispose the post process on.
  92168. */
  92169. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92170. if (this._geometryBufferRenderer) {
  92171. // Clear previous transformation matrices dictionary used to compute objects velocities
  92172. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92173. }
  92174. _super.prototype.dispose.call(this, camera);
  92175. };
  92176. return MotionBlurPostProcess;
  92177. }(BABYLON.PostProcess));
  92178. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92179. })(BABYLON || (BABYLON = {}));
  92180. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92181. var BABYLON;
  92182. (function (BABYLON) {
  92183. /**
  92184. * Class used to store bone information
  92185. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92186. */
  92187. var Bone = /** @class */ (function (_super) {
  92188. __extends(Bone, _super);
  92189. /**
  92190. * Create a new bone
  92191. * @param name defines the bone name
  92192. * @param skeleton defines the parent skeleton
  92193. * @param parentBone defines the parent (can be null if the bone is the root)
  92194. * @param localMatrix defines the local matrix
  92195. * @param restPose defines the rest pose matrix
  92196. * @param baseMatrix defines the base matrix
  92197. * @param index defines index of the bone in the hiearchy
  92198. */
  92199. function Bone(
  92200. /**
  92201. * defines the bone name
  92202. */
  92203. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92204. if (parentBone === void 0) { parentBone = null; }
  92205. if (localMatrix === void 0) { localMatrix = null; }
  92206. if (restPose === void 0) { restPose = null; }
  92207. if (baseMatrix === void 0) { baseMatrix = null; }
  92208. if (index === void 0) { index = null; }
  92209. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92210. _this.name = name;
  92211. /**
  92212. * Gets the list of child bones
  92213. */
  92214. _this.children = new Array();
  92215. /** Gets the animations associated with this bone */
  92216. _this.animations = new Array();
  92217. /**
  92218. * @hidden Internal only
  92219. * Set this value to map this bone to a different index in the transform matrices
  92220. * Set this value to -1 to exclude the bone from the transform matrices
  92221. */
  92222. _this._index = null;
  92223. _this._absoluteTransform = new BABYLON.Matrix();
  92224. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92225. _this._scalingDeterminant = 1;
  92226. _this._worldTransform = new BABYLON.Matrix();
  92227. _this._needToDecompose = true;
  92228. _this._needToCompose = false;
  92229. /** @hidden */
  92230. _this._linkedTransformNode = null;
  92231. _this._skeleton = skeleton;
  92232. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92233. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92234. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92235. _this._index = index;
  92236. skeleton.bones.push(_this);
  92237. _this.setParent(parentBone, false);
  92238. if (baseMatrix || localMatrix) {
  92239. _this._updateDifferenceMatrix();
  92240. }
  92241. return _this;
  92242. }
  92243. Object.defineProperty(Bone.prototype, "_matrix", {
  92244. /** @hidden */
  92245. get: function () {
  92246. this._compose();
  92247. return this._localMatrix;
  92248. },
  92249. /** @hidden */
  92250. set: function (value) {
  92251. this._localMatrix.copyFrom(value);
  92252. this._needToDecompose = true;
  92253. },
  92254. enumerable: true,
  92255. configurable: true
  92256. });
  92257. // Members
  92258. /**
  92259. * Gets the parent skeleton
  92260. * @returns a skeleton
  92261. */
  92262. Bone.prototype.getSkeleton = function () {
  92263. return this._skeleton;
  92264. };
  92265. /**
  92266. * Gets parent bone
  92267. * @returns a bone or null if the bone is the root of the bone hierarchy
  92268. */
  92269. Bone.prototype.getParent = function () {
  92270. return this._parent;
  92271. };
  92272. /**
  92273. * Sets the parent bone
  92274. * @param parent defines the parent (can be null if the bone is the root)
  92275. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92276. */
  92277. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92278. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92279. if (this._parent === parent) {
  92280. return;
  92281. }
  92282. if (this._parent) {
  92283. var index = this._parent.children.indexOf(this);
  92284. if (index !== -1) {
  92285. this._parent.children.splice(index, 1);
  92286. }
  92287. }
  92288. this._parent = parent;
  92289. if (this._parent) {
  92290. this._parent.children.push(this);
  92291. }
  92292. if (updateDifferenceMatrix) {
  92293. this._updateDifferenceMatrix();
  92294. }
  92295. this.markAsDirty();
  92296. };
  92297. /**
  92298. * Gets the local matrix
  92299. * @returns a matrix
  92300. */
  92301. Bone.prototype.getLocalMatrix = function () {
  92302. this._compose();
  92303. return this._localMatrix;
  92304. };
  92305. /**
  92306. * Gets the base matrix (initial matrix which remains unchanged)
  92307. * @returns a matrix
  92308. */
  92309. Bone.prototype.getBaseMatrix = function () {
  92310. return this._baseMatrix;
  92311. };
  92312. /**
  92313. * Gets the rest pose matrix
  92314. * @returns a matrix
  92315. */
  92316. Bone.prototype.getRestPose = function () {
  92317. return this._restPose;
  92318. };
  92319. /**
  92320. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92321. */
  92322. Bone.prototype.getWorldMatrix = function () {
  92323. return this._worldTransform;
  92324. };
  92325. /**
  92326. * Sets the local matrix to rest pose matrix
  92327. */
  92328. Bone.prototype.returnToRest = function () {
  92329. this.updateMatrix(this._restPose.clone());
  92330. };
  92331. /**
  92332. * Gets the inverse of the absolute transform matrix.
  92333. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92334. * @returns a matrix
  92335. */
  92336. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92337. return this._invertedAbsoluteTransform;
  92338. };
  92339. /**
  92340. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92341. * @returns a matrix
  92342. */
  92343. Bone.prototype.getAbsoluteTransform = function () {
  92344. return this._absoluteTransform;
  92345. };
  92346. /**
  92347. * Links with the given transform node.
  92348. * The local matrix of this bone is copied from the transform node every frame.
  92349. * @param transformNode defines the transform node to link to
  92350. */
  92351. Bone.prototype.linkTransformNode = function (transformNode) {
  92352. if (this._linkedTransformNode) {
  92353. this._skeleton._numBonesWithLinkedTransformNode--;
  92354. }
  92355. this._linkedTransformNode = transformNode;
  92356. if (this._linkedTransformNode) {
  92357. this._skeleton._numBonesWithLinkedTransformNode++;
  92358. }
  92359. };
  92360. Object.defineProperty(Bone.prototype, "position", {
  92361. // Properties (matches AbstractMesh properties)
  92362. /** Gets or sets current position (in local space) */
  92363. get: function () {
  92364. this._decompose();
  92365. return this._localPosition;
  92366. },
  92367. set: function (newPosition) {
  92368. this._decompose();
  92369. this._localPosition.copyFrom(newPosition);
  92370. this._markAsDirtyAndCompose();
  92371. },
  92372. enumerable: true,
  92373. configurable: true
  92374. });
  92375. Object.defineProperty(Bone.prototype, "rotation", {
  92376. /** Gets or sets current rotation (in local space) */
  92377. get: function () {
  92378. return this.getRotation();
  92379. },
  92380. set: function (newRotation) {
  92381. this.setRotation(newRotation);
  92382. },
  92383. enumerable: true,
  92384. configurable: true
  92385. });
  92386. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92387. /** Gets or sets current rotation quaternion (in local space) */
  92388. get: function () {
  92389. this._decompose();
  92390. return this._localRotation;
  92391. },
  92392. set: function (newRotation) {
  92393. this.setRotationQuaternion(newRotation);
  92394. },
  92395. enumerable: true,
  92396. configurable: true
  92397. });
  92398. Object.defineProperty(Bone.prototype, "scaling", {
  92399. /** Gets or sets current scaling (in local space) */
  92400. get: function () {
  92401. return this.getScale();
  92402. },
  92403. set: function (newScaling) {
  92404. this.setScale(newScaling);
  92405. },
  92406. enumerable: true,
  92407. configurable: true
  92408. });
  92409. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92410. /**
  92411. * Gets the animation properties override
  92412. */
  92413. get: function () {
  92414. return this._skeleton.animationPropertiesOverride;
  92415. },
  92416. enumerable: true,
  92417. configurable: true
  92418. });
  92419. // Methods
  92420. Bone.prototype._decompose = function () {
  92421. if (!this._needToDecompose) {
  92422. return;
  92423. }
  92424. this._needToDecompose = false;
  92425. if (!this._localScaling) {
  92426. this._localScaling = BABYLON.Vector3.Zero();
  92427. this._localRotation = BABYLON.Quaternion.Zero();
  92428. this._localPosition = BABYLON.Vector3.Zero();
  92429. }
  92430. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92431. };
  92432. Bone.prototype._compose = function () {
  92433. if (!this._needToCompose) {
  92434. return;
  92435. }
  92436. this._needToCompose = false;
  92437. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92438. };
  92439. /**
  92440. * Update the base and local matrices
  92441. * @param matrix defines the new base or local matrix
  92442. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92443. * @param updateLocalMatrix defines if the local matrix should be updated
  92444. */
  92445. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92446. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92447. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92448. this._baseMatrix.copyFrom(matrix);
  92449. if (updateDifferenceMatrix) {
  92450. this._updateDifferenceMatrix();
  92451. }
  92452. if (updateLocalMatrix) {
  92453. this._localMatrix.copyFrom(matrix);
  92454. this._markAsDirtyAndDecompose();
  92455. }
  92456. else {
  92457. this.markAsDirty();
  92458. }
  92459. };
  92460. /** @hidden */
  92461. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92462. if (updateChildren === void 0) { updateChildren = true; }
  92463. if (!rootMatrix) {
  92464. rootMatrix = this._baseMatrix;
  92465. }
  92466. if (this._parent) {
  92467. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92468. }
  92469. else {
  92470. this._absoluteTransform.copyFrom(rootMatrix);
  92471. }
  92472. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92473. if (updateChildren) {
  92474. for (var index = 0; index < this.children.length; index++) {
  92475. this.children[index]._updateDifferenceMatrix();
  92476. }
  92477. }
  92478. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92479. };
  92480. /**
  92481. * Flag the bone as dirty (Forcing it to update everything)
  92482. */
  92483. Bone.prototype.markAsDirty = function () {
  92484. this._currentRenderId++;
  92485. this._childRenderId++;
  92486. this._skeleton._markAsDirty();
  92487. };
  92488. Bone.prototype._markAsDirtyAndCompose = function () {
  92489. this.markAsDirty();
  92490. this._needToCompose = true;
  92491. };
  92492. Bone.prototype._markAsDirtyAndDecompose = function () {
  92493. this.markAsDirty();
  92494. this._needToDecompose = true;
  92495. };
  92496. /**
  92497. * Copy an animation range from another bone
  92498. * @param source defines the source bone
  92499. * @param rangeName defines the range name to copy
  92500. * @param frameOffset defines the frame offset
  92501. * @param rescaleAsRequired defines if rescaling must be applied if required
  92502. * @param skelDimensionsRatio defines the scaling ratio
  92503. * @returns true if operation was successful
  92504. */
  92505. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92506. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92507. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92508. // all animation may be coming from a library skeleton, so may need to create animation
  92509. if (this.animations.length === 0) {
  92510. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92511. this.animations[0].setKeys([]);
  92512. }
  92513. // get animation info / verify there is such a range from the source bone
  92514. var sourceRange = source.animations[0].getRange(rangeName);
  92515. if (!sourceRange) {
  92516. return false;
  92517. }
  92518. var from = sourceRange.from;
  92519. var to = sourceRange.to;
  92520. var sourceKeys = source.animations[0].getKeys();
  92521. // rescaling prep
  92522. var sourceBoneLength = source.length;
  92523. var sourceParent = source.getParent();
  92524. var parent = this.getParent();
  92525. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92526. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92527. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92528. var destKeys = this.animations[0].getKeys();
  92529. // loop vars declaration
  92530. var orig;
  92531. var origTranslation;
  92532. var mat;
  92533. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92534. orig = sourceKeys[key];
  92535. if (orig.frame >= from && orig.frame <= to) {
  92536. if (rescaleAsRequired) {
  92537. mat = orig.value.clone();
  92538. // scale based on parent ratio, when bone has parent
  92539. if (parentScalingReqd) {
  92540. origTranslation = mat.getTranslation();
  92541. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92542. // scale based on skeleton dimension ratio when root bone, and value is passed
  92543. }
  92544. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92545. origTranslation = mat.getTranslation();
  92546. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92547. // use original when root bone, and no data for skelDimensionsRatio
  92548. }
  92549. else {
  92550. mat = orig.value;
  92551. }
  92552. }
  92553. else {
  92554. mat = orig.value;
  92555. }
  92556. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92557. }
  92558. }
  92559. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92560. return true;
  92561. };
  92562. /**
  92563. * Translate the bone in local or world space
  92564. * @param vec The amount to translate the bone
  92565. * @param space The space that the translation is in
  92566. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92567. */
  92568. Bone.prototype.translate = function (vec, space, mesh) {
  92569. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92570. var lm = this.getLocalMatrix();
  92571. if (space == BABYLON.Space.LOCAL) {
  92572. lm.addAtIndex(12, vec.x);
  92573. lm.addAtIndex(13, vec.y);
  92574. lm.addAtIndex(14, vec.z);
  92575. }
  92576. else {
  92577. var wm = null;
  92578. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92579. if (mesh) {
  92580. wm = mesh.getWorldMatrix();
  92581. }
  92582. this._skeleton.computeAbsoluteTransforms();
  92583. var tmat = Bone._tmpMats[0];
  92584. var tvec = Bone._tmpVecs[0];
  92585. if (this._parent) {
  92586. if (mesh && wm) {
  92587. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92588. tmat.multiplyToRef(wm, tmat);
  92589. }
  92590. else {
  92591. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92592. }
  92593. }
  92594. tmat.setTranslationFromFloats(0, 0, 0);
  92595. tmat.invert();
  92596. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92597. lm.addAtIndex(12, tvec.x);
  92598. lm.addAtIndex(13, tvec.y);
  92599. lm.addAtIndex(14, tvec.z);
  92600. }
  92601. this._markAsDirtyAndDecompose();
  92602. };
  92603. /**
  92604. * Set the postion of the bone in local or world space
  92605. * @param position The position to set the bone
  92606. * @param space The space that the position is in
  92607. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92608. */
  92609. Bone.prototype.setPosition = function (position, space, mesh) {
  92610. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92611. var lm = this.getLocalMatrix();
  92612. if (space == BABYLON.Space.LOCAL) {
  92613. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92614. }
  92615. else {
  92616. var wm = null;
  92617. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92618. if (mesh) {
  92619. wm = mesh.getWorldMatrix();
  92620. }
  92621. this._skeleton.computeAbsoluteTransforms();
  92622. var tmat = Bone._tmpMats[0];
  92623. var vec = Bone._tmpVecs[0];
  92624. if (this._parent) {
  92625. if (mesh && wm) {
  92626. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92627. tmat.multiplyToRef(wm, tmat);
  92628. }
  92629. else {
  92630. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92631. }
  92632. }
  92633. tmat.invert();
  92634. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92635. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92636. }
  92637. this._markAsDirtyAndDecompose();
  92638. };
  92639. /**
  92640. * Set the absolute position of the bone (world space)
  92641. * @param position The position to set the bone
  92642. * @param mesh The mesh that this bone is attached to
  92643. */
  92644. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92645. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92646. };
  92647. /**
  92648. * Scale the bone on the x, y and z axes (in local space)
  92649. * @param x The amount to scale the bone on the x axis
  92650. * @param y The amount to scale the bone on the y axis
  92651. * @param z The amount to scale the bone on the z axis
  92652. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92653. */
  92654. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92655. if (scaleChildren === void 0) { scaleChildren = false; }
  92656. var locMat = this.getLocalMatrix();
  92657. // Apply new scaling on top of current local matrix
  92658. var scaleMat = Bone._tmpMats[0];
  92659. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92660. scaleMat.multiplyToRef(locMat, locMat);
  92661. // Invert scaling matrix and apply the inverse to all children
  92662. scaleMat.invert();
  92663. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92664. var child = _a[_i];
  92665. var cm = child.getLocalMatrix();
  92666. cm.multiplyToRef(scaleMat, cm);
  92667. cm.multiplyAtIndex(12, x);
  92668. cm.multiplyAtIndex(13, y);
  92669. cm.multiplyAtIndex(14, z);
  92670. child._markAsDirtyAndDecompose();
  92671. }
  92672. this._markAsDirtyAndDecompose();
  92673. if (scaleChildren) {
  92674. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92675. var child = _c[_b];
  92676. child.scale(x, y, z, scaleChildren);
  92677. }
  92678. }
  92679. };
  92680. /**
  92681. * Set the bone scaling in local space
  92682. * @param scale defines the scaling vector
  92683. */
  92684. Bone.prototype.setScale = function (scale) {
  92685. this._decompose();
  92686. this._localScaling.copyFrom(scale);
  92687. this._markAsDirtyAndCompose();
  92688. };
  92689. /**
  92690. * Gets the current scaling in local space
  92691. * @returns the current scaling vector
  92692. */
  92693. Bone.prototype.getScale = function () {
  92694. this._decompose();
  92695. return this._localScaling;
  92696. };
  92697. /**
  92698. * Gets the current scaling in local space and stores it in a target vector
  92699. * @param result defines the target vector
  92700. */
  92701. Bone.prototype.getScaleToRef = function (result) {
  92702. this._decompose();
  92703. result.copyFrom(this._localScaling);
  92704. };
  92705. /**
  92706. * Set the yaw, pitch, and roll of the bone in local or world space
  92707. * @param yaw The rotation of the bone on the y axis
  92708. * @param pitch The rotation of the bone on the x axis
  92709. * @param roll The rotation of the bone on the z axis
  92710. * @param space The space that the axes of rotation are in
  92711. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92712. */
  92713. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92714. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92715. if (space === BABYLON.Space.LOCAL) {
  92716. var quat = Bone._tmpQuat;
  92717. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92718. this.setRotationQuaternion(quat, space, mesh);
  92719. return;
  92720. }
  92721. var rotMatInv = Bone._tmpMats[0];
  92722. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92723. return;
  92724. }
  92725. var rotMat = Bone._tmpMats[1];
  92726. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92727. rotMatInv.multiplyToRef(rotMat, rotMat);
  92728. this._rotateWithMatrix(rotMat, space, mesh);
  92729. };
  92730. /**
  92731. * Add a rotation to the bone on an axis in local or world space
  92732. * @param axis The axis to rotate the bone on
  92733. * @param amount The amount to rotate the bone
  92734. * @param space The space that the axis is in
  92735. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92736. */
  92737. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92738. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92739. var rmat = Bone._tmpMats[0];
  92740. rmat.setTranslationFromFloats(0, 0, 0);
  92741. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92742. this._rotateWithMatrix(rmat, space, mesh);
  92743. };
  92744. /**
  92745. * Set the rotation of the bone to a particular axis angle in local or world space
  92746. * @param axis The axis to rotate the bone on
  92747. * @param angle The angle that the bone should be rotated to
  92748. * @param space The space that the axis is in
  92749. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92750. */
  92751. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92752. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92753. if (space === BABYLON.Space.LOCAL) {
  92754. var quat = Bone._tmpQuat;
  92755. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92756. this.setRotationQuaternion(quat, space, mesh);
  92757. return;
  92758. }
  92759. var rotMatInv = Bone._tmpMats[0];
  92760. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92761. return;
  92762. }
  92763. var rotMat = Bone._tmpMats[1];
  92764. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92765. rotMatInv.multiplyToRef(rotMat, rotMat);
  92766. this._rotateWithMatrix(rotMat, space, mesh);
  92767. };
  92768. /**
  92769. * Set the euler rotation of the bone in local of world space
  92770. * @param rotation The euler rotation that the bone should be set to
  92771. * @param space The space that the rotation is in
  92772. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92773. */
  92774. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92775. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92776. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92777. };
  92778. /**
  92779. * Set the quaternion rotation of the bone in local of world space
  92780. * @param quat The quaternion rotation that the bone should be set to
  92781. * @param space The space that the rotation is in
  92782. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92783. */
  92784. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92785. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92786. if (space === BABYLON.Space.LOCAL) {
  92787. this._decompose();
  92788. this._localRotation.copyFrom(quat);
  92789. this._markAsDirtyAndCompose();
  92790. return;
  92791. }
  92792. var rotMatInv = Bone._tmpMats[0];
  92793. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92794. return;
  92795. }
  92796. var rotMat = Bone._tmpMats[1];
  92797. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92798. rotMatInv.multiplyToRef(rotMat, rotMat);
  92799. this._rotateWithMatrix(rotMat, space, mesh);
  92800. };
  92801. /**
  92802. * Set the rotation matrix of the bone in local of world space
  92803. * @param rotMat The rotation matrix that the bone should be set to
  92804. * @param space The space that the rotation is in
  92805. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92806. */
  92807. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92808. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92809. if (space === BABYLON.Space.LOCAL) {
  92810. var quat = Bone._tmpQuat;
  92811. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92812. this.setRotationQuaternion(quat, space, mesh);
  92813. return;
  92814. }
  92815. var rotMatInv = Bone._tmpMats[0];
  92816. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92817. return;
  92818. }
  92819. var rotMat2 = Bone._tmpMats[1];
  92820. rotMat2.copyFrom(rotMat);
  92821. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92822. this._rotateWithMatrix(rotMat2, space, mesh);
  92823. };
  92824. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92825. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92826. var lmat = this.getLocalMatrix();
  92827. var lx = lmat.m[12];
  92828. var ly = lmat.m[13];
  92829. var lz = lmat.m[14];
  92830. var parent = this.getParent();
  92831. var parentScale = Bone._tmpMats[3];
  92832. var parentScaleInv = Bone._tmpMats[4];
  92833. if (parent && space == BABYLON.Space.WORLD) {
  92834. if (mesh) {
  92835. parentScale.copyFrom(mesh.getWorldMatrix());
  92836. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92837. }
  92838. else {
  92839. parentScale.copyFrom(parent.getAbsoluteTransform());
  92840. }
  92841. parentScaleInv.copyFrom(parentScale);
  92842. parentScaleInv.invert();
  92843. lmat.multiplyToRef(parentScale, lmat);
  92844. lmat.multiplyToRef(rmat, lmat);
  92845. lmat.multiplyToRef(parentScaleInv, lmat);
  92846. }
  92847. else {
  92848. if (space == BABYLON.Space.WORLD && mesh) {
  92849. parentScale.copyFrom(mesh.getWorldMatrix());
  92850. parentScaleInv.copyFrom(parentScale);
  92851. parentScaleInv.invert();
  92852. lmat.multiplyToRef(parentScale, lmat);
  92853. lmat.multiplyToRef(rmat, lmat);
  92854. lmat.multiplyToRef(parentScaleInv, lmat);
  92855. }
  92856. else {
  92857. lmat.multiplyToRef(rmat, lmat);
  92858. }
  92859. }
  92860. lmat.setTranslationFromFloats(lx, ly, lz);
  92861. this.computeAbsoluteTransforms();
  92862. this._markAsDirtyAndDecompose();
  92863. };
  92864. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92865. var scaleMatrix = Bone._tmpMats[2];
  92866. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92867. if (mesh) {
  92868. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92869. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92870. }
  92871. rotMatInv.invert();
  92872. if (isNaN(rotMatInv.m[0])) {
  92873. // Matrix failed to invert.
  92874. // This can happen if scale is zero for example.
  92875. return false;
  92876. }
  92877. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92878. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92879. return true;
  92880. };
  92881. /**
  92882. * Get the position of the bone in local or world space
  92883. * @param space The space that the returned position is in
  92884. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92885. * @returns The position of the bone
  92886. */
  92887. Bone.prototype.getPosition = function (space, mesh) {
  92888. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92889. if (mesh === void 0) { mesh = null; }
  92890. var pos = BABYLON.Vector3.Zero();
  92891. this.getPositionToRef(space, mesh, pos);
  92892. return pos;
  92893. };
  92894. /**
  92895. * Copy the position of the bone to a vector3 in local or world space
  92896. * @param space The space that the returned position is in
  92897. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92898. * @param result The vector3 to copy the position to
  92899. */
  92900. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92901. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92902. if (space == BABYLON.Space.LOCAL) {
  92903. var lm = this.getLocalMatrix();
  92904. result.x = lm.m[12];
  92905. result.y = lm.m[13];
  92906. result.z = lm.m[14];
  92907. }
  92908. else {
  92909. var wm = null;
  92910. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92911. if (mesh) {
  92912. wm = mesh.getWorldMatrix();
  92913. }
  92914. this._skeleton.computeAbsoluteTransforms();
  92915. var tmat = Bone._tmpMats[0];
  92916. if (mesh && wm) {
  92917. tmat.copyFrom(this.getAbsoluteTransform());
  92918. tmat.multiplyToRef(wm, tmat);
  92919. }
  92920. else {
  92921. tmat = this.getAbsoluteTransform();
  92922. }
  92923. result.x = tmat.m[12];
  92924. result.y = tmat.m[13];
  92925. result.z = tmat.m[14];
  92926. }
  92927. };
  92928. /**
  92929. * Get the absolute position of the bone (world space)
  92930. * @param mesh The mesh that this bone is attached to
  92931. * @returns The absolute position of the bone
  92932. */
  92933. Bone.prototype.getAbsolutePosition = function (mesh) {
  92934. if (mesh === void 0) { mesh = null; }
  92935. var pos = BABYLON.Vector3.Zero();
  92936. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92937. return pos;
  92938. };
  92939. /**
  92940. * Copy the absolute position of the bone (world space) to the result param
  92941. * @param mesh The mesh that this bone is attached to
  92942. * @param result The vector3 to copy the absolute position to
  92943. */
  92944. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92945. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92946. };
  92947. /**
  92948. * Compute the absolute transforms of this bone and its children
  92949. */
  92950. Bone.prototype.computeAbsoluteTransforms = function () {
  92951. this._compose();
  92952. if (this._parent) {
  92953. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92954. }
  92955. else {
  92956. this._absoluteTransform.copyFrom(this._localMatrix);
  92957. var poseMatrix = this._skeleton.getPoseMatrix();
  92958. if (poseMatrix) {
  92959. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92960. }
  92961. }
  92962. var children = this.children;
  92963. var len = children.length;
  92964. for (var i = 0; i < len; i++) {
  92965. children[i].computeAbsoluteTransforms();
  92966. }
  92967. };
  92968. /**
  92969. * Get the world direction from an axis that is in the local space of the bone
  92970. * @param localAxis The local direction that is used to compute the world direction
  92971. * @param mesh The mesh that this bone is attached to
  92972. * @returns The world direction
  92973. */
  92974. Bone.prototype.getDirection = function (localAxis, mesh) {
  92975. if (mesh === void 0) { mesh = null; }
  92976. var result = BABYLON.Vector3.Zero();
  92977. this.getDirectionToRef(localAxis, mesh, result);
  92978. return result;
  92979. };
  92980. /**
  92981. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92982. * @param localAxis The local direction that is used to compute the world direction
  92983. * @param mesh The mesh that this bone is attached to
  92984. * @param result The vector3 that the world direction will be copied to
  92985. */
  92986. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92987. if (mesh === void 0) { mesh = null; }
  92988. var wm = null;
  92989. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92990. if (mesh) {
  92991. wm = mesh.getWorldMatrix();
  92992. }
  92993. this._skeleton.computeAbsoluteTransforms();
  92994. var mat = Bone._tmpMats[0];
  92995. mat.copyFrom(this.getAbsoluteTransform());
  92996. if (mesh && wm) {
  92997. mat.multiplyToRef(wm, mat);
  92998. }
  92999. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93000. result.normalize();
  93001. };
  93002. /**
  93003. * Get the euler rotation of the bone in local or world space
  93004. * @param space The space that the rotation should be in
  93005. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93006. * @returns The euler rotation
  93007. */
  93008. Bone.prototype.getRotation = function (space, mesh) {
  93009. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93010. if (mesh === void 0) { mesh = null; }
  93011. var result = BABYLON.Vector3.Zero();
  93012. this.getRotationToRef(space, mesh, result);
  93013. return result;
  93014. };
  93015. /**
  93016. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  93017. * @param space The space that the rotation should be in
  93018. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93019. * @param result The vector3 that the rotation should be copied to
  93020. */
  93021. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93022. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93023. if (mesh === void 0) { mesh = null; }
  93024. var quat = Bone._tmpQuat;
  93025. this.getRotationQuaternionToRef(space, mesh, quat);
  93026. quat.toEulerAnglesToRef(result);
  93027. };
  93028. /**
  93029. * Get the quaternion rotation of the bone in either local or world space
  93030. * @param space The space that the rotation should be in
  93031. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93032. * @returns The quaternion rotation
  93033. */
  93034. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93035. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93036. if (mesh === void 0) { mesh = null; }
  93037. var result = BABYLON.Quaternion.Identity();
  93038. this.getRotationQuaternionToRef(space, mesh, result);
  93039. return result;
  93040. };
  93041. /**
  93042. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93043. * @param space The space that the rotation should be in
  93044. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93045. * @param result The quaternion that the rotation should be copied to
  93046. */
  93047. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93048. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93049. if (mesh === void 0) { mesh = null; }
  93050. if (space == BABYLON.Space.LOCAL) {
  93051. this._decompose();
  93052. result.copyFrom(this._localRotation);
  93053. }
  93054. else {
  93055. var mat = Bone._tmpMats[0];
  93056. var amat = this.getAbsoluteTransform();
  93057. if (mesh) {
  93058. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93059. }
  93060. else {
  93061. mat.copyFrom(amat);
  93062. }
  93063. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93064. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93065. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93066. mat.decompose(undefined, result, undefined);
  93067. }
  93068. };
  93069. /**
  93070. * Get the rotation matrix of the bone in local or world space
  93071. * @param space The space that the rotation should be in
  93072. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93073. * @returns The rotation matrix
  93074. */
  93075. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93076. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93077. var result = BABYLON.Matrix.Identity();
  93078. this.getRotationMatrixToRef(space, mesh, result);
  93079. return result;
  93080. };
  93081. /**
  93082. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93083. * @param space The space that the rotation should be in
  93084. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93085. * @param result The quaternion that the rotation should be copied to
  93086. */
  93087. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93088. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93089. if (space == BABYLON.Space.LOCAL) {
  93090. this.getLocalMatrix().getRotationMatrixToRef(result);
  93091. }
  93092. else {
  93093. var mat = Bone._tmpMats[0];
  93094. var amat = this.getAbsoluteTransform();
  93095. if (mesh) {
  93096. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93097. }
  93098. else {
  93099. mat.copyFrom(amat);
  93100. }
  93101. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93102. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93103. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93104. mat.getRotationMatrixToRef(result);
  93105. }
  93106. };
  93107. /**
  93108. * Get the world position of a point that is in the local space of the bone
  93109. * @param position The local position
  93110. * @param mesh The mesh that this bone is attached to
  93111. * @returns The world position
  93112. */
  93113. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93114. if (mesh === void 0) { mesh = null; }
  93115. var result = BABYLON.Vector3.Zero();
  93116. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93117. return result;
  93118. };
  93119. /**
  93120. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93121. * @param position The local position
  93122. * @param mesh The mesh that this bone is attached to
  93123. * @param result The vector3 that the world position should be copied to
  93124. */
  93125. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93126. if (mesh === void 0) { mesh = null; }
  93127. var wm = null;
  93128. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93129. if (mesh) {
  93130. wm = mesh.getWorldMatrix();
  93131. }
  93132. this._skeleton.computeAbsoluteTransforms();
  93133. var tmat = Bone._tmpMats[0];
  93134. if (mesh && wm) {
  93135. tmat.copyFrom(this.getAbsoluteTransform());
  93136. tmat.multiplyToRef(wm, tmat);
  93137. }
  93138. else {
  93139. tmat = this.getAbsoluteTransform();
  93140. }
  93141. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93142. };
  93143. /**
  93144. * Get the local position of a point that is in world space
  93145. * @param position The world position
  93146. * @param mesh The mesh that this bone is attached to
  93147. * @returns The local position
  93148. */
  93149. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93150. if (mesh === void 0) { mesh = null; }
  93151. var result = BABYLON.Vector3.Zero();
  93152. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93153. return result;
  93154. };
  93155. /**
  93156. * Get the local position of a point that is in world space and copy it to the result param
  93157. * @param position The world position
  93158. * @param mesh The mesh that this bone is attached to
  93159. * @param result The vector3 that the local position should be copied to
  93160. */
  93161. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93162. if (mesh === void 0) { mesh = null; }
  93163. var wm = null;
  93164. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93165. if (mesh) {
  93166. wm = mesh.getWorldMatrix();
  93167. }
  93168. this._skeleton.computeAbsoluteTransforms();
  93169. var tmat = Bone._tmpMats[0];
  93170. tmat.copyFrom(this.getAbsoluteTransform());
  93171. if (mesh && wm) {
  93172. tmat.multiplyToRef(wm, tmat);
  93173. }
  93174. tmat.invert();
  93175. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93176. };
  93177. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93178. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93179. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93180. return Bone;
  93181. }(BABYLON.Node));
  93182. BABYLON.Bone = Bone;
  93183. })(BABYLON || (BABYLON = {}));
  93184. //# sourceMappingURL=babylon.bone.js.map
  93185. var BABYLON;
  93186. (function (BABYLON) {
  93187. /**
  93188. * Class used to apply inverse kinematics to bones
  93189. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93190. */
  93191. var BoneIKController = /** @class */ (function () {
  93192. /**
  93193. * Creates a new BoneIKController
  93194. * @param mesh defines the mesh to control
  93195. * @param bone defines the bone to control
  93196. * @param options defines options to set up the controller
  93197. */
  93198. function BoneIKController(mesh, bone, options) {
  93199. /**
  93200. * Gets or sets the target position
  93201. */
  93202. this.targetPosition = BABYLON.Vector3.Zero();
  93203. /**
  93204. * Gets or sets the pole target position
  93205. */
  93206. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93207. /**
  93208. * Gets or sets the pole target local offset
  93209. */
  93210. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93211. /**
  93212. * Gets or sets the pole angle
  93213. */
  93214. this.poleAngle = 0;
  93215. /**
  93216. * 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)
  93217. */
  93218. this.slerpAmount = 1;
  93219. this._bone1Quat = BABYLON.Quaternion.Identity();
  93220. this._bone1Mat = BABYLON.Matrix.Identity();
  93221. this._bone2Ang = Math.PI;
  93222. this._maxAngle = Math.PI;
  93223. this._rightHandedSystem = false;
  93224. this._bendAxis = BABYLON.Vector3.Right();
  93225. this._slerping = false;
  93226. this._adjustRoll = 0;
  93227. this._bone2 = bone;
  93228. this._bone1 = bone.getParent();
  93229. if (!this._bone1) {
  93230. return;
  93231. }
  93232. this.mesh = mesh;
  93233. var bonePos = bone.getPosition();
  93234. if (bone.getAbsoluteTransform().determinant() > 0) {
  93235. this._rightHandedSystem = true;
  93236. this._bendAxis.x = 0;
  93237. this._bendAxis.y = 0;
  93238. this._bendAxis.z = -1;
  93239. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93240. this._adjustRoll = Math.PI * .5;
  93241. this._bendAxis.z = 1;
  93242. }
  93243. }
  93244. if (this._bone1.length) {
  93245. var boneScale1 = this._bone1.getScale();
  93246. var boneScale2 = this._bone2.getScale();
  93247. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93248. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93249. }
  93250. else if (this._bone1.children[0]) {
  93251. mesh.computeWorldMatrix(true);
  93252. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93253. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93254. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93255. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93256. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93257. }
  93258. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93259. this.maxAngle = Math.PI;
  93260. if (options) {
  93261. if (options.targetMesh) {
  93262. this.targetMesh = options.targetMesh;
  93263. this.targetMesh.computeWorldMatrix(true);
  93264. }
  93265. if (options.poleTargetMesh) {
  93266. this.poleTargetMesh = options.poleTargetMesh;
  93267. this.poleTargetMesh.computeWorldMatrix(true);
  93268. }
  93269. else if (options.poleTargetBone) {
  93270. this.poleTargetBone = options.poleTargetBone;
  93271. }
  93272. else if (this._bone1.getParent()) {
  93273. this.poleTargetBone = this._bone1.getParent();
  93274. }
  93275. if (options.poleTargetLocalOffset) {
  93276. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93277. }
  93278. if (options.poleAngle) {
  93279. this.poleAngle = options.poleAngle;
  93280. }
  93281. if (options.bendAxis) {
  93282. this._bendAxis.copyFrom(options.bendAxis);
  93283. }
  93284. if (options.maxAngle) {
  93285. this.maxAngle = options.maxAngle;
  93286. }
  93287. if (options.slerpAmount) {
  93288. this.slerpAmount = options.slerpAmount;
  93289. }
  93290. }
  93291. }
  93292. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93293. /**
  93294. * Gets or sets maximum allowed angle
  93295. */
  93296. get: function () {
  93297. return this._maxAngle;
  93298. },
  93299. set: function (value) {
  93300. this._setMaxAngle(value);
  93301. },
  93302. enumerable: true,
  93303. configurable: true
  93304. });
  93305. BoneIKController.prototype._setMaxAngle = function (ang) {
  93306. if (ang < 0) {
  93307. ang = 0;
  93308. }
  93309. if (ang > Math.PI || ang == undefined) {
  93310. ang = Math.PI;
  93311. }
  93312. this._maxAngle = ang;
  93313. var a = this._bone1Length;
  93314. var b = this._bone2Length;
  93315. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93316. };
  93317. /**
  93318. * Force the controller to update the bones
  93319. */
  93320. BoneIKController.prototype.update = function () {
  93321. var bone1 = this._bone1;
  93322. if (!bone1) {
  93323. return;
  93324. }
  93325. var target = this.targetPosition;
  93326. var poleTarget = this.poleTargetPosition;
  93327. var mat1 = BoneIKController._tmpMats[0];
  93328. var mat2 = BoneIKController._tmpMats[1];
  93329. if (this.targetMesh) {
  93330. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93331. }
  93332. if (this.poleTargetBone) {
  93333. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93334. }
  93335. else if (this.poleTargetMesh) {
  93336. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93337. }
  93338. var bonePos = BoneIKController._tmpVecs[0];
  93339. var zaxis = BoneIKController._tmpVecs[1];
  93340. var xaxis = BoneIKController._tmpVecs[2];
  93341. var yaxis = BoneIKController._tmpVecs[3];
  93342. var upAxis = BoneIKController._tmpVecs[4];
  93343. var _tmpQuat = BoneIKController._tmpQuat;
  93344. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93345. poleTarget.subtractToRef(bonePos, upAxis);
  93346. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93347. upAxis.y = 1;
  93348. }
  93349. else {
  93350. upAxis.normalize();
  93351. }
  93352. target.subtractToRef(bonePos, yaxis);
  93353. yaxis.normalize();
  93354. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93355. zaxis.normalize();
  93356. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93357. xaxis.normalize();
  93358. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93359. var a = this._bone1Length;
  93360. var b = this._bone2Length;
  93361. var c = BABYLON.Vector3.Distance(bonePos, target);
  93362. if (this._maxReach > 0) {
  93363. c = Math.min(this._maxReach, c);
  93364. }
  93365. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93366. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93367. if (acosa > 1) {
  93368. acosa = 1;
  93369. }
  93370. if (acosb > 1) {
  93371. acosb = 1;
  93372. }
  93373. if (acosa < -1) {
  93374. acosa = -1;
  93375. }
  93376. if (acosb < -1) {
  93377. acosb = -1;
  93378. }
  93379. var angA = Math.acos(acosa);
  93380. var angB = Math.acos(acosb);
  93381. var angC = -angA - angB;
  93382. if (this._rightHandedSystem) {
  93383. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93384. mat2.multiplyToRef(mat1, mat1);
  93385. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93386. mat2.multiplyToRef(mat1, mat1);
  93387. }
  93388. else {
  93389. var _tmpVec = BoneIKController._tmpVecs[5];
  93390. _tmpVec.copyFrom(this._bendAxis);
  93391. _tmpVec.x *= -1;
  93392. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93393. mat2.multiplyToRef(mat1, mat1);
  93394. }
  93395. if (this.poleAngle) {
  93396. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93397. mat1.multiplyToRef(mat2, mat1);
  93398. }
  93399. if (this._bone1) {
  93400. if (this.slerpAmount < 1) {
  93401. if (!this._slerping) {
  93402. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93403. }
  93404. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93405. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93406. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93407. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93408. this._slerping = true;
  93409. }
  93410. else {
  93411. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93412. this._bone1Mat.copyFrom(mat1);
  93413. this._slerping = false;
  93414. }
  93415. }
  93416. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93417. this._bone2Ang = angC;
  93418. };
  93419. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93420. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93421. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93422. return BoneIKController;
  93423. }());
  93424. BABYLON.BoneIKController = BoneIKController;
  93425. })(BABYLON || (BABYLON = {}));
  93426. //# sourceMappingURL=babylon.boneIKController.js.map
  93427. var BABYLON;
  93428. (function (BABYLON) {
  93429. /**
  93430. * Class used to make a bone look toward a point in space
  93431. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93432. */
  93433. var BoneLookController = /** @class */ (function () {
  93434. /**
  93435. * Create a BoneLookController
  93436. * @param mesh the mesh that the bone belongs to
  93437. * @param bone the bone that will be looking to the target
  93438. * @param target the target Vector3 to look at
  93439. * @param settings optional settings:
  93440. * * maxYaw: the maximum angle the bone will yaw to
  93441. * * minYaw: the minimum angle the bone will yaw to
  93442. * * maxPitch: the maximum angle the bone will pitch to
  93443. * * minPitch: the minimum angle the bone will yaw to
  93444. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93445. * * upAxis: the up axis of the coordinate system
  93446. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93447. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93448. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93449. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93450. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93451. * * adjustRoll: used to make an adjustment to the roll of the bone
  93452. **/
  93453. function BoneLookController(mesh, bone, target, options) {
  93454. /**
  93455. * The up axis of the coordinate system that is used when the bone is rotated
  93456. */
  93457. this.upAxis = BABYLON.Vector3.Up();
  93458. /**
  93459. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93460. */
  93461. this.upAxisSpace = BABYLON.Space.LOCAL;
  93462. /**
  93463. * Used to make an adjustment to the yaw of the bone
  93464. */
  93465. this.adjustYaw = 0;
  93466. /**
  93467. * Used to make an adjustment to the pitch of the bone
  93468. */
  93469. this.adjustPitch = 0;
  93470. /**
  93471. * Used to make an adjustment to the roll of the bone
  93472. */
  93473. this.adjustRoll = 0;
  93474. /**
  93475. * 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)
  93476. */
  93477. this.slerpAmount = 1;
  93478. this._boneQuat = BABYLON.Quaternion.Identity();
  93479. this._slerping = false;
  93480. this._firstFrameSkipped = false;
  93481. this._fowardAxis = BABYLON.Vector3.Forward();
  93482. this.mesh = mesh;
  93483. this.bone = bone;
  93484. this.target = target;
  93485. if (options) {
  93486. if (options.adjustYaw) {
  93487. this.adjustYaw = options.adjustYaw;
  93488. }
  93489. if (options.adjustPitch) {
  93490. this.adjustPitch = options.adjustPitch;
  93491. }
  93492. if (options.adjustRoll) {
  93493. this.adjustRoll = options.adjustRoll;
  93494. }
  93495. if (options.maxYaw != null) {
  93496. this.maxYaw = options.maxYaw;
  93497. }
  93498. else {
  93499. this.maxYaw = Math.PI;
  93500. }
  93501. if (options.minYaw != null) {
  93502. this.minYaw = options.minYaw;
  93503. }
  93504. else {
  93505. this.minYaw = -Math.PI;
  93506. }
  93507. if (options.maxPitch != null) {
  93508. this.maxPitch = options.maxPitch;
  93509. }
  93510. else {
  93511. this.maxPitch = Math.PI;
  93512. }
  93513. if (options.minPitch != null) {
  93514. this.minPitch = options.minPitch;
  93515. }
  93516. else {
  93517. this.minPitch = -Math.PI;
  93518. }
  93519. if (options.slerpAmount != null) {
  93520. this.slerpAmount = options.slerpAmount;
  93521. }
  93522. if (options.upAxis != null) {
  93523. this.upAxis = options.upAxis;
  93524. }
  93525. if (options.upAxisSpace != null) {
  93526. this.upAxisSpace = options.upAxisSpace;
  93527. }
  93528. if (options.yawAxis != null || options.pitchAxis != null) {
  93529. var newYawAxis = BABYLON.Axis.Y;
  93530. var newPitchAxis = BABYLON.Axis.X;
  93531. if (options.yawAxis != null) {
  93532. newYawAxis = options.yawAxis.clone();
  93533. newYawAxis.normalize();
  93534. }
  93535. if (options.pitchAxis != null) {
  93536. newPitchAxis = options.pitchAxis.clone();
  93537. newPitchAxis.normalize();
  93538. }
  93539. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93540. this._transformYawPitch = BABYLON.Matrix.Identity();
  93541. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93542. this._transformYawPitchInv = this._transformYawPitch.clone();
  93543. this._transformYawPitch.invert();
  93544. }
  93545. }
  93546. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93547. this.upAxisSpace = BABYLON.Space.LOCAL;
  93548. }
  93549. }
  93550. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93551. /**
  93552. * Gets or sets the minimum yaw angle that the bone can look to
  93553. */
  93554. get: function () {
  93555. return this._minYaw;
  93556. },
  93557. set: function (value) {
  93558. this._minYaw = value;
  93559. this._minYawSin = Math.sin(value);
  93560. this._minYawCos = Math.cos(value);
  93561. if (this._maxYaw != null) {
  93562. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93563. this._yawRange = this._maxYaw - this._minYaw;
  93564. }
  93565. },
  93566. enumerable: true,
  93567. configurable: true
  93568. });
  93569. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93570. /**
  93571. * Gets or sets the maximum yaw angle that the bone can look to
  93572. */
  93573. get: function () {
  93574. return this._maxYaw;
  93575. },
  93576. set: function (value) {
  93577. this._maxYaw = value;
  93578. this._maxYawSin = Math.sin(value);
  93579. this._maxYawCos = Math.cos(value);
  93580. if (this._minYaw != null) {
  93581. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93582. this._yawRange = this._maxYaw - this._minYaw;
  93583. }
  93584. },
  93585. enumerable: true,
  93586. configurable: true
  93587. });
  93588. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93589. /**
  93590. * Gets or sets the minimum pitch angle that the bone can look to
  93591. */
  93592. get: function () {
  93593. return this._minPitch;
  93594. },
  93595. set: function (value) {
  93596. this._minPitch = value;
  93597. this._minPitchTan = Math.tan(value);
  93598. },
  93599. enumerable: true,
  93600. configurable: true
  93601. });
  93602. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93603. /**
  93604. * Gets or sets the maximum pitch angle that the bone can look to
  93605. */
  93606. get: function () {
  93607. return this._maxPitch;
  93608. },
  93609. set: function (value) {
  93610. this._maxPitch = value;
  93611. this._maxPitchTan = Math.tan(value);
  93612. },
  93613. enumerable: true,
  93614. configurable: true
  93615. });
  93616. /**
  93617. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93618. */
  93619. BoneLookController.prototype.update = function () {
  93620. //skip the first frame when slerping so that the mesh rotation is correct
  93621. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93622. this._firstFrameSkipped = true;
  93623. return;
  93624. }
  93625. var bone = this.bone;
  93626. var bonePos = BoneLookController._tmpVecs[0];
  93627. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93628. var target = this.target;
  93629. var _tmpMat1 = BoneLookController._tmpMats[0];
  93630. var _tmpMat2 = BoneLookController._tmpMats[1];
  93631. var mesh = this.mesh;
  93632. var parentBone = bone.getParent();
  93633. var upAxis = BoneLookController._tmpVecs[1];
  93634. upAxis.copyFrom(this.upAxis);
  93635. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93636. if (this._transformYawPitch) {
  93637. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93638. }
  93639. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93640. }
  93641. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93642. mesh.getDirectionToRef(upAxis, upAxis);
  93643. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93644. upAxis.normalize();
  93645. }
  93646. }
  93647. var checkYaw = false;
  93648. var checkPitch = false;
  93649. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93650. checkYaw = true;
  93651. }
  93652. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93653. checkPitch = true;
  93654. }
  93655. if (checkYaw || checkPitch) {
  93656. var spaceMat = BoneLookController._tmpMats[2];
  93657. var spaceMatInv = BoneLookController._tmpMats[3];
  93658. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93659. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93660. }
  93661. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93662. spaceMat.copyFrom(mesh.getWorldMatrix());
  93663. }
  93664. else {
  93665. var forwardAxis = BoneLookController._tmpVecs[2];
  93666. forwardAxis.copyFrom(this._fowardAxis);
  93667. if (this._transformYawPitch) {
  93668. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93669. }
  93670. if (parentBone) {
  93671. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93672. }
  93673. else {
  93674. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93675. }
  93676. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93677. rightAxis.normalize();
  93678. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93679. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93680. }
  93681. spaceMat.invertToRef(spaceMatInv);
  93682. var xzlen = null;
  93683. if (checkPitch) {
  93684. var localTarget = BoneLookController._tmpVecs[3];
  93685. target.subtractToRef(bonePos, localTarget);
  93686. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93687. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93688. var pitch = Math.atan2(localTarget.y, xzlen);
  93689. var newPitch = pitch;
  93690. if (pitch > this._maxPitch) {
  93691. localTarget.y = this._maxPitchTan * xzlen;
  93692. newPitch = this._maxPitch;
  93693. }
  93694. else if (pitch < this._minPitch) {
  93695. localTarget.y = this._minPitchTan * xzlen;
  93696. newPitch = this._minPitch;
  93697. }
  93698. if (pitch != newPitch) {
  93699. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93700. localTarget.addInPlace(bonePos);
  93701. target = localTarget;
  93702. }
  93703. }
  93704. if (checkYaw) {
  93705. var localTarget = BoneLookController._tmpVecs[4];
  93706. target.subtractToRef(bonePos, localTarget);
  93707. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93708. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93709. var newYaw = yaw;
  93710. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93711. if (xzlen == null) {
  93712. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93713. }
  93714. if (this._yawRange > Math.PI) {
  93715. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93716. localTarget.z = this._maxYawCos * xzlen;
  93717. localTarget.x = this._maxYawSin * xzlen;
  93718. newYaw = this._maxYaw;
  93719. }
  93720. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93721. localTarget.z = this._minYawCos * xzlen;
  93722. localTarget.x = this._minYawSin * xzlen;
  93723. newYaw = this._minYaw;
  93724. }
  93725. }
  93726. else {
  93727. if (yaw > this._maxYaw) {
  93728. localTarget.z = this._maxYawCos * xzlen;
  93729. localTarget.x = this._maxYawSin * xzlen;
  93730. newYaw = this._maxYaw;
  93731. }
  93732. else if (yaw < this._minYaw) {
  93733. localTarget.z = this._minYawCos * xzlen;
  93734. localTarget.x = this._minYawSin * xzlen;
  93735. newYaw = this._minYaw;
  93736. }
  93737. }
  93738. }
  93739. if (this._slerping && this._yawRange > Math.PI) {
  93740. //are we going to be crossing into the min/max region?
  93741. var boneFwd = BoneLookController._tmpVecs[8];
  93742. boneFwd.copyFrom(BABYLON.Axis.Z);
  93743. if (this._transformYawPitch) {
  93744. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93745. }
  93746. var boneRotMat = BoneLookController._tmpMats[4];
  93747. this._boneQuat.toRotationMatrix(boneRotMat);
  93748. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93749. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93750. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93751. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93752. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93753. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93754. if (angBtwTar > angBtwMidYaw) {
  93755. if (xzlen == null) {
  93756. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93757. }
  93758. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93759. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93760. if (angBtwMin < angBtwMax) {
  93761. newYaw = boneYaw + Math.PI * .75;
  93762. localTarget.z = Math.cos(newYaw) * xzlen;
  93763. localTarget.x = Math.sin(newYaw) * xzlen;
  93764. }
  93765. else {
  93766. newYaw = boneYaw - Math.PI * .75;
  93767. localTarget.z = Math.cos(newYaw) * xzlen;
  93768. localTarget.x = Math.sin(newYaw) * xzlen;
  93769. }
  93770. }
  93771. }
  93772. if (yaw != newYaw) {
  93773. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93774. localTarget.addInPlace(bonePos);
  93775. target = localTarget;
  93776. }
  93777. }
  93778. }
  93779. var zaxis = BoneLookController._tmpVecs[5];
  93780. var xaxis = BoneLookController._tmpVecs[6];
  93781. var yaxis = BoneLookController._tmpVecs[7];
  93782. var _tmpQuat = BoneLookController._tmpQuat;
  93783. target.subtractToRef(bonePos, zaxis);
  93784. zaxis.normalize();
  93785. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93786. xaxis.normalize();
  93787. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93788. yaxis.normalize();
  93789. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93790. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93791. return;
  93792. }
  93793. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93794. return;
  93795. }
  93796. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93797. return;
  93798. }
  93799. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93800. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93801. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93802. }
  93803. if (this.slerpAmount < 1) {
  93804. if (!this._slerping) {
  93805. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93806. }
  93807. if (this._transformYawPitch) {
  93808. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93809. }
  93810. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93811. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93812. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93813. this._slerping = true;
  93814. }
  93815. else {
  93816. if (this._transformYawPitch) {
  93817. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93818. }
  93819. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93820. this._slerping = false;
  93821. }
  93822. };
  93823. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93824. var angDiff = ang2 - ang1;
  93825. angDiff %= Math.PI * 2;
  93826. if (angDiff > Math.PI) {
  93827. angDiff -= Math.PI * 2;
  93828. }
  93829. else if (angDiff < -Math.PI) {
  93830. angDiff += Math.PI * 2;
  93831. }
  93832. return angDiff;
  93833. };
  93834. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93835. ang1 %= (2 * Math.PI);
  93836. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93837. ang2 %= (2 * Math.PI);
  93838. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93839. var ab = 0;
  93840. if (ang1 < ang2) {
  93841. ab = ang2 - ang1;
  93842. }
  93843. else {
  93844. ab = ang1 - ang2;
  93845. }
  93846. if (ab > Math.PI) {
  93847. ab = Math.PI * 2 - ab;
  93848. }
  93849. return ab;
  93850. };
  93851. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93852. ang %= (2 * Math.PI);
  93853. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93854. ang1 %= (2 * Math.PI);
  93855. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93856. ang2 %= (2 * Math.PI);
  93857. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93858. if (ang1 < ang2) {
  93859. if (ang > ang1 && ang < ang2) {
  93860. return true;
  93861. }
  93862. }
  93863. else {
  93864. if (ang > ang2 && ang < ang1) {
  93865. return true;
  93866. }
  93867. }
  93868. return false;
  93869. };
  93870. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93871. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93872. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93873. return BoneLookController;
  93874. }());
  93875. BABYLON.BoneLookController = BoneLookController;
  93876. })(BABYLON || (BABYLON = {}));
  93877. //# sourceMappingURL=babylon.boneLookController.js.map
  93878. var BABYLON;
  93879. (function (BABYLON) {
  93880. /**
  93881. * Class used to handle skinning animations
  93882. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93883. */
  93884. var Skeleton = /** @class */ (function () {
  93885. /**
  93886. * Creates a new skeleton
  93887. * @param name defines the skeleton name
  93888. * @param id defines the skeleton Id
  93889. * @param scene defines the hosting scene
  93890. */
  93891. function Skeleton(
  93892. /** defines the skeleton name */
  93893. name,
  93894. /** defines the skeleton Id */
  93895. id, scene) {
  93896. this.name = name;
  93897. this.id = id;
  93898. /**
  93899. * Defines the list of child bones
  93900. */
  93901. this.bones = new Array();
  93902. /**
  93903. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93904. */
  93905. this.needInitialSkinMatrix = false;
  93906. /**
  93907. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  93908. */
  93909. this.overrideMesh = null;
  93910. this._isDirty = true;
  93911. this._meshesWithPoseMatrix = new Array();
  93912. this._identity = BABYLON.Matrix.Identity();
  93913. this._ranges = {};
  93914. this._lastAbsoluteTransformsUpdateId = -1;
  93915. this._canUseTextureForBones = false;
  93916. /** @hidden */
  93917. this._numBonesWithLinkedTransformNode = 0;
  93918. /**
  93919. * Specifies if the skeleton should be serialized
  93920. */
  93921. this.doNotSerialize = false;
  93922. /**
  93923. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93924. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93925. */
  93926. this.useTextureToStoreBoneMatrices = true;
  93927. this._animationPropertiesOverride = null;
  93928. // Events
  93929. /**
  93930. * An observable triggered before computing the skeleton's matrices
  93931. */
  93932. this.onBeforeComputeObservable = new BABYLON.Observable();
  93933. this.bones = [];
  93934. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93935. this._scene.skeletons.push(this);
  93936. //make sure it will recalculate the matrix next time prepare is called.
  93937. this._isDirty = true;
  93938. var engineCaps = this._scene.getEngine().getCaps();
  93939. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93940. }
  93941. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93942. /**
  93943. * Gets or sets the animation properties override
  93944. */
  93945. get: function () {
  93946. if (!this._animationPropertiesOverride) {
  93947. return this._scene.animationPropertiesOverride;
  93948. }
  93949. return this._animationPropertiesOverride;
  93950. },
  93951. set: function (value) {
  93952. this._animationPropertiesOverride = value;
  93953. },
  93954. enumerable: true,
  93955. configurable: true
  93956. });
  93957. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93958. /**
  93959. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93960. */
  93961. get: function () {
  93962. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93963. },
  93964. enumerable: true,
  93965. configurable: true
  93966. });
  93967. // Members
  93968. /**
  93969. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93970. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93971. * @returns a Float32Array containing matrices data
  93972. */
  93973. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93974. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93975. return mesh._bonesTransformMatrices;
  93976. }
  93977. if (!this._transformMatrices) {
  93978. this.prepare();
  93979. }
  93980. return this._transformMatrices;
  93981. };
  93982. /**
  93983. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93984. * @returns a raw texture containing the data
  93985. */
  93986. Skeleton.prototype.getTransformMatrixTexture = function () {
  93987. return this._transformMatrixTexture;
  93988. };
  93989. /**
  93990. * Gets the current hosting scene
  93991. * @returns a scene object
  93992. */
  93993. Skeleton.prototype.getScene = function () {
  93994. return this._scene;
  93995. };
  93996. // Methods
  93997. /**
  93998. * Gets a string representing the current skeleton data
  93999. * @param fullDetails defines a boolean indicating if we want a verbose version
  94000. * @returns a string representing the current skeleton data
  94001. */
  94002. Skeleton.prototype.toString = function (fullDetails) {
  94003. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94004. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94005. if (fullDetails) {
  94006. ret += ", Ranges: {";
  94007. var first = true;
  94008. for (var name_1 in this._ranges) {
  94009. if (first) {
  94010. ret += ", ";
  94011. first = false;
  94012. }
  94013. ret += name_1;
  94014. }
  94015. ret += "}";
  94016. }
  94017. return ret;
  94018. };
  94019. /**
  94020. * Get bone's index searching by name
  94021. * @param name defines bone's name to search for
  94022. * @return the indice of the bone. Returns -1 if not found
  94023. */
  94024. Skeleton.prototype.getBoneIndexByName = function (name) {
  94025. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94026. if (this.bones[boneIndex].name === name) {
  94027. return boneIndex;
  94028. }
  94029. }
  94030. return -1;
  94031. };
  94032. /**
  94033. * Creater a new animation range
  94034. * @param name defines the name of the range
  94035. * @param from defines the start key
  94036. * @param to defines the end key
  94037. */
  94038. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94039. // check name not already in use
  94040. if (!this._ranges[name]) {
  94041. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94042. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94043. if (this.bones[i].animations[0]) {
  94044. this.bones[i].animations[0].createRange(name, from, to);
  94045. }
  94046. }
  94047. }
  94048. };
  94049. /**
  94050. * Delete a specific animation range
  94051. * @param name defines the name of the range
  94052. * @param deleteFrames defines if frames must be removed as well
  94053. */
  94054. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94055. if (deleteFrames === void 0) { deleteFrames = true; }
  94056. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94057. if (this.bones[i].animations[0]) {
  94058. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94059. }
  94060. }
  94061. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94062. };
  94063. /**
  94064. * Gets a specific animation range
  94065. * @param name defines the name of the range to look for
  94066. * @returns the requested animation range or null if not found
  94067. */
  94068. Skeleton.prototype.getAnimationRange = function (name) {
  94069. return this._ranges[name];
  94070. };
  94071. /**
  94072. * Gets the list of all animation ranges defined on this skeleton
  94073. * @returns an array
  94074. */
  94075. Skeleton.prototype.getAnimationRanges = function () {
  94076. var animationRanges = [];
  94077. var name;
  94078. var i = 0;
  94079. for (name in this._ranges) {
  94080. animationRanges[i] = this._ranges[name];
  94081. i++;
  94082. }
  94083. return animationRanges;
  94084. };
  94085. /**
  94086. * Copy animation range from a source skeleton.
  94087. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94088. * @param source defines the source skeleton
  94089. * @param name defines the name of the range to copy
  94090. * @param rescaleAsRequired defines if rescaling must be applied if required
  94091. * @returns true if operation was successful
  94092. */
  94093. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94094. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94095. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94096. return false;
  94097. }
  94098. var ret = true;
  94099. var frameOffset = this._getHighestAnimationFrame() + 1;
  94100. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94101. var boneDict = {};
  94102. var sourceBones = source.bones;
  94103. var nBones;
  94104. var i;
  94105. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94106. boneDict[sourceBones[i].name] = sourceBones[i];
  94107. }
  94108. if (this.bones.length !== sourceBones.length) {
  94109. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94110. ret = false;
  94111. }
  94112. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94113. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94114. var boneName = this.bones[i].name;
  94115. var sourceBone = boneDict[boneName];
  94116. if (sourceBone) {
  94117. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94118. }
  94119. else {
  94120. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94121. ret = false;
  94122. }
  94123. }
  94124. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94125. var range = source.getAnimationRange(name);
  94126. if (range) {
  94127. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94128. }
  94129. return ret;
  94130. };
  94131. /**
  94132. * Forces the skeleton to go to rest pose
  94133. */
  94134. Skeleton.prototype.returnToRest = function () {
  94135. for (var index = 0; index < this.bones.length; index++) {
  94136. this.bones[index].returnToRest();
  94137. }
  94138. };
  94139. Skeleton.prototype._getHighestAnimationFrame = function () {
  94140. var ret = 0;
  94141. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94142. if (this.bones[i].animations[0]) {
  94143. var highest = this.bones[i].animations[0].getHighestFrame();
  94144. if (ret < highest) {
  94145. ret = highest;
  94146. }
  94147. }
  94148. }
  94149. return ret;
  94150. };
  94151. /**
  94152. * Begin a specific animation range
  94153. * @param name defines the name of the range to start
  94154. * @param loop defines if looping must be turned on (false by default)
  94155. * @param speedRatio defines the speed ratio to apply (1 by default)
  94156. * @param onAnimationEnd defines a callback which will be called when animation will end
  94157. * @returns a new animatable
  94158. */
  94159. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94160. var range = this.getAnimationRange(name);
  94161. if (!range) {
  94162. return null;
  94163. }
  94164. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94165. };
  94166. /** @hidden */
  94167. Skeleton.prototype._markAsDirty = function () {
  94168. this._isDirty = true;
  94169. };
  94170. /** @hidden */
  94171. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94172. this._meshesWithPoseMatrix.push(mesh);
  94173. };
  94174. /** @hidden */
  94175. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94176. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94177. if (index > -1) {
  94178. this._meshesWithPoseMatrix.splice(index, 1);
  94179. }
  94180. };
  94181. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94182. this.onBeforeComputeObservable.notifyObservers(this);
  94183. for (var index = 0; index < this.bones.length; index++) {
  94184. var bone = this.bones[index];
  94185. var parentBone = bone.getParent();
  94186. if (parentBone) {
  94187. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94188. }
  94189. else {
  94190. if (initialSkinMatrix) {
  94191. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94192. }
  94193. else {
  94194. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94195. }
  94196. }
  94197. if (bone._index !== -1) {
  94198. var mappedIndex = bone._index === null ? index : bone._index;
  94199. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94200. }
  94201. }
  94202. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94203. };
  94204. /**
  94205. * Build all resources required to render a skeleton
  94206. */
  94207. Skeleton.prototype.prepare = function () {
  94208. // Update the local matrix of bones with linked transform nodes.
  94209. if (this._numBonesWithLinkedTransformNode > 0) {
  94210. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94211. var bone_1 = _a[_i];
  94212. if (bone_1._linkedTransformNode) {
  94213. // Computing the world matrix also computes the local matrix.
  94214. bone_1._linkedTransformNode.computeWorldMatrix();
  94215. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94216. bone_1.markAsDirty();
  94217. }
  94218. }
  94219. }
  94220. if (!this._isDirty) {
  94221. return;
  94222. }
  94223. if (this.needInitialSkinMatrix) {
  94224. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94225. var mesh = this._meshesWithPoseMatrix[index];
  94226. var poseMatrix = mesh.getPoseMatrix();
  94227. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94228. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94229. }
  94230. if (this._synchronizedWithMesh !== mesh) {
  94231. this._synchronizedWithMesh = mesh;
  94232. // Prepare bones
  94233. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94234. var bone = this.bones[boneIndex];
  94235. if (!bone.getParent()) {
  94236. var matrix = bone.getBaseMatrix();
  94237. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94238. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94239. }
  94240. }
  94241. }
  94242. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94243. }
  94244. }
  94245. else {
  94246. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94247. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94248. if (this.isUsingTextureForMatrices) {
  94249. if (this._transformMatrixTexture) {
  94250. this._transformMatrixTexture.dispose();
  94251. }
  94252. 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);
  94253. }
  94254. }
  94255. this._computeTransformMatrices(this._transformMatrices, null);
  94256. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94257. this._transformMatrixTexture.update(this._transformMatrices);
  94258. }
  94259. }
  94260. this._isDirty = false;
  94261. this._scene._activeBones.addCount(this.bones.length, false);
  94262. };
  94263. /**
  94264. * Gets the list of animatables currently running for this skeleton
  94265. * @returns an array of animatables
  94266. */
  94267. Skeleton.prototype.getAnimatables = function () {
  94268. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94269. this._animatables = [];
  94270. for (var index = 0; index < this.bones.length; index++) {
  94271. this._animatables.push(this.bones[index]);
  94272. }
  94273. }
  94274. return this._animatables;
  94275. };
  94276. /**
  94277. * Clone the current skeleton
  94278. * @param name defines the name of the new skeleton
  94279. * @param id defines the id of the enw skeleton
  94280. * @returns the new skeleton
  94281. */
  94282. Skeleton.prototype.clone = function (name, id) {
  94283. var result = new Skeleton(name, id || name, this._scene);
  94284. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94285. for (var index = 0; index < this.bones.length; index++) {
  94286. var source = this.bones[index];
  94287. var parentBone = null;
  94288. var parent_1 = source.getParent();
  94289. if (parent_1) {
  94290. var parentIndex = this.bones.indexOf(parent_1);
  94291. parentBone = result.bones[parentIndex];
  94292. }
  94293. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94294. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94295. }
  94296. if (this._ranges) {
  94297. result._ranges = {};
  94298. for (var rangeName in this._ranges) {
  94299. var range = this._ranges[rangeName];
  94300. if (range) {
  94301. result._ranges[rangeName] = range.clone();
  94302. }
  94303. }
  94304. }
  94305. this._isDirty = true;
  94306. return result;
  94307. };
  94308. /**
  94309. * Enable animation blending for this skeleton
  94310. * @param blendingSpeed defines the blending speed to apply
  94311. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94312. */
  94313. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94314. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94315. this.bones.forEach(function (bone) {
  94316. bone.animations.forEach(function (animation) {
  94317. animation.enableBlending = true;
  94318. animation.blendingSpeed = blendingSpeed;
  94319. });
  94320. });
  94321. };
  94322. /**
  94323. * Releases all resources associated with the current skeleton
  94324. */
  94325. Skeleton.prototype.dispose = function () {
  94326. this._meshesWithPoseMatrix = [];
  94327. // Animations
  94328. this.getScene().stopAnimation(this);
  94329. // Remove from scene
  94330. this.getScene().removeSkeleton(this);
  94331. if (this._transformMatrixTexture) {
  94332. this._transformMatrixTexture.dispose();
  94333. this._transformMatrixTexture = null;
  94334. }
  94335. };
  94336. /**
  94337. * Serialize the skeleton in a JSON object
  94338. * @returns a JSON object
  94339. */
  94340. Skeleton.prototype.serialize = function () {
  94341. var serializationObject = {};
  94342. serializationObject.name = this.name;
  94343. serializationObject.id = this.id;
  94344. if (this.dimensionsAtRest) {
  94345. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94346. }
  94347. serializationObject.bones = [];
  94348. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94349. for (var index = 0; index < this.bones.length; index++) {
  94350. var bone = this.bones[index];
  94351. var parent_2 = bone.getParent();
  94352. var serializedBone = {
  94353. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94354. name: bone.name,
  94355. matrix: bone.getBaseMatrix().toArray(),
  94356. rest: bone.getRestPose().toArray()
  94357. };
  94358. serializationObject.bones.push(serializedBone);
  94359. if (bone.length) {
  94360. serializedBone.length = bone.length;
  94361. }
  94362. if (bone.metadata) {
  94363. serializedBone.metadata = bone.metadata;
  94364. }
  94365. if (bone.animations && bone.animations.length > 0) {
  94366. serializedBone.animation = bone.animations[0].serialize();
  94367. }
  94368. serializationObject.ranges = [];
  94369. for (var name in this._ranges) {
  94370. var source = this._ranges[name];
  94371. if (!source) {
  94372. continue;
  94373. }
  94374. var range = {};
  94375. range.name = name;
  94376. range.from = source.from;
  94377. range.to = source.to;
  94378. serializationObject.ranges.push(range);
  94379. }
  94380. }
  94381. return serializationObject;
  94382. };
  94383. /**
  94384. * Creates a new skeleton from serialized data
  94385. * @param parsedSkeleton defines the serialized data
  94386. * @param scene defines the hosting scene
  94387. * @returns a new skeleton
  94388. */
  94389. Skeleton.Parse = function (parsedSkeleton, scene) {
  94390. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94391. if (parsedSkeleton.dimensionsAtRest) {
  94392. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94393. }
  94394. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94395. var index;
  94396. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94397. var parsedBone = parsedSkeleton.bones[index];
  94398. var parentBone = null;
  94399. if (parsedBone.parentBoneIndex > -1) {
  94400. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94401. }
  94402. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94403. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94404. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94405. bone.id = parsedBone.id;
  94406. }
  94407. if (parsedBone.length) {
  94408. bone.length = parsedBone.length;
  94409. }
  94410. if (parsedBone.metadata) {
  94411. bone.metadata = parsedBone.metadata;
  94412. }
  94413. if (parsedBone.animation) {
  94414. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94415. }
  94416. }
  94417. // placed after bones, so createAnimationRange can cascade down
  94418. if (parsedSkeleton.ranges) {
  94419. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94420. var data = parsedSkeleton.ranges[index];
  94421. skeleton.createAnimationRange(data.name, data.from, data.to);
  94422. }
  94423. }
  94424. return skeleton;
  94425. };
  94426. /**
  94427. * Compute all node absolute transforms
  94428. * @param forceUpdate defines if computation must be done even if cache is up to date
  94429. */
  94430. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94431. if (forceUpdate === void 0) { forceUpdate = false; }
  94432. var renderId = this._scene.getRenderId();
  94433. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94434. this.bones[0].computeAbsoluteTransforms();
  94435. this._lastAbsoluteTransformsUpdateId = renderId;
  94436. }
  94437. };
  94438. /**
  94439. * Gets the root pose matrix
  94440. * @returns a matrix
  94441. */
  94442. Skeleton.prototype.getPoseMatrix = function () {
  94443. var poseMatrix = null;
  94444. if (this._meshesWithPoseMatrix.length > 0) {
  94445. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94446. }
  94447. return poseMatrix;
  94448. };
  94449. /**
  94450. * Sorts bones per internal index
  94451. */
  94452. Skeleton.prototype.sortBones = function () {
  94453. var bones = new Array();
  94454. var visited = new Array(this.bones.length);
  94455. for (var index = 0; index < this.bones.length; index++) {
  94456. this._sortBones(index, bones, visited);
  94457. }
  94458. this.bones = bones;
  94459. };
  94460. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94461. if (visited[index]) {
  94462. return;
  94463. }
  94464. visited[index] = true;
  94465. var bone = this.bones[index];
  94466. if (bone._index === undefined) {
  94467. bone._index = index;
  94468. }
  94469. var parentBone = bone.getParent();
  94470. if (parentBone) {
  94471. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94472. }
  94473. bones.push(bone);
  94474. };
  94475. return Skeleton;
  94476. }());
  94477. BABYLON.Skeleton = Skeleton;
  94478. })(BABYLON || (BABYLON = {}));
  94479. //# sourceMappingURL=babylon.skeleton.js.map
  94480. var BABYLON;
  94481. (function (BABYLON) {
  94482. /**
  94483. * This groups tools to convert HDR texture to native colors array.
  94484. */
  94485. var HDRTools = /** @class */ (function () {
  94486. function HDRTools() {
  94487. }
  94488. HDRTools.Ldexp = function (mantissa, exponent) {
  94489. if (exponent > 1023) {
  94490. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94491. }
  94492. if (exponent < -1074) {
  94493. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94494. }
  94495. return mantissa * Math.pow(2, exponent);
  94496. };
  94497. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94498. if (exponent > 0) { /*nonzero pixel*/
  94499. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94500. float32array[index + 0] = red * exponent;
  94501. float32array[index + 1] = green * exponent;
  94502. float32array[index + 2] = blue * exponent;
  94503. }
  94504. else {
  94505. float32array[index + 0] = 0;
  94506. float32array[index + 1] = 0;
  94507. float32array[index + 2] = 0;
  94508. }
  94509. };
  94510. HDRTools.readStringLine = function (uint8array, startIndex) {
  94511. var line = "";
  94512. var character = "";
  94513. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94514. character = String.fromCharCode(uint8array[i]);
  94515. if (character == "\n") {
  94516. break;
  94517. }
  94518. line += character;
  94519. }
  94520. return line;
  94521. };
  94522. /**
  94523. * Reads header information from an RGBE texture stored in a native array.
  94524. * More information on this format are available here:
  94525. * https://en.wikipedia.org/wiki/RGBE_image_format
  94526. *
  94527. * @param uint8array The binary file stored in native array.
  94528. * @return The header information.
  94529. */
  94530. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94531. var height = 0;
  94532. var width = 0;
  94533. var line = this.readStringLine(uint8array, 0);
  94534. if (line[0] != '#' || line[1] != '?') {
  94535. throw "Bad HDR Format.";
  94536. }
  94537. var endOfHeader = false;
  94538. var findFormat = false;
  94539. var lineIndex = 0;
  94540. do {
  94541. lineIndex += (line.length + 1);
  94542. line = this.readStringLine(uint8array, lineIndex);
  94543. if (line == "FORMAT=32-bit_rle_rgbe") {
  94544. findFormat = true;
  94545. }
  94546. else if (line.length == 0) {
  94547. endOfHeader = true;
  94548. }
  94549. } while (!endOfHeader);
  94550. if (!findFormat) {
  94551. throw "HDR Bad header format, unsupported FORMAT";
  94552. }
  94553. lineIndex += (line.length + 1);
  94554. line = this.readStringLine(uint8array, lineIndex);
  94555. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94556. var match = sizeRegexp.exec(line);
  94557. // TODO. Support +Y and -X if needed.
  94558. if (!match || match.length < 3) {
  94559. throw "HDR Bad header format, no size";
  94560. }
  94561. width = parseInt(match[2]);
  94562. height = parseInt(match[1]);
  94563. if (width < 8 || width > 0x7fff) {
  94564. throw "HDR Bad header format, unsupported size";
  94565. }
  94566. lineIndex += (line.length + 1);
  94567. return {
  94568. height: height,
  94569. width: width,
  94570. dataPosition: lineIndex
  94571. };
  94572. };
  94573. /**
  94574. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94575. * This RGBE texture needs to store the information as a panorama.
  94576. *
  94577. * More information on this format are available here:
  94578. * https://en.wikipedia.org/wiki/RGBE_image_format
  94579. *
  94580. * @param buffer The binary file stored in an array buffer.
  94581. * @param size The expected size of the extracted cubemap.
  94582. * @return The Cube Map information.
  94583. */
  94584. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94585. var uint8array = new Uint8Array(buffer);
  94586. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94587. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94588. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94589. return cubeMapData;
  94590. };
  94591. /**
  94592. * Returns the pixels data extracted from an RGBE texture.
  94593. * This pixels will be stored left to right up to down in the R G B order in one array.
  94594. *
  94595. * More information on this format are available here:
  94596. * https://en.wikipedia.org/wiki/RGBE_image_format
  94597. *
  94598. * @param uint8array The binary file stored in an array buffer.
  94599. * @param hdrInfo The header information of the file.
  94600. * @return The pixels data in RGB right to left up to down order.
  94601. */
  94602. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94603. // Keep for multi format supports.
  94604. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94605. };
  94606. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94607. var num_scanlines = hdrInfo.height;
  94608. var scanline_width = hdrInfo.width;
  94609. var a, b, c, d, count;
  94610. var dataIndex = hdrInfo.dataPosition;
  94611. var index = 0, endIndex = 0, i = 0;
  94612. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94613. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94614. // 3 channels of 4 bytes per pixel in float.
  94615. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94616. var resultArray = new Float32Array(resultBuffer);
  94617. // read in each successive scanline
  94618. while (num_scanlines > 0) {
  94619. a = uint8array[dataIndex++];
  94620. b = uint8array[dataIndex++];
  94621. c = uint8array[dataIndex++];
  94622. d = uint8array[dataIndex++];
  94623. if (a != 2 || b != 2 || (c & 0x80)) {
  94624. // this file is not run length encoded
  94625. throw "HDR Bad header format, not RLE";
  94626. }
  94627. if (((c << 8) | d) != scanline_width) {
  94628. throw "HDR Bad header format, wrong scan line width";
  94629. }
  94630. index = 0;
  94631. // read each of the four channels for the scanline into the buffer
  94632. for (i = 0; i < 4; i++) {
  94633. endIndex = (i + 1) * scanline_width;
  94634. while (index < endIndex) {
  94635. a = uint8array[dataIndex++];
  94636. b = uint8array[dataIndex++];
  94637. if (a > 128) {
  94638. // a run of the same value
  94639. count = a - 128;
  94640. if ((count == 0) || (count > endIndex - index)) {
  94641. throw "HDR Bad Format, bad scanline data (run)";
  94642. }
  94643. while (count-- > 0) {
  94644. scanLineArray[index++] = b;
  94645. }
  94646. }
  94647. else {
  94648. // a non-run
  94649. count = a;
  94650. if ((count == 0) || (count > endIndex - index)) {
  94651. throw "HDR Bad Format, bad scanline data (non-run)";
  94652. }
  94653. scanLineArray[index++] = b;
  94654. if (--count > 0) {
  94655. for (var j = 0; j < count; j++) {
  94656. scanLineArray[index++] = uint8array[dataIndex++];
  94657. }
  94658. }
  94659. }
  94660. }
  94661. }
  94662. // now convert data from buffer into floats
  94663. for (i = 0; i < scanline_width; i++) {
  94664. a = scanLineArray[i];
  94665. b = scanLineArray[i + scanline_width];
  94666. c = scanLineArray[i + 2 * scanline_width];
  94667. d = scanLineArray[i + 3 * scanline_width];
  94668. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94669. }
  94670. num_scanlines--;
  94671. }
  94672. return resultArray;
  94673. };
  94674. return HDRTools;
  94675. }());
  94676. BABYLON.HDRTools = HDRTools;
  94677. })(BABYLON || (BABYLON = {}));
  94678. //# sourceMappingURL=babylon.hdr.js.map
  94679. var BABYLON;
  94680. (function (BABYLON) {
  94681. /**
  94682. * This represents a texture coming from an HDR input.
  94683. *
  94684. * The only supported format is currently panorama picture stored in RGBE format.
  94685. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94686. */
  94687. var HDRCubeTexture = /** @class */ (function (_super) {
  94688. __extends(HDRCubeTexture, _super);
  94689. /**
  94690. * Instantiates an HDRTexture from the following parameters.
  94691. *
  94692. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94693. * @param scene The scene the texture will be used in
  94694. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94695. * @param noMipmap Forces to not generate the mipmap if true
  94696. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94697. * @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)
  94698. * @param reserved Reserved flag for internal use.
  94699. */
  94700. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94701. if (noMipmap === void 0) { noMipmap = false; }
  94702. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94703. if (gammaSpace === void 0) { gammaSpace = false; }
  94704. if (reserved === void 0) { reserved = false; }
  94705. if (onLoad === void 0) { onLoad = null; }
  94706. if (onError === void 0) { onError = null; }
  94707. var _this = _super.call(this, scene) || this;
  94708. _this._generateHarmonics = true;
  94709. _this._onLoad = null;
  94710. _this._onError = null;
  94711. /**
  94712. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94713. */
  94714. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94715. _this._isBlocking = true;
  94716. _this._rotationY = 0;
  94717. /**
  94718. * Gets or sets the center of the bounding box associated with the cube texture
  94719. * It must define where the camera used to render the texture was set
  94720. */
  94721. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94722. if (!url) {
  94723. return _this;
  94724. }
  94725. _this.name = url;
  94726. _this.url = url;
  94727. _this.hasAlpha = false;
  94728. _this.isCube = true;
  94729. _this._textureMatrix = BABYLON.Matrix.Identity();
  94730. _this._onLoad = onLoad;
  94731. _this._onError = onError;
  94732. _this.gammaSpace = gammaSpace;
  94733. _this._noMipmap = noMipmap;
  94734. _this._size = size;
  94735. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94736. if (!_this._texture) {
  94737. if (!scene.useDelayedTextureLoading) {
  94738. _this.loadTexture();
  94739. }
  94740. else {
  94741. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94742. }
  94743. }
  94744. return _this;
  94745. }
  94746. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94747. /**
  94748. * Gets wether or not the texture is blocking during loading.
  94749. */
  94750. get: function () {
  94751. return this._isBlocking;
  94752. },
  94753. /**
  94754. * Sets wether or not the texture is blocking during loading.
  94755. */
  94756. set: function (value) {
  94757. this._isBlocking = value;
  94758. },
  94759. enumerable: true,
  94760. configurable: true
  94761. });
  94762. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94763. /**
  94764. * Gets texture matrix rotation angle around Y axis radians.
  94765. */
  94766. get: function () {
  94767. return this._rotationY;
  94768. },
  94769. /**
  94770. * Sets texture matrix rotation angle around Y axis in radians.
  94771. */
  94772. set: function (value) {
  94773. this._rotationY = value;
  94774. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94775. },
  94776. enumerable: true,
  94777. configurable: true
  94778. });
  94779. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94780. get: function () {
  94781. return this._boundingBoxSize;
  94782. },
  94783. /**
  94784. * Gets or sets the size of the bounding box associated with the cube texture
  94785. * When defined, the cubemap will switch to local mode
  94786. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94787. * @example https://www.babylonjs-playground.com/#RNASML
  94788. */
  94789. set: function (value) {
  94790. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94791. return;
  94792. }
  94793. this._boundingBoxSize = value;
  94794. var scene = this.getScene();
  94795. if (scene) {
  94796. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94797. }
  94798. },
  94799. enumerable: true,
  94800. configurable: true
  94801. });
  94802. /**
  94803. * Get the current class name of the texture useful for serialization or dynamic coding.
  94804. * @returns "HDRCubeTexture"
  94805. */
  94806. HDRCubeTexture.prototype.getClassName = function () {
  94807. return "HDRCubeTexture";
  94808. };
  94809. /**
  94810. * Occurs when the file is raw .hdr file.
  94811. */
  94812. HDRCubeTexture.prototype.loadTexture = function () {
  94813. var _this = this;
  94814. var callback = function (buffer) {
  94815. _this.lodGenerationOffset = 0.0;
  94816. _this.lodGenerationScale = 0.8;
  94817. var scene = _this.getScene();
  94818. if (!scene) {
  94819. return null;
  94820. }
  94821. // Extract the raw linear data.
  94822. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94823. // Generate harmonics if needed.
  94824. if (_this._generateHarmonics) {
  94825. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94826. _this.sphericalPolynomial = sphericalPolynomial;
  94827. }
  94828. var results = [];
  94829. var byteArray = null;
  94830. // Push each faces.
  94831. for (var j = 0; j < 6; j++) {
  94832. // Create uintarray fallback.
  94833. if (!scene.getEngine().getCaps().textureFloat) {
  94834. // 3 channels of 1 bytes per pixel in bytes.
  94835. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94836. byteArray = new Uint8Array(byteBuffer);
  94837. }
  94838. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94839. // If special cases.
  94840. if (_this.gammaSpace || byteArray) {
  94841. for (var i = 0; i < _this._size * _this._size; i++) {
  94842. // Put in gamma space if requested.
  94843. if (_this.gammaSpace) {
  94844. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94845. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94846. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94847. }
  94848. // Convert to int texture for fallback.
  94849. if (byteArray) {
  94850. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94851. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94852. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94853. // May use luminance instead if the result is not accurate.
  94854. var max = Math.max(Math.max(r, g), b);
  94855. if (max > 255) {
  94856. var scale = 255 / max;
  94857. r *= scale;
  94858. g *= scale;
  94859. b *= scale;
  94860. }
  94861. byteArray[(i * 3) + 0] = r;
  94862. byteArray[(i * 3) + 1] = g;
  94863. byteArray[(i * 3) + 2] = b;
  94864. }
  94865. }
  94866. }
  94867. if (byteArray) {
  94868. results.push(byteArray);
  94869. }
  94870. else {
  94871. results.push(dataFace);
  94872. }
  94873. }
  94874. return results;
  94875. };
  94876. var scene = this.getScene();
  94877. if (scene) {
  94878. 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);
  94879. }
  94880. };
  94881. HDRCubeTexture.prototype.clone = function () {
  94882. var scene = this.getScene();
  94883. if (!scene) {
  94884. return this;
  94885. }
  94886. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94887. // Base texture
  94888. newTexture.level = this.level;
  94889. newTexture.wrapU = this.wrapU;
  94890. newTexture.wrapV = this.wrapV;
  94891. newTexture.coordinatesIndex = this.coordinatesIndex;
  94892. newTexture.coordinatesMode = this.coordinatesMode;
  94893. return newTexture;
  94894. };
  94895. // Methods
  94896. HDRCubeTexture.prototype.delayLoad = function () {
  94897. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94898. return;
  94899. }
  94900. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94901. this._texture = this._getFromCache(this.url, this._noMipmap);
  94902. if (!this._texture) {
  94903. this.loadTexture();
  94904. }
  94905. };
  94906. /**
  94907. * Get the texture reflection matrix used to rotate/transform the reflection.
  94908. * @returns the reflection matrix
  94909. */
  94910. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94911. return this._textureMatrix;
  94912. };
  94913. /**
  94914. * Set the texture reflection matrix used to rotate/transform the reflection.
  94915. * @param value Define the reflection matrix to set
  94916. */
  94917. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94918. var _this = this;
  94919. this._textureMatrix = value;
  94920. if (value.updateFlag === this._textureMatrix.updateFlag) {
  94921. return;
  94922. }
  94923. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  94924. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  94925. }
  94926. };
  94927. /**
  94928. * Parses a JSON representation of an HDR Texture in order to create the texture
  94929. * @param parsedTexture Define the JSON representation
  94930. * @param scene Define the scene the texture should be created in
  94931. * @param rootUrl Define the root url in case we need to load relative dependencies
  94932. * @returns the newly created texture after parsing
  94933. */
  94934. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94935. var texture = null;
  94936. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94937. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94938. texture.name = parsedTexture.name;
  94939. texture.hasAlpha = parsedTexture.hasAlpha;
  94940. texture.level = parsedTexture.level;
  94941. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94942. texture.isBlocking = parsedTexture.isBlocking;
  94943. }
  94944. if (texture) {
  94945. if (parsedTexture.boundingBoxPosition) {
  94946. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94947. }
  94948. if (parsedTexture.boundingBoxSize) {
  94949. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94950. }
  94951. if (parsedTexture.rotationY) {
  94952. texture.rotationY = parsedTexture.rotationY;
  94953. }
  94954. }
  94955. return texture;
  94956. };
  94957. HDRCubeTexture.prototype.serialize = function () {
  94958. if (!this.name) {
  94959. return null;
  94960. }
  94961. var serializationObject = {};
  94962. serializationObject.name = this.name;
  94963. serializationObject.hasAlpha = this.hasAlpha;
  94964. serializationObject.isCube = true;
  94965. serializationObject.level = this.level;
  94966. serializationObject.size = this._size;
  94967. serializationObject.coordinatesMode = this.coordinatesMode;
  94968. serializationObject.useInGammaSpace = this.gammaSpace;
  94969. serializationObject.generateHarmonics = this._generateHarmonics;
  94970. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94971. serializationObject.noMipmap = this._noMipmap;
  94972. serializationObject.isBlocking = this._isBlocking;
  94973. serializationObject.rotationY = this._rotationY;
  94974. return serializationObject;
  94975. };
  94976. HDRCubeTexture._facesMapping = [
  94977. "right",
  94978. "left",
  94979. "up",
  94980. "down",
  94981. "front",
  94982. "back"
  94983. ];
  94984. return HDRCubeTexture;
  94985. }(BABYLON.BaseTexture));
  94986. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94987. })(BABYLON || (BABYLON = {}));
  94988. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94989. var BABYLON;
  94990. (function (BABYLON) {
  94991. /**
  94992. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  94993. */
  94994. var PanoramaToCubeMapTools = /** @class */ (function () {
  94995. function PanoramaToCubeMapTools() {
  94996. }
  94997. /**
  94998. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94999. *
  95000. * @param float32Array The source data.
  95001. * @param inputWidth The width of the input panorama.
  95002. * @param inputHeight The height of the input panorama.
  95003. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95004. * @return The cubemap data
  95005. */
  95006. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95007. if (!float32Array) {
  95008. throw "ConvertPanoramaToCubemap: input cannot be null";
  95009. }
  95010. if (float32Array.length != inputWidth * inputHeight * 3) {
  95011. throw "ConvertPanoramaToCubemap: input size is wrong";
  95012. }
  95013. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95014. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95015. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95016. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95017. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95018. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95019. return {
  95020. front: textureFront,
  95021. back: textureBack,
  95022. left: textureLeft,
  95023. right: textureRight,
  95024. up: textureUp,
  95025. down: textureDown,
  95026. size: size,
  95027. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95028. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95029. gammaSpace: false,
  95030. };
  95031. };
  95032. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95033. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95034. var textureArray = new Float32Array(buffer);
  95035. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95036. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95037. var dy = 1 / texSize;
  95038. var fy = 0;
  95039. for (var y = 0; y < texSize; y++) {
  95040. var xv1 = faceData[0];
  95041. var xv2 = faceData[2];
  95042. for (var x = 0; x < texSize; x++) {
  95043. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95044. v.normalize();
  95045. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95046. // 3 channels per pixels
  95047. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95048. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95049. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95050. xv1 = xv1.add(rotDX1);
  95051. xv2 = xv2.add(rotDX2);
  95052. }
  95053. fy += dy;
  95054. }
  95055. return textureArray;
  95056. };
  95057. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95058. var theta = Math.atan2(vDir.z, vDir.x);
  95059. var phi = Math.acos(vDir.y);
  95060. while (theta < -Math.PI) {
  95061. theta += 2 * Math.PI;
  95062. }
  95063. while (theta > Math.PI) {
  95064. theta -= 2 * Math.PI;
  95065. }
  95066. var dx = theta / Math.PI;
  95067. var dy = phi / Math.PI;
  95068. // recenter.
  95069. dx = dx * 0.5 + 0.5;
  95070. var px = Math.round(dx * inputWidth);
  95071. if (px < 0) {
  95072. px = 0;
  95073. }
  95074. else if (px >= inputWidth) {
  95075. px = inputWidth - 1;
  95076. }
  95077. var py = Math.round(dy * inputHeight);
  95078. if (py < 0) {
  95079. py = 0;
  95080. }
  95081. else if (py >= inputHeight) {
  95082. py = inputHeight - 1;
  95083. }
  95084. var inputY = (inputHeight - py - 1);
  95085. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95086. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95087. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95088. return {
  95089. r: r,
  95090. g: g,
  95091. b: b
  95092. };
  95093. };
  95094. PanoramaToCubeMapTools.FACE_FRONT = [
  95095. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95096. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95097. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95098. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95099. ];
  95100. PanoramaToCubeMapTools.FACE_BACK = [
  95101. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95102. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95103. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95104. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95105. ];
  95106. PanoramaToCubeMapTools.FACE_RIGHT = [
  95107. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95108. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95109. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95110. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95111. ];
  95112. PanoramaToCubeMapTools.FACE_LEFT = [
  95113. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95114. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95115. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95116. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95117. ];
  95118. PanoramaToCubeMapTools.FACE_DOWN = [
  95119. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95120. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95121. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95122. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95123. ];
  95124. PanoramaToCubeMapTools.FACE_UP = [
  95125. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95126. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95127. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95128. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95129. ];
  95130. return PanoramaToCubeMapTools;
  95131. }());
  95132. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95133. })(BABYLON || (BABYLON = {}));
  95134. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95135. var BABYLON;
  95136. (function (BABYLON) {
  95137. /**
  95138. * Vector2 wth index property
  95139. */
  95140. var IndexedVector2 = /** @class */ (function (_super) {
  95141. __extends(IndexedVector2, _super);
  95142. function IndexedVector2(original,
  95143. /** Index of the vector2 */
  95144. index) {
  95145. var _this = _super.call(this, original.x, original.y) || this;
  95146. _this.index = index;
  95147. return _this;
  95148. }
  95149. return IndexedVector2;
  95150. }(BABYLON.Vector2));
  95151. /**
  95152. * Defines points to create a polygon
  95153. */
  95154. var PolygonPoints = /** @class */ (function () {
  95155. function PolygonPoints() {
  95156. this.elements = new Array();
  95157. }
  95158. PolygonPoints.prototype.add = function (originalPoints) {
  95159. var _this = this;
  95160. var result = new Array();
  95161. originalPoints.forEach(function (point) {
  95162. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95163. var newPoint = new IndexedVector2(point, _this.elements.length);
  95164. result.push(newPoint);
  95165. _this.elements.push(newPoint);
  95166. }
  95167. });
  95168. return result;
  95169. };
  95170. PolygonPoints.prototype.computeBounds = function () {
  95171. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95172. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95173. this.elements.forEach(function (point) {
  95174. // x
  95175. if (point.x < lmin.x) {
  95176. lmin.x = point.x;
  95177. }
  95178. else if (point.x > lmax.x) {
  95179. lmax.x = point.x;
  95180. }
  95181. // y
  95182. if (point.y < lmin.y) {
  95183. lmin.y = point.y;
  95184. }
  95185. else if (point.y > lmax.y) {
  95186. lmax.y = point.y;
  95187. }
  95188. });
  95189. return {
  95190. min: lmin,
  95191. max: lmax,
  95192. width: lmax.x - lmin.x,
  95193. height: lmax.y - lmin.y
  95194. };
  95195. };
  95196. return PolygonPoints;
  95197. }());
  95198. /**
  95199. * Polygon
  95200. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95201. */
  95202. var Polygon = /** @class */ (function () {
  95203. function Polygon() {
  95204. }
  95205. /**
  95206. * Creates a rectangle
  95207. * @param xmin bottom X coord
  95208. * @param ymin bottom Y coord
  95209. * @param xmax top X coord
  95210. * @param ymax top Y coord
  95211. * @returns points that make the resulting rectation
  95212. */
  95213. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95214. return [
  95215. new BABYLON.Vector2(xmin, ymin),
  95216. new BABYLON.Vector2(xmax, ymin),
  95217. new BABYLON.Vector2(xmax, ymax),
  95218. new BABYLON.Vector2(xmin, ymax)
  95219. ];
  95220. };
  95221. /**
  95222. * Creates a circle
  95223. * @param radius radius of circle
  95224. * @param cx scale in x
  95225. * @param cy scale in y
  95226. * @param numberOfSides number of sides that make up the circle
  95227. * @returns points that make the resulting circle
  95228. */
  95229. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95230. if (cx === void 0) { cx = 0; }
  95231. if (cy === void 0) { cy = 0; }
  95232. if (numberOfSides === void 0) { numberOfSides = 32; }
  95233. var result = new Array();
  95234. var angle = 0;
  95235. var increment = (Math.PI * 2) / numberOfSides;
  95236. for (var i = 0; i < numberOfSides; i++) {
  95237. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95238. angle -= increment;
  95239. }
  95240. return result;
  95241. };
  95242. /**
  95243. * Creates a polygon from input string
  95244. * @param input Input polygon data
  95245. * @returns the parsed points
  95246. */
  95247. Polygon.Parse = function (input) {
  95248. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95249. var i, result = [];
  95250. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95251. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95252. }
  95253. return result;
  95254. };
  95255. /**
  95256. * Starts building a polygon from x and y coordinates
  95257. * @param x x coordinate
  95258. * @param y y coordinate
  95259. * @returns the started path2
  95260. */
  95261. Polygon.StartingAt = function (x, y) {
  95262. return BABYLON.Path2.StartingAt(x, y);
  95263. };
  95264. return Polygon;
  95265. }());
  95266. BABYLON.Polygon = Polygon;
  95267. /**
  95268. * Builds a polygon
  95269. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95270. */
  95271. var PolygonMeshBuilder = /** @class */ (function () {
  95272. /**
  95273. * Creates a PolygonMeshBuilder
  95274. * @param name name of the builder
  95275. * @param contours Path of the polygon
  95276. * @param scene scene to add to
  95277. */
  95278. function PolygonMeshBuilder(name, contours, scene) {
  95279. this._points = new PolygonPoints();
  95280. this._outlinepoints = new PolygonPoints();
  95281. this._holes = new Array();
  95282. this._epoints = new Array();
  95283. this._eholes = new Array();
  95284. this._name = name;
  95285. this._scene = scene;
  95286. var points;
  95287. if (contours instanceof BABYLON.Path2) {
  95288. points = contours.getPoints();
  95289. }
  95290. else {
  95291. points = contours;
  95292. }
  95293. this._addToepoint(points);
  95294. this._points.add(points);
  95295. this._outlinepoints.add(points);
  95296. if (typeof earcut === 'undefined') {
  95297. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95298. }
  95299. }
  95300. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95301. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95302. var p = points_1[_i];
  95303. this._epoints.push(p.x, p.y);
  95304. }
  95305. };
  95306. /**
  95307. * Adds a whole within the polygon
  95308. * @param hole Array of points defining the hole
  95309. * @returns this
  95310. */
  95311. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95312. this._points.add(hole);
  95313. var holepoints = new PolygonPoints();
  95314. holepoints.add(hole);
  95315. this._holes.push(holepoints);
  95316. this._eholes.push(this._epoints.length / 2);
  95317. this._addToepoint(hole);
  95318. return this;
  95319. };
  95320. /**
  95321. * Creates the polygon
  95322. * @param updatable If the mesh should be updatable
  95323. * @param depth The depth of the mesh created
  95324. * @returns the created mesh
  95325. */
  95326. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95327. var _this = this;
  95328. if (updatable === void 0) { updatable = false; }
  95329. if (depth === void 0) { depth = 0; }
  95330. var result = new BABYLON.Mesh(this._name, this._scene);
  95331. var normals = new Array();
  95332. var positions = new Array();
  95333. var uvs = new Array();
  95334. var bounds = this._points.computeBounds();
  95335. this._points.elements.forEach(function (p) {
  95336. normals.push(0, 1.0, 0);
  95337. positions.push(p.x, 0, p.y);
  95338. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95339. });
  95340. var indices = new Array();
  95341. var res = earcut(this._epoints, this._eholes, 2);
  95342. for (var i = 0; i < res.length; i++) {
  95343. indices.push(res[i]);
  95344. }
  95345. if (depth > 0) {
  95346. var positionscount = (positions.length / 3); //get the current pointcount
  95347. this._points.elements.forEach(function (p) {
  95348. normals.push(0, -1.0, 0);
  95349. positions.push(p.x, -depth, p.y);
  95350. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95351. });
  95352. var totalCount = indices.length;
  95353. for (var i = 0; i < totalCount; i += 3) {
  95354. var i0 = indices[i + 0];
  95355. var i1 = indices[i + 1];
  95356. var i2 = indices[i + 2];
  95357. indices.push(i2 + positionscount);
  95358. indices.push(i1 + positionscount);
  95359. indices.push(i0 + positionscount);
  95360. }
  95361. //Add the sides
  95362. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95363. this._holes.forEach(function (hole) {
  95364. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95365. });
  95366. }
  95367. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95368. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95369. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95370. result.setIndices(indices);
  95371. return result;
  95372. };
  95373. /**
  95374. * Adds a side to the polygon
  95375. * @param positions points that make the polygon
  95376. * @param normals normals of the polygon
  95377. * @param uvs uvs of the polygon
  95378. * @param indices indices of the polygon
  95379. * @param bounds bounds of the polygon
  95380. * @param points points of the polygon
  95381. * @param depth depth of the polygon
  95382. * @param flip flip of the polygon
  95383. */
  95384. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95385. var StartIndex = positions.length / 3;
  95386. var ulength = 0;
  95387. for (var i = 0; i < points.elements.length; i++) {
  95388. var p = points.elements[i];
  95389. var p1;
  95390. if ((i + 1) > points.elements.length - 1) {
  95391. p1 = points.elements[0];
  95392. }
  95393. else {
  95394. p1 = points.elements[i + 1];
  95395. }
  95396. positions.push(p.x, 0, p.y);
  95397. positions.push(p.x, -depth, p.y);
  95398. positions.push(p1.x, 0, p1.y);
  95399. positions.push(p1.x, -depth, p1.y);
  95400. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95401. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95402. var v3 = v2.subtract(v1);
  95403. var v4 = new BABYLON.Vector3(0, 1, 0);
  95404. var vn = BABYLON.Vector3.Cross(v3, v4);
  95405. vn = vn.normalize();
  95406. uvs.push(ulength / bounds.width, 0);
  95407. uvs.push(ulength / bounds.width, 1);
  95408. ulength += v3.length();
  95409. uvs.push((ulength / bounds.width), 0);
  95410. uvs.push((ulength / bounds.width), 1);
  95411. if (!flip) {
  95412. normals.push(-vn.x, -vn.y, -vn.z);
  95413. normals.push(-vn.x, -vn.y, -vn.z);
  95414. normals.push(-vn.x, -vn.y, -vn.z);
  95415. normals.push(-vn.x, -vn.y, -vn.z);
  95416. indices.push(StartIndex);
  95417. indices.push(StartIndex + 1);
  95418. indices.push(StartIndex + 2);
  95419. indices.push(StartIndex + 1);
  95420. indices.push(StartIndex + 3);
  95421. indices.push(StartIndex + 2);
  95422. }
  95423. else {
  95424. normals.push(vn.x, vn.y, vn.z);
  95425. normals.push(vn.x, vn.y, vn.z);
  95426. normals.push(vn.x, vn.y, vn.z);
  95427. normals.push(vn.x, vn.y, vn.z);
  95428. indices.push(StartIndex);
  95429. indices.push(StartIndex + 2);
  95430. indices.push(StartIndex + 1);
  95431. indices.push(StartIndex + 1);
  95432. indices.push(StartIndex + 2);
  95433. indices.push(StartIndex + 3);
  95434. }
  95435. StartIndex += 4;
  95436. }
  95437. };
  95438. return PolygonMeshBuilder;
  95439. }());
  95440. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95441. })(BABYLON || (BABYLON = {}));
  95442. //# sourceMappingURL=babylon.polygonMesh.js.map
  95443. var BABYLON;
  95444. (function (BABYLON) {
  95445. /**
  95446. * Unique ID when we import meshes from Babylon to CSG
  95447. */
  95448. var currentCSGMeshId = 0;
  95449. /**
  95450. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95451. * one to provide additional features like texture coordinates and vertex
  95452. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95453. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95454. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95455. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95456. * is not used anywhere else.
  95457. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95458. */
  95459. var Vertex = /** @class */ (function () {
  95460. /**
  95461. * Initializes the vertex
  95462. * @param pos The position of the vertex
  95463. * @param normal The normal of the vertex
  95464. * @param uv The texture coordinate of the vertex
  95465. */
  95466. function Vertex(
  95467. /**
  95468. * The position of the vertex
  95469. */
  95470. pos,
  95471. /**
  95472. * The normal of the vertex
  95473. */
  95474. normal,
  95475. /**
  95476. * The texture coordinate of the vertex
  95477. */
  95478. uv) {
  95479. this.pos = pos;
  95480. this.normal = normal;
  95481. this.uv = uv;
  95482. }
  95483. /**
  95484. * Make a clone, or deep copy, of the vertex
  95485. * @returns A new Vertex
  95486. */
  95487. Vertex.prototype.clone = function () {
  95488. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95489. };
  95490. /**
  95491. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95492. * orientation of a polygon is flipped.
  95493. */
  95494. Vertex.prototype.flip = function () {
  95495. this.normal = this.normal.scale(-1);
  95496. };
  95497. /**
  95498. * Create a new vertex between this vertex and `other` by linearly
  95499. * interpolating all properties using a parameter of `t`. Subclasses should
  95500. * override this to interpolate additional properties.
  95501. * @param other the vertex to interpolate against
  95502. * @param t The factor used to linearly interpolate between the vertices
  95503. */
  95504. Vertex.prototype.interpolate = function (other, t) {
  95505. 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));
  95506. };
  95507. return Vertex;
  95508. }());
  95509. /**
  95510. * Represents a plane in 3D space.
  95511. */
  95512. var Plane = /** @class */ (function () {
  95513. /**
  95514. * Initializes the plane
  95515. * @param normal The normal for the plane
  95516. * @param w
  95517. */
  95518. function Plane(normal, w) {
  95519. this.normal = normal;
  95520. this.w = w;
  95521. }
  95522. /**
  95523. * Construct a plane from three points
  95524. * @param a Point a
  95525. * @param b Point b
  95526. * @param c Point c
  95527. */
  95528. Plane.FromPoints = function (a, b, c) {
  95529. var v0 = c.subtract(a);
  95530. var v1 = b.subtract(a);
  95531. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95532. return null;
  95533. }
  95534. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95535. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95536. };
  95537. /**
  95538. * Clone, or make a deep copy of the plane
  95539. * @returns a new Plane
  95540. */
  95541. Plane.prototype.clone = function () {
  95542. return new Plane(this.normal.clone(), this.w);
  95543. };
  95544. /**
  95545. * Flip the face of the plane
  95546. */
  95547. Plane.prototype.flip = function () {
  95548. this.normal.scaleInPlace(-1);
  95549. this.w = -this.w;
  95550. };
  95551. /**
  95552. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95553. * fragments in the appropriate lists. Coplanar polygons go into either
  95554. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95555. * respect to this plane. Polygons in front or in back of this plane go into
  95556. * either `front` or `back`
  95557. * @param polygon The polygon to be split
  95558. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95559. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95560. * @param front Will contain the polygons in front of the plane
  95561. * @param back Will contain the polygons begind the plane
  95562. */
  95563. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95564. var COPLANAR = 0;
  95565. var FRONT = 1;
  95566. var BACK = 2;
  95567. var SPANNING = 3;
  95568. // Classify each point as well as the entire polygon into one of the above
  95569. // four classes.
  95570. var polygonType = 0;
  95571. var types = [];
  95572. var i;
  95573. var t;
  95574. for (i = 0; i < polygon.vertices.length; i++) {
  95575. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95576. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95577. polygonType |= type;
  95578. types.push(type);
  95579. }
  95580. // Put the polygon in the correct list, splitting it when necessary
  95581. switch (polygonType) {
  95582. case COPLANAR:
  95583. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95584. break;
  95585. case FRONT:
  95586. front.push(polygon);
  95587. break;
  95588. case BACK:
  95589. back.push(polygon);
  95590. break;
  95591. case SPANNING:
  95592. var f = [], b = [];
  95593. for (i = 0; i < polygon.vertices.length; i++) {
  95594. var j = (i + 1) % polygon.vertices.length;
  95595. var ti = types[i], tj = types[j];
  95596. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95597. if (ti !== BACK) {
  95598. f.push(vi);
  95599. }
  95600. if (ti !== FRONT) {
  95601. b.push(ti !== BACK ? vi.clone() : vi);
  95602. }
  95603. if ((ti | tj) === SPANNING) {
  95604. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95605. var v = vi.interpolate(vj, t);
  95606. f.push(v);
  95607. b.push(v.clone());
  95608. }
  95609. }
  95610. var poly;
  95611. if (f.length >= 3) {
  95612. poly = new Polygon(f, polygon.shared);
  95613. if (poly.plane) {
  95614. front.push(poly);
  95615. }
  95616. }
  95617. if (b.length >= 3) {
  95618. poly = new Polygon(b, polygon.shared);
  95619. if (poly.plane) {
  95620. back.push(poly);
  95621. }
  95622. }
  95623. break;
  95624. }
  95625. };
  95626. /**
  95627. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95628. * point is on the plane
  95629. */
  95630. Plane.EPSILON = 1e-5;
  95631. return Plane;
  95632. }());
  95633. /**
  95634. * Represents a convex polygon. The vertices used to initialize a polygon must
  95635. * be coplanar and form a convex loop.
  95636. *
  95637. * Each convex polygon has a `shared` property, which is shared between all
  95638. * polygons that are clones of each other or were split from the same polygon.
  95639. * This can be used to define per-polygon properties (such as surface color)
  95640. */
  95641. var Polygon = /** @class */ (function () {
  95642. /**
  95643. * Initializes the polygon
  95644. * @param vertices The vertices of the polygon
  95645. * @param shared The properties shared across all polygons
  95646. */
  95647. function Polygon(vertices, shared) {
  95648. this.vertices = vertices;
  95649. this.shared = shared;
  95650. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95651. }
  95652. /**
  95653. * Clones, or makes a deep copy, or the polygon
  95654. */
  95655. Polygon.prototype.clone = function () {
  95656. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95657. return new Polygon(vertices, this.shared);
  95658. };
  95659. /**
  95660. * Flips the faces of the polygon
  95661. */
  95662. Polygon.prototype.flip = function () {
  95663. this.vertices.reverse().map(function (v) { v.flip(); });
  95664. this.plane.flip();
  95665. };
  95666. return Polygon;
  95667. }());
  95668. /**
  95669. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95670. * by picking a polygon to split along. That polygon (and all other coplanar
  95671. * polygons) are added directly to that node and the other polygons are added to
  95672. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95673. * no distinction between internal and leaf nodes
  95674. */
  95675. var Node = /** @class */ (function () {
  95676. /**
  95677. * Initializes the node
  95678. * @param polygons A collection of polygons held in the node
  95679. */
  95680. function Node(polygons) {
  95681. this.plane = null;
  95682. this.front = null;
  95683. this.back = null;
  95684. this.polygons = new Array();
  95685. if (polygons) {
  95686. this.build(polygons);
  95687. }
  95688. }
  95689. /**
  95690. * Clones, or makes a deep copy, of the node
  95691. * @returns The cloned node
  95692. */
  95693. Node.prototype.clone = function () {
  95694. var node = new Node();
  95695. node.plane = this.plane && this.plane.clone();
  95696. node.front = this.front && this.front.clone();
  95697. node.back = this.back && this.back.clone();
  95698. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95699. return node;
  95700. };
  95701. /**
  95702. * Convert solid space to empty space and empty space to solid space
  95703. */
  95704. Node.prototype.invert = function () {
  95705. for (var i = 0; i < this.polygons.length; i++) {
  95706. this.polygons[i].flip();
  95707. }
  95708. if (this.plane) {
  95709. this.plane.flip();
  95710. }
  95711. if (this.front) {
  95712. this.front.invert();
  95713. }
  95714. if (this.back) {
  95715. this.back.invert();
  95716. }
  95717. var temp = this.front;
  95718. this.front = this.back;
  95719. this.back = temp;
  95720. };
  95721. /**
  95722. * Recursively remove all polygons in `polygons` that are inside this BSP
  95723. * tree.
  95724. * @param polygons Polygons to remove from the BSP
  95725. * @returns Polygons clipped from the BSP
  95726. */
  95727. Node.prototype.clipPolygons = function (polygons) {
  95728. if (!this.plane) {
  95729. return polygons.slice();
  95730. }
  95731. var front = new Array(), back = new Array();
  95732. for (var i = 0; i < polygons.length; i++) {
  95733. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95734. }
  95735. if (this.front) {
  95736. front = this.front.clipPolygons(front);
  95737. }
  95738. if (this.back) {
  95739. back = this.back.clipPolygons(back);
  95740. }
  95741. else {
  95742. back = [];
  95743. }
  95744. return front.concat(back);
  95745. };
  95746. /**
  95747. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95748. * `bsp`.
  95749. * @param bsp BSP containing polygons to remove from this BSP
  95750. */
  95751. Node.prototype.clipTo = function (bsp) {
  95752. this.polygons = bsp.clipPolygons(this.polygons);
  95753. if (this.front) {
  95754. this.front.clipTo(bsp);
  95755. }
  95756. if (this.back) {
  95757. this.back.clipTo(bsp);
  95758. }
  95759. };
  95760. /**
  95761. * Return a list of all polygons in this BSP tree
  95762. * @returns List of all polygons in this BSP tree
  95763. */
  95764. Node.prototype.allPolygons = function () {
  95765. var polygons = this.polygons.slice();
  95766. if (this.front) {
  95767. polygons = polygons.concat(this.front.allPolygons());
  95768. }
  95769. if (this.back) {
  95770. polygons = polygons.concat(this.back.allPolygons());
  95771. }
  95772. return polygons;
  95773. };
  95774. /**
  95775. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95776. * new polygons are filtered down to the bottom of the tree and become new
  95777. * nodes there. Each set of polygons is partitioned using the first polygon
  95778. * (no heuristic is used to pick a good split)
  95779. * @param polygons Polygons used to construct the BSP tree
  95780. */
  95781. Node.prototype.build = function (polygons) {
  95782. if (!polygons.length) {
  95783. return;
  95784. }
  95785. if (!this.plane) {
  95786. this.plane = polygons[0].plane.clone();
  95787. }
  95788. var front = new Array(), back = new Array();
  95789. for (var i = 0; i < polygons.length; i++) {
  95790. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95791. }
  95792. if (front.length) {
  95793. if (!this.front) {
  95794. this.front = new Node();
  95795. }
  95796. this.front.build(front);
  95797. }
  95798. if (back.length) {
  95799. if (!this.back) {
  95800. this.back = new Node();
  95801. }
  95802. this.back.build(back);
  95803. }
  95804. };
  95805. return Node;
  95806. }());
  95807. /**
  95808. * Class for building Constructive Solid Geometry
  95809. */
  95810. var CSG = /** @class */ (function () {
  95811. function CSG() {
  95812. this.polygons = new Array();
  95813. }
  95814. /**
  95815. * Convert the BABYLON.Mesh to BABYLON.CSG
  95816. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95817. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95818. */
  95819. CSG.FromMesh = function (mesh) {
  95820. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95821. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95822. if (mesh instanceof BABYLON.Mesh) {
  95823. mesh.computeWorldMatrix(true);
  95824. matrix = mesh.getWorldMatrix();
  95825. meshPosition = mesh.position.clone();
  95826. meshRotation = mesh.rotation.clone();
  95827. if (mesh.rotationQuaternion) {
  95828. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95829. }
  95830. meshScaling = mesh.scaling.clone();
  95831. }
  95832. else {
  95833. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95834. }
  95835. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95836. var subMeshes = mesh.subMeshes;
  95837. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95838. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95839. vertices = [];
  95840. for (var j = 0; j < 3; j++) {
  95841. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95842. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95843. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95844. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95845. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95846. vertex = new Vertex(position, normal, uv);
  95847. vertices.push(vertex);
  95848. }
  95849. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95850. // To handle the case of degenerated triangle
  95851. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95852. if (polygon.plane) {
  95853. polygons.push(polygon);
  95854. }
  95855. }
  95856. }
  95857. var csg = CSG.FromPolygons(polygons);
  95858. csg.matrix = matrix;
  95859. csg.position = meshPosition;
  95860. csg.rotation = meshRotation;
  95861. csg.scaling = meshScaling;
  95862. csg.rotationQuaternion = meshRotationQuaternion;
  95863. currentCSGMeshId++;
  95864. return csg;
  95865. };
  95866. /**
  95867. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95868. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95869. */
  95870. CSG.FromPolygons = function (polygons) {
  95871. var csg = new CSG();
  95872. csg.polygons = polygons;
  95873. return csg;
  95874. };
  95875. /**
  95876. * Clones, or makes a deep copy, of the BABYLON.CSG
  95877. * @returns A new BABYLON.CSG
  95878. */
  95879. CSG.prototype.clone = function () {
  95880. var csg = new CSG();
  95881. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95882. csg.copyTransformAttributes(this);
  95883. return csg;
  95884. };
  95885. /**
  95886. * Unions this CSG with another CSG
  95887. * @param csg The CSG to union against this CSG
  95888. * @returns The unioned CSG
  95889. */
  95890. CSG.prototype.union = function (csg) {
  95891. var a = new Node(this.clone().polygons);
  95892. var b = new Node(csg.clone().polygons);
  95893. a.clipTo(b);
  95894. b.clipTo(a);
  95895. b.invert();
  95896. b.clipTo(a);
  95897. b.invert();
  95898. a.build(b.allPolygons());
  95899. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95900. };
  95901. /**
  95902. * Unions this CSG with another CSG in place
  95903. * @param csg The CSG to union against this CSG
  95904. */
  95905. CSG.prototype.unionInPlace = function (csg) {
  95906. var a = new Node(this.polygons);
  95907. var b = new Node(csg.polygons);
  95908. a.clipTo(b);
  95909. b.clipTo(a);
  95910. b.invert();
  95911. b.clipTo(a);
  95912. b.invert();
  95913. a.build(b.allPolygons());
  95914. this.polygons = a.allPolygons();
  95915. };
  95916. /**
  95917. * Subtracts this CSG with another CSG
  95918. * @param csg The CSG to subtract against this CSG
  95919. * @returns A new BABYLON.CSG
  95920. */
  95921. CSG.prototype.subtract = function (csg) {
  95922. var a = new Node(this.clone().polygons);
  95923. var b = new Node(csg.clone().polygons);
  95924. a.invert();
  95925. a.clipTo(b);
  95926. b.clipTo(a);
  95927. b.invert();
  95928. b.clipTo(a);
  95929. b.invert();
  95930. a.build(b.allPolygons());
  95931. a.invert();
  95932. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95933. };
  95934. /**
  95935. * Subtracts this CSG with another CSG in place
  95936. * @param csg The CSG to subtact against this CSG
  95937. */
  95938. CSG.prototype.subtractInPlace = function (csg) {
  95939. var a = new Node(this.polygons);
  95940. var b = new Node(csg.polygons);
  95941. a.invert();
  95942. a.clipTo(b);
  95943. b.clipTo(a);
  95944. b.invert();
  95945. b.clipTo(a);
  95946. b.invert();
  95947. a.build(b.allPolygons());
  95948. a.invert();
  95949. this.polygons = a.allPolygons();
  95950. };
  95951. /**
  95952. * Intersect this CSG with another CSG
  95953. * @param csg The CSG to intersect against this CSG
  95954. * @returns A new BABYLON.CSG
  95955. */
  95956. CSG.prototype.intersect = function (csg) {
  95957. var a = new Node(this.clone().polygons);
  95958. var b = new Node(csg.clone().polygons);
  95959. a.invert();
  95960. b.clipTo(a);
  95961. b.invert();
  95962. a.clipTo(b);
  95963. b.clipTo(a);
  95964. a.build(b.allPolygons());
  95965. a.invert();
  95966. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95967. };
  95968. /**
  95969. * Intersects this CSG with another CSG in place
  95970. * @param csg The CSG to intersect against this CSG
  95971. */
  95972. CSG.prototype.intersectInPlace = function (csg) {
  95973. var a = new Node(this.polygons);
  95974. var b = new Node(csg.polygons);
  95975. a.invert();
  95976. b.clipTo(a);
  95977. b.invert();
  95978. a.clipTo(b);
  95979. b.clipTo(a);
  95980. a.build(b.allPolygons());
  95981. a.invert();
  95982. this.polygons = a.allPolygons();
  95983. };
  95984. /**
  95985. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95986. * not modified.
  95987. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95988. */
  95989. CSG.prototype.inverse = function () {
  95990. var csg = this.clone();
  95991. csg.inverseInPlace();
  95992. return csg;
  95993. };
  95994. /**
  95995. * Inverses the BABYLON.CSG in place
  95996. */
  95997. CSG.prototype.inverseInPlace = function () {
  95998. this.polygons.map(function (p) { p.flip(); });
  95999. };
  96000. /**
  96001. * This is used to keep meshes transformations so they can be restored
  96002. * when we build back a Babylon Mesh
  96003. * NB : All CSG operations are performed in world coordinates
  96004. * @param csg The BABYLON.CSG to copy the transform attributes from
  96005. * @returns This BABYLON.CSG
  96006. */
  96007. CSG.prototype.copyTransformAttributes = function (csg) {
  96008. this.matrix = csg.matrix;
  96009. this.position = csg.position;
  96010. this.rotation = csg.rotation;
  96011. this.scaling = csg.scaling;
  96012. this.rotationQuaternion = csg.rotationQuaternion;
  96013. return this;
  96014. };
  96015. /**
  96016. * Build Raw mesh from CSG
  96017. * Coordinates here are in world space
  96018. * @param name The name of the mesh geometry
  96019. * @param scene The BABYLON.Scene
  96020. * @param keepSubMeshes Specifies if the submeshes should be kept
  96021. * @returns A new BABYLON.Mesh
  96022. */
  96023. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96024. var matrix = this.matrix.clone();
  96025. matrix.invert();
  96026. 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;
  96027. if (keepSubMeshes) {
  96028. // Sort Polygons, since subMeshes are indices range
  96029. polygons.sort(function (a, b) {
  96030. if (a.shared.meshId === b.shared.meshId) {
  96031. return a.shared.subMeshId - b.shared.subMeshId;
  96032. }
  96033. else {
  96034. return a.shared.meshId - b.shared.meshId;
  96035. }
  96036. });
  96037. }
  96038. for (var i = 0, il = polygons.length; i < il; i++) {
  96039. polygon = polygons[i];
  96040. // Building SubMeshes
  96041. if (!subMesh_dict[polygon.shared.meshId]) {
  96042. subMesh_dict[polygon.shared.meshId] = {};
  96043. }
  96044. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96045. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96046. indexStart: +Infinity,
  96047. indexEnd: -Infinity,
  96048. materialIndex: polygon.shared.materialIndex
  96049. };
  96050. }
  96051. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96052. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96053. polygonIndices[0] = 0;
  96054. polygonIndices[1] = j - 1;
  96055. polygonIndices[2] = j;
  96056. for (var k = 0; k < 3; k++) {
  96057. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96058. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96059. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96060. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96061. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96062. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96063. // Check if 2 points can be merged
  96064. if (!(typeof vertex_idx !== 'undefined' &&
  96065. normals[vertex_idx * 3] === localNormal.x &&
  96066. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96067. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96068. uvs[vertex_idx * 2] === uv.x &&
  96069. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96070. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96071. uvs.push(uv.x, uv.y);
  96072. normals.push(normal.x, normal.y, normal.z);
  96073. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96074. }
  96075. indices.push(vertex_idx);
  96076. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96077. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96078. currentIndex++;
  96079. }
  96080. }
  96081. }
  96082. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96083. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96084. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96085. mesh.setIndices(indices, null);
  96086. if (keepSubMeshes) {
  96087. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96088. var materialIndexOffset = 0, materialMaxIndex;
  96089. mesh.subMeshes = new Array();
  96090. for (var m in subMesh_dict) {
  96091. materialMaxIndex = -1;
  96092. for (var sm in subMesh_dict[m]) {
  96093. subMesh_obj = subMesh_dict[m][sm];
  96094. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96095. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96096. }
  96097. materialIndexOffset += ++materialMaxIndex;
  96098. }
  96099. }
  96100. return mesh;
  96101. };
  96102. /**
  96103. * Build Mesh from CSG taking material and transforms into account
  96104. * @param name The name of the BABYLON.Mesh
  96105. * @param material The material of the BABYLON.Mesh
  96106. * @param scene The BABYLON.Scene
  96107. * @param keepSubMeshes Specifies if submeshes should be kept
  96108. * @returns The new BABYLON.Mesh
  96109. */
  96110. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96111. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96112. mesh.material = material;
  96113. mesh.position.copyFrom(this.position);
  96114. mesh.rotation.copyFrom(this.rotation);
  96115. if (this.rotationQuaternion) {
  96116. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96117. }
  96118. mesh.scaling.copyFrom(this.scaling);
  96119. mesh.computeWorldMatrix(true);
  96120. return mesh;
  96121. };
  96122. return CSG;
  96123. }());
  96124. BABYLON.CSG = CSG;
  96125. })(BABYLON || (BABYLON = {}));
  96126. //# sourceMappingURL=babylon.csg.js.map
  96127. var BABYLON;
  96128. (function (BABYLON) {
  96129. /**
  96130. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96131. * It controls one of the indiviual texture used in the effect.
  96132. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96133. */
  96134. var LensFlare = /** @class */ (function () {
  96135. /**
  96136. * Instantiates a new Lens Flare.
  96137. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96138. * It controls one of the indiviual texture used in the effect.
  96139. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96140. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96141. * @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.
  96142. * @param color Define the lens color
  96143. * @param imgUrl Define the lens texture url
  96144. * @param system Define the `lensFlareSystem` this flare is part of
  96145. */
  96146. function LensFlare(
  96147. /**
  96148. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96149. */
  96150. size,
  96151. /**
  96152. * 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.
  96153. */
  96154. position, color, imgUrl, system) {
  96155. this.size = size;
  96156. this.position = position;
  96157. /**
  96158. * Define the alpha mode to render this particular lens.
  96159. */
  96160. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96161. this.color = color || new BABYLON.Color3(1, 1, 1);
  96162. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96163. this._system = system;
  96164. system.lensFlares.push(this);
  96165. }
  96166. /**
  96167. * Creates a new Lens Flare.
  96168. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96169. * It controls one of the indiviual texture used in the effect.
  96170. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96171. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96172. * @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.
  96173. * @param color Define the lens color
  96174. * @param imgUrl Define the lens texture url
  96175. * @param system Define the `lensFlareSystem` this flare is part of
  96176. * @returns The newly created Lens Flare
  96177. */
  96178. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96179. return new LensFlare(size, position, color, imgUrl, system);
  96180. };
  96181. /**
  96182. * Dispose and release the lens flare with its associated resources.
  96183. */
  96184. LensFlare.prototype.dispose = function () {
  96185. if (this.texture) {
  96186. this.texture.dispose();
  96187. }
  96188. // Remove from scene
  96189. var index = this._system.lensFlares.indexOf(this);
  96190. this._system.lensFlares.splice(index, 1);
  96191. };
  96192. return LensFlare;
  96193. }());
  96194. BABYLON.LensFlare = LensFlare;
  96195. })(BABYLON || (BABYLON = {}));
  96196. //# sourceMappingURL=babylon.lensFlare.js.map
  96197. var BABYLON;
  96198. (function (BABYLON) {
  96199. // Adds the parser to the scene parsers.
  96200. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96201. // Lens flares
  96202. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96203. if (!container.lensFlareSystems) {
  96204. container.lensFlareSystems = new Array();
  96205. }
  96206. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96207. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96208. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96209. container.lensFlareSystems.push(lf);
  96210. }
  96211. }
  96212. });
  96213. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96214. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96215. if (this.lensFlareSystems[index].name === name) {
  96216. return this.lensFlareSystems[index];
  96217. }
  96218. }
  96219. return null;
  96220. };
  96221. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96222. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96223. if (this.lensFlareSystems[index].id === id) {
  96224. return this.lensFlareSystems[index];
  96225. }
  96226. }
  96227. return null;
  96228. };
  96229. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96230. var index = this.lensFlareSystems.indexOf(toRemove);
  96231. if (index !== -1) {
  96232. this.lensFlareSystems.splice(index, 1);
  96233. }
  96234. return index;
  96235. };
  96236. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96237. this.lensFlareSystems.push(newLensFlareSystem);
  96238. };
  96239. /**
  96240. * Defines the lens flare scene component responsible to manage any lens flares
  96241. * in a given scene.
  96242. */
  96243. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96244. /**
  96245. * Creates a new instance of the component for the given scene
  96246. * @param scene Defines the scene to register the component in
  96247. */
  96248. function LensFlareSystemSceneComponent(scene) {
  96249. /**
  96250. * The component name helpfull to identify the component in the list of scene components.
  96251. */
  96252. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96253. this.scene = scene;
  96254. scene.lensFlareSystems = new Array();
  96255. }
  96256. /**
  96257. * Registers the component in a given scene
  96258. */
  96259. LensFlareSystemSceneComponent.prototype.register = function () {
  96260. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96261. };
  96262. /**
  96263. * Rebuilds the elements related to this component in case of
  96264. * context lost for instance.
  96265. */
  96266. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96267. // Nothing to do for lens flare
  96268. };
  96269. /**
  96270. * Adds all the element from the container to the scene
  96271. * @param container the container holding the elements
  96272. */
  96273. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96274. var _this = this;
  96275. if (!container.lensFlareSystems) {
  96276. return;
  96277. }
  96278. container.lensFlareSystems.forEach(function (o) {
  96279. _this.scene.addLensFlareSystem(o);
  96280. });
  96281. };
  96282. /**
  96283. * Removes all the elements in the container from the scene
  96284. * @param container contains the elements to remove
  96285. */
  96286. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96287. var _this = this;
  96288. if (!container.lensFlareSystems) {
  96289. return;
  96290. }
  96291. container.lensFlareSystems.forEach(function (o) {
  96292. _this.scene.removeLensFlareSystem(o);
  96293. });
  96294. };
  96295. /**
  96296. * Serializes the component data to the specified json object
  96297. * @param serializationObject The object to serialize to
  96298. */
  96299. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96300. // Lens flares
  96301. serializationObject.lensFlareSystems = [];
  96302. var lensFlareSystems = this.scene.lensFlareSystems;
  96303. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96304. var lensFlareSystem = lensFlareSystems_1[_i];
  96305. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96306. }
  96307. };
  96308. /**
  96309. * Disposes the component and the associated ressources.
  96310. */
  96311. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96312. var lensFlareSystems = this.scene.lensFlareSystems;
  96313. while (lensFlareSystems.length) {
  96314. lensFlareSystems[0].dispose();
  96315. }
  96316. };
  96317. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96318. // Lens flares
  96319. if (this.scene.lensFlaresEnabled) {
  96320. var lensFlareSystems = this.scene.lensFlareSystems;
  96321. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96322. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96323. var lensFlareSystem = lensFlareSystems_2[_i];
  96324. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96325. lensFlareSystem.render();
  96326. }
  96327. }
  96328. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96329. }
  96330. };
  96331. return LensFlareSystemSceneComponent;
  96332. }());
  96333. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96334. })(BABYLON || (BABYLON = {}));
  96335. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96336. var BABYLON;
  96337. (function (BABYLON) {
  96338. /**
  96339. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96340. * It is usually composed of several `BABYLON.lensFlare`.
  96341. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96342. */
  96343. var LensFlareSystem = /** @class */ (function () {
  96344. /**
  96345. * Instantiates a lens flare system.
  96346. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96347. * It is usually composed of several `BABYLON.lensFlare`.
  96348. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96349. * @param name Define the name of the lens flare system in the scene
  96350. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96351. * @param scene Define the scene the lens flare system belongs to
  96352. */
  96353. function LensFlareSystem(
  96354. /**
  96355. * Define the name of the lens flare system
  96356. */
  96357. name, emitter, scene) {
  96358. this.name = name;
  96359. /**
  96360. * List of lens flares used in this system.
  96361. */
  96362. this.lensFlares = new Array();
  96363. /**
  96364. * Define a limit from the border the lens flare can be visible.
  96365. */
  96366. this.borderLimit = 300;
  96367. /**
  96368. * Define a viewport border we do not want to see the lens flare in.
  96369. */
  96370. this.viewportBorder = 0;
  96371. /**
  96372. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96373. */
  96374. this.layerMask = 0x0FFFFFFF;
  96375. this._vertexBuffers = {};
  96376. this._isEnabled = true;
  96377. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96378. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96379. if (!component) {
  96380. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96381. scene._addComponent(component);
  96382. }
  96383. this._emitter = emitter;
  96384. this.id = name;
  96385. scene.lensFlareSystems.push(this);
  96386. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96387. var engine = scene.getEngine();
  96388. // VBO
  96389. var vertices = [];
  96390. vertices.push(1, 1);
  96391. vertices.push(-1, 1);
  96392. vertices.push(-1, -1);
  96393. vertices.push(1, -1);
  96394. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96395. // Indices
  96396. var indices = [];
  96397. indices.push(0);
  96398. indices.push(1);
  96399. indices.push(2);
  96400. indices.push(0);
  96401. indices.push(2);
  96402. indices.push(3);
  96403. this._indexBuffer = engine.createIndexBuffer(indices);
  96404. // Effects
  96405. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96406. }
  96407. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96408. /**
  96409. * Define if the lens flare system is enabled.
  96410. */
  96411. get: function () {
  96412. return this._isEnabled;
  96413. },
  96414. set: function (value) {
  96415. this._isEnabled = value;
  96416. },
  96417. enumerable: true,
  96418. configurable: true
  96419. });
  96420. /**
  96421. * Get the scene the effects belongs to.
  96422. * @returns the scene holding the lens flare system
  96423. */
  96424. LensFlareSystem.prototype.getScene = function () {
  96425. return this._scene;
  96426. };
  96427. /**
  96428. * Get the emitter of the lens flare system.
  96429. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96430. * @returns the emitter of the lens flare system
  96431. */
  96432. LensFlareSystem.prototype.getEmitter = function () {
  96433. return this._emitter;
  96434. };
  96435. /**
  96436. * Set the emitter of the lens flare system.
  96437. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96438. * @param newEmitter Define the new emitter of the system
  96439. */
  96440. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96441. this._emitter = newEmitter;
  96442. };
  96443. /**
  96444. * Get the lens flare system emitter position.
  96445. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96446. * @returns the position
  96447. */
  96448. LensFlareSystem.prototype.getEmitterPosition = function () {
  96449. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96450. };
  96451. /**
  96452. * @hidden
  96453. */
  96454. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96455. var position = this.getEmitterPosition();
  96456. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96457. this._positionX = position.x;
  96458. this._positionY = position.y;
  96459. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96460. if (this.viewportBorder > 0) {
  96461. globalViewport.x -= this.viewportBorder;
  96462. globalViewport.y -= this.viewportBorder;
  96463. globalViewport.width += this.viewportBorder * 2;
  96464. globalViewport.height += this.viewportBorder * 2;
  96465. position.x += this.viewportBorder;
  96466. position.y += this.viewportBorder;
  96467. this._positionX += this.viewportBorder;
  96468. this._positionY += this.viewportBorder;
  96469. }
  96470. if (position.z > 0) {
  96471. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96472. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96473. return true;
  96474. }
  96475. }
  96476. return true;
  96477. }
  96478. return false;
  96479. };
  96480. /** @hidden */
  96481. LensFlareSystem.prototype._isVisible = function () {
  96482. if (!this._isEnabled || !this._scene.activeCamera) {
  96483. return false;
  96484. }
  96485. var emitterPosition = this.getEmitterPosition();
  96486. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96487. var distance = direction.length();
  96488. direction.normalize();
  96489. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96490. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96491. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96492. };
  96493. /**
  96494. * @hidden
  96495. */
  96496. LensFlareSystem.prototype.render = function () {
  96497. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96498. return false;
  96499. }
  96500. var engine = this._scene.getEngine();
  96501. var viewport = this._scene.activeCamera.viewport;
  96502. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96503. // Position
  96504. if (!this.computeEffectivePosition(globalViewport)) {
  96505. return false;
  96506. }
  96507. // Visibility
  96508. if (!this._isVisible()) {
  96509. return false;
  96510. }
  96511. // Intensity
  96512. var awayX;
  96513. var awayY;
  96514. if (this._positionX < this.borderLimit + globalViewport.x) {
  96515. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96516. }
  96517. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96518. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96519. }
  96520. else {
  96521. awayX = 0;
  96522. }
  96523. if (this._positionY < this.borderLimit + globalViewport.y) {
  96524. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96525. }
  96526. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96527. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96528. }
  96529. else {
  96530. awayY = 0;
  96531. }
  96532. var away = (awayX > awayY) ? awayX : awayY;
  96533. away -= this.viewportBorder;
  96534. if (away > this.borderLimit) {
  96535. away = this.borderLimit;
  96536. }
  96537. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96538. if (intensity < 0) {
  96539. return false;
  96540. }
  96541. if (intensity > 1.0) {
  96542. intensity = 1.0;
  96543. }
  96544. if (this.viewportBorder > 0) {
  96545. globalViewport.x += this.viewportBorder;
  96546. globalViewport.y += this.viewportBorder;
  96547. globalViewport.width -= this.viewportBorder * 2;
  96548. globalViewport.height -= this.viewportBorder * 2;
  96549. this._positionX -= this.viewportBorder;
  96550. this._positionY -= this.viewportBorder;
  96551. }
  96552. // Position
  96553. var centerX = globalViewport.x + globalViewport.width / 2;
  96554. var centerY = globalViewport.y + globalViewport.height / 2;
  96555. var distX = centerX - this._positionX;
  96556. var distY = centerY - this._positionY;
  96557. // Effects
  96558. engine.enableEffect(this._effect);
  96559. engine.setState(false);
  96560. engine.setDepthBuffer(false);
  96561. // VBOs
  96562. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96563. // Flares
  96564. for (var index = 0; index < this.lensFlares.length; index++) {
  96565. var flare = this.lensFlares[index];
  96566. engine.setAlphaMode(flare.alphaMode);
  96567. var x = centerX - (distX * flare.position);
  96568. var y = centerY - (distY * flare.position);
  96569. var cw = flare.size;
  96570. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96571. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96572. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96573. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96574. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96575. // Texture
  96576. this._effect.setTexture("textureSampler", flare.texture);
  96577. // Color
  96578. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96579. // Draw order
  96580. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96581. }
  96582. engine.setDepthBuffer(true);
  96583. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96584. return true;
  96585. };
  96586. /**
  96587. * Dispose and release the lens flare with its associated resources.
  96588. */
  96589. LensFlareSystem.prototype.dispose = function () {
  96590. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96591. if (vertexBuffer) {
  96592. vertexBuffer.dispose();
  96593. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96594. }
  96595. if (this._indexBuffer) {
  96596. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96597. this._indexBuffer = null;
  96598. }
  96599. while (this.lensFlares.length) {
  96600. this.lensFlares[0].dispose();
  96601. }
  96602. // Remove from scene
  96603. var index = this._scene.lensFlareSystems.indexOf(this);
  96604. this._scene.lensFlareSystems.splice(index, 1);
  96605. };
  96606. /**
  96607. * Parse a lens flare system from a JSON repressentation
  96608. * @param parsedLensFlareSystem Define the JSON to parse
  96609. * @param scene Define the scene the parsed system should be instantiated in
  96610. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96611. * @returns the parsed system
  96612. */
  96613. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96614. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96615. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96616. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96617. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96618. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96619. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96620. var parsedFlare = parsedLensFlareSystem.flares[index];
  96621. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96622. }
  96623. return lensFlareSystem;
  96624. };
  96625. /**
  96626. * Serialize the current Lens Flare System into a JSON representation.
  96627. * @returns the serialized JSON
  96628. */
  96629. LensFlareSystem.prototype.serialize = function () {
  96630. var serializationObject = {};
  96631. serializationObject.id = this.id;
  96632. serializationObject.name = this.name;
  96633. serializationObject.emitterId = this.getEmitter().id;
  96634. serializationObject.borderLimit = this.borderLimit;
  96635. serializationObject.flares = [];
  96636. for (var index = 0; index < this.lensFlares.length; index++) {
  96637. var flare = this.lensFlares[index];
  96638. serializationObject.flares.push({
  96639. size: flare.size,
  96640. position: flare.position,
  96641. color: flare.color.asArray(),
  96642. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96643. });
  96644. }
  96645. return serializationObject;
  96646. };
  96647. return LensFlareSystem;
  96648. }());
  96649. BABYLON.LensFlareSystem = LensFlareSystem;
  96650. })(BABYLON || (BABYLON = {}));
  96651. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96652. var BABYLON;
  96653. (function (BABYLON) {
  96654. /**
  96655. * This is a holder class for the physics joint created by the physics plugin
  96656. * It holds a set of functions to control the underlying joint
  96657. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96658. */
  96659. var PhysicsJoint = /** @class */ (function () {
  96660. /**
  96661. * Initializes the physics joint
  96662. * @param type The type of the physics joint
  96663. * @param jointData The data for the physics joint
  96664. */
  96665. function PhysicsJoint(
  96666. /**
  96667. * The type of the physics joint
  96668. */
  96669. type,
  96670. /**
  96671. * The data for the physics joint
  96672. */
  96673. jointData) {
  96674. this.type = type;
  96675. this.jointData = jointData;
  96676. jointData.nativeParams = jointData.nativeParams || {};
  96677. }
  96678. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96679. /**
  96680. * Gets the physics joint
  96681. */
  96682. get: function () {
  96683. return this._physicsJoint;
  96684. },
  96685. /**
  96686. * Sets the physics joint
  96687. */
  96688. set: function (newJoint) {
  96689. if (this._physicsJoint) {
  96690. //remove from the wolrd
  96691. }
  96692. this._physicsJoint = newJoint;
  96693. },
  96694. enumerable: true,
  96695. configurable: true
  96696. });
  96697. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96698. /**
  96699. * Sets the physics plugin
  96700. */
  96701. set: function (physicsPlugin) {
  96702. this._physicsPlugin = physicsPlugin;
  96703. },
  96704. enumerable: true,
  96705. configurable: true
  96706. });
  96707. /**
  96708. * Execute a function that is physics-plugin specific.
  96709. * @param {Function} func the function that will be executed.
  96710. * It accepts two parameters: the physics world and the physics joint
  96711. */
  96712. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96713. func(this._physicsPlugin.world, this._physicsJoint);
  96714. };
  96715. //TODO check if the native joints are the same
  96716. //Joint Types
  96717. /**
  96718. * Distance-Joint type
  96719. */
  96720. PhysicsJoint.DistanceJoint = 0;
  96721. /**
  96722. * Hinge-Joint type
  96723. */
  96724. PhysicsJoint.HingeJoint = 1;
  96725. /**
  96726. * Ball-and-Socket joint type
  96727. */
  96728. PhysicsJoint.BallAndSocketJoint = 2;
  96729. /**
  96730. * Wheel-Joint type
  96731. */
  96732. PhysicsJoint.WheelJoint = 3;
  96733. /**
  96734. * Slider-Joint type
  96735. */
  96736. PhysicsJoint.SliderJoint = 4;
  96737. //OIMO
  96738. /**
  96739. * Prismatic-Joint type
  96740. */
  96741. PhysicsJoint.PrismaticJoint = 5;
  96742. //
  96743. /**
  96744. * Universal-Joint type
  96745. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96746. */
  96747. PhysicsJoint.UniversalJoint = 6;
  96748. /**
  96749. * Hinge-Joint 2 type
  96750. */
  96751. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96752. //Cannon
  96753. /**
  96754. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96755. */
  96756. PhysicsJoint.PointToPointJoint = 8;
  96757. //Cannon only at the moment
  96758. /**
  96759. * Spring-Joint type
  96760. */
  96761. PhysicsJoint.SpringJoint = 9;
  96762. /**
  96763. * Lock-Joint type
  96764. */
  96765. PhysicsJoint.LockJoint = 10;
  96766. return PhysicsJoint;
  96767. }());
  96768. BABYLON.PhysicsJoint = PhysicsJoint;
  96769. /**
  96770. * A class representing a physics distance joint
  96771. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96772. */
  96773. var DistanceJoint = /** @class */ (function (_super) {
  96774. __extends(DistanceJoint, _super);
  96775. /**
  96776. *
  96777. * @param jointData The data for the Distance-Joint
  96778. */
  96779. function DistanceJoint(jointData) {
  96780. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96781. }
  96782. /**
  96783. * Update the predefined distance.
  96784. * @param maxDistance The maximum preferred distance
  96785. * @param minDistance The minimum preferred distance
  96786. */
  96787. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96788. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96789. };
  96790. return DistanceJoint;
  96791. }(PhysicsJoint));
  96792. BABYLON.DistanceJoint = DistanceJoint;
  96793. /**
  96794. * Represents a Motor-Enabled Joint
  96795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96796. */
  96797. var MotorEnabledJoint = /** @class */ (function (_super) {
  96798. __extends(MotorEnabledJoint, _super);
  96799. /**
  96800. * Initializes the Motor-Enabled Joint
  96801. * @param type The type of the joint
  96802. * @param jointData The physica joint data for the joint
  96803. */
  96804. function MotorEnabledJoint(type, jointData) {
  96805. return _super.call(this, type, jointData) || this;
  96806. }
  96807. /**
  96808. * Set the motor values.
  96809. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96810. * @param force the force to apply
  96811. * @param maxForce max force for this motor.
  96812. */
  96813. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96814. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96815. };
  96816. /**
  96817. * Set the motor's limits.
  96818. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96819. * @param upperLimit The upper limit of the motor
  96820. * @param lowerLimit The lower limit of the motor
  96821. */
  96822. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96823. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96824. };
  96825. return MotorEnabledJoint;
  96826. }(PhysicsJoint));
  96827. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96828. /**
  96829. * This class represents a single physics Hinge-Joint
  96830. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96831. */
  96832. var HingeJoint = /** @class */ (function (_super) {
  96833. __extends(HingeJoint, _super);
  96834. /**
  96835. * Initializes the Hinge-Joint
  96836. * @param jointData The joint data for the Hinge-Joint
  96837. */
  96838. function HingeJoint(jointData) {
  96839. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96840. }
  96841. /**
  96842. * Set the motor values.
  96843. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96844. * @param {number} force the force to apply
  96845. * @param {number} maxForce max force for this motor.
  96846. */
  96847. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96848. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96849. };
  96850. /**
  96851. * Set the motor's limits.
  96852. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96853. * @param upperLimit The upper limit of the motor
  96854. * @param lowerLimit The lower limit of the motor
  96855. */
  96856. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96857. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96858. };
  96859. return HingeJoint;
  96860. }(MotorEnabledJoint));
  96861. BABYLON.HingeJoint = HingeJoint;
  96862. /**
  96863. * This class represents a dual hinge physics joint (same as wheel joint)
  96864. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96865. */
  96866. var Hinge2Joint = /** @class */ (function (_super) {
  96867. __extends(Hinge2Joint, _super);
  96868. /**
  96869. * Initializes the Hinge2-Joint
  96870. * @param jointData The joint data for the Hinge2-Joint
  96871. */
  96872. function Hinge2Joint(jointData) {
  96873. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96874. }
  96875. /**
  96876. * Set the motor values.
  96877. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96878. * @param {number} force the force to apply
  96879. * @param {number} maxForce max force for this motor.
  96880. * @param {motorIndex} the motor's index, 0 or 1.
  96881. */
  96882. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96883. if (motorIndex === void 0) { motorIndex = 0; }
  96884. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96885. };
  96886. /**
  96887. * Set the motor limits.
  96888. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96889. * @param {number} upperLimit the upper limit
  96890. * @param {number} lowerLimit lower limit
  96891. * @param {motorIndex} the motor's index, 0 or 1.
  96892. */
  96893. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96894. if (motorIndex === void 0) { motorIndex = 0; }
  96895. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96896. };
  96897. return Hinge2Joint;
  96898. }(MotorEnabledJoint));
  96899. BABYLON.Hinge2Joint = Hinge2Joint;
  96900. })(BABYLON || (BABYLON = {}));
  96901. //# sourceMappingURL=babylon.physicsJoint.js.map
  96902. var BABYLON;
  96903. (function (BABYLON) {
  96904. /**
  96905. * Represents a physics imposter
  96906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96907. */
  96908. var PhysicsImpostor = /** @class */ (function () {
  96909. /**
  96910. * Initializes the physics imposter
  96911. * @param object The physics-enabled object used as the physics imposter
  96912. * @param type The type of the physics imposter
  96913. * @param _options The options for the physics imposter
  96914. * @param _scene The Babylon scene
  96915. */
  96916. function PhysicsImpostor(
  96917. /**
  96918. * The physics-enabled object used as the physics imposter
  96919. */
  96920. object,
  96921. /**
  96922. * The type of the physics imposter
  96923. */
  96924. type, _options, _scene) {
  96925. if (_options === void 0) { _options = { mass: 0 }; }
  96926. var _this = this;
  96927. this.object = object;
  96928. this.type = type;
  96929. this._options = _options;
  96930. this._scene = _scene;
  96931. this._bodyUpdateRequired = false;
  96932. this._onBeforePhysicsStepCallbacks = new Array();
  96933. this._onAfterPhysicsStepCallbacks = new Array();
  96934. this._onPhysicsCollideCallbacks = [];
  96935. this._deltaPosition = BABYLON.Vector3.Zero();
  96936. this._isDisposed = false;
  96937. //temp variables for parent rotation calculations
  96938. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96939. this._tmpQuat = new BABYLON.Quaternion();
  96940. this._tmpQuat2 = new BABYLON.Quaternion();
  96941. /**
  96942. * this function is executed by the physics engine.
  96943. */
  96944. this.beforeStep = function () {
  96945. if (!_this._physicsEngine) {
  96946. return;
  96947. }
  96948. _this.object.translate(_this._deltaPosition, -1);
  96949. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96950. _this.object.computeWorldMatrix(false);
  96951. if (_this.object.parent && _this.object.rotationQuaternion) {
  96952. _this.getParentsRotation();
  96953. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96954. }
  96955. else {
  96956. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96957. }
  96958. if (!_this._options.disableBidirectionalTransformation) {
  96959. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96960. }
  96961. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96962. func(_this);
  96963. });
  96964. };
  96965. /**
  96966. * this function is executed by the physics engine
  96967. */
  96968. this.afterStep = function () {
  96969. if (!_this._physicsEngine) {
  96970. return;
  96971. }
  96972. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96973. func(_this);
  96974. });
  96975. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96976. // object has now its world rotation. needs to be converted to local.
  96977. if (_this.object.parent && _this.object.rotationQuaternion) {
  96978. _this.getParentsRotation();
  96979. _this._tmpQuat.conjugateInPlace();
  96980. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96981. }
  96982. // take the position set and make it the absolute position of this object.
  96983. _this.object.setAbsolutePosition(_this.object.position);
  96984. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96985. _this.object.translate(_this._deltaPosition, 1);
  96986. };
  96987. /**
  96988. * Legacy collision detection event support
  96989. */
  96990. this.onCollideEvent = null;
  96991. /**
  96992. * event and body object due to cannon's event-based architecture.
  96993. */
  96994. this.onCollide = function (e) {
  96995. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96996. return;
  96997. }
  96998. if (!_this._physicsEngine) {
  96999. return;
  97000. }
  97001. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97002. if (otherImpostor) {
  97003. // Legacy collision detection event support
  97004. if (_this.onCollideEvent) {
  97005. _this.onCollideEvent(_this, otherImpostor);
  97006. }
  97007. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97008. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97009. }).forEach(function (obj) {
  97010. obj.callback(_this, otherImpostor);
  97011. });
  97012. }
  97013. };
  97014. //sanity check!
  97015. if (!this.object) {
  97016. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97017. return;
  97018. }
  97019. // Legacy support for old syntax.
  97020. if (!this._scene && object.getScene) {
  97021. this._scene = object.getScene();
  97022. }
  97023. if (!this._scene) {
  97024. return;
  97025. }
  97026. this._physicsEngine = this._scene.getPhysicsEngine();
  97027. if (!this._physicsEngine) {
  97028. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97029. }
  97030. else {
  97031. //set the object's quaternion, if not set
  97032. if (!this.object.rotationQuaternion) {
  97033. if (this.object.rotation) {
  97034. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97035. }
  97036. else {
  97037. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97038. }
  97039. }
  97040. //default options params
  97041. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97042. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97043. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97044. this._joints = [];
  97045. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97046. if (!this.object.parent || this._options.ignoreParent) {
  97047. this._init();
  97048. }
  97049. else if (this.object.parent.physicsImpostor) {
  97050. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97051. }
  97052. }
  97053. }
  97054. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97055. /**
  97056. * Specifies if the physics imposter is disposed
  97057. */
  97058. get: function () {
  97059. return this._isDisposed;
  97060. },
  97061. enumerable: true,
  97062. configurable: true
  97063. });
  97064. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97065. /**
  97066. * Gets the mass of the physics imposter
  97067. */
  97068. get: function () {
  97069. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97070. },
  97071. set: function (value) {
  97072. this.setMass(value);
  97073. },
  97074. enumerable: true,
  97075. configurable: true
  97076. });
  97077. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97078. /**
  97079. * Gets the coefficient of friction
  97080. */
  97081. get: function () {
  97082. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97083. },
  97084. /**
  97085. * Sets the coefficient of friction
  97086. */
  97087. set: function (value) {
  97088. if (!this._physicsEngine) {
  97089. return;
  97090. }
  97091. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97092. },
  97093. enumerable: true,
  97094. configurable: true
  97095. });
  97096. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97097. /**
  97098. * Gets the coefficient of restitution
  97099. */
  97100. get: function () {
  97101. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97102. },
  97103. /**
  97104. * Sets the coefficient of restitution
  97105. */
  97106. set: function (value) {
  97107. if (!this._physicsEngine) {
  97108. return;
  97109. }
  97110. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97111. },
  97112. enumerable: true,
  97113. configurable: true
  97114. });
  97115. /**
  97116. * This function will completly initialize this impostor.
  97117. * It will create a new body - but only if this mesh has no parent.
  97118. * If it has, this impostor will not be used other than to define the impostor
  97119. * of the child mesh.
  97120. * @hidden
  97121. */
  97122. PhysicsImpostor.prototype._init = function () {
  97123. if (!this._physicsEngine) {
  97124. return;
  97125. }
  97126. this._physicsEngine.removeImpostor(this);
  97127. this.physicsBody = null;
  97128. this._parent = this._parent || this._getPhysicsParent();
  97129. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97130. this._physicsEngine.addImpostor(this);
  97131. }
  97132. };
  97133. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97134. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97135. var parentMesh = this.object.parent;
  97136. return parentMesh.physicsImpostor;
  97137. }
  97138. return null;
  97139. };
  97140. /**
  97141. * Should a new body be generated.
  97142. * @returns boolean specifying if body initialization is required
  97143. */
  97144. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97145. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97146. };
  97147. /**
  97148. * Sets the updated scaling
  97149. * @param updated Specifies if the scaling is updated
  97150. */
  97151. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97152. this.forceUpdate();
  97153. };
  97154. /**
  97155. * Force a regeneration of this or the parent's impostor's body.
  97156. * Use under cautious - This will remove all joints already implemented.
  97157. */
  97158. PhysicsImpostor.prototype.forceUpdate = function () {
  97159. this._init();
  97160. if (this.parent && !this._options.ignoreParent) {
  97161. this.parent.forceUpdate();
  97162. }
  97163. };
  97164. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97165. /*public get mesh(): AbstractMesh {
  97166. return this._mesh;
  97167. }*/
  97168. /**
  97169. * Gets the body that holds this impostor. Either its own, or its parent.
  97170. */
  97171. get: function () {
  97172. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97173. },
  97174. /**
  97175. * Set the physics body. Used mainly by the physics engine/plugin
  97176. */
  97177. set: function (physicsBody) {
  97178. if (this._physicsBody && this._physicsEngine) {
  97179. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97180. }
  97181. this._physicsBody = physicsBody;
  97182. this.resetUpdateFlags();
  97183. },
  97184. enumerable: true,
  97185. configurable: true
  97186. });
  97187. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97188. /**
  97189. * Get the parent of the physics imposter
  97190. * @returns Physics imposter or null
  97191. */
  97192. get: function () {
  97193. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97194. },
  97195. /**
  97196. * Sets the parent of the physics imposter
  97197. */
  97198. set: function (value) {
  97199. this._parent = value;
  97200. },
  97201. enumerable: true,
  97202. configurable: true
  97203. });
  97204. /**
  97205. * Resets the update flags
  97206. */
  97207. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97208. this._bodyUpdateRequired = false;
  97209. };
  97210. /**
  97211. * Gets the object extend size
  97212. * @returns the object extend size
  97213. */
  97214. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97215. if (this.object.getBoundingInfo) {
  97216. var q = this.object.rotationQuaternion;
  97217. //reset rotation
  97218. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97219. //calculate the world matrix with no rotation
  97220. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97221. var boundingInfo = this.object.getBoundingInfo();
  97222. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97223. //bring back the rotation
  97224. this.object.rotationQuaternion = q;
  97225. //calculate the world matrix with the new rotation
  97226. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97227. return size;
  97228. }
  97229. else {
  97230. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97231. }
  97232. };
  97233. /**
  97234. * Gets the object center
  97235. * @returns The object center
  97236. */
  97237. PhysicsImpostor.prototype.getObjectCenter = function () {
  97238. if (this.object.getBoundingInfo) {
  97239. var boundingInfo = this.object.getBoundingInfo();
  97240. return boundingInfo.boundingBox.centerWorld;
  97241. }
  97242. else {
  97243. return this.object.position;
  97244. }
  97245. };
  97246. /**
  97247. * Get a specific parametes from the options parameter
  97248. * @param paramName The object parameter name
  97249. * @returns The object parameter
  97250. */
  97251. PhysicsImpostor.prototype.getParam = function (paramName) {
  97252. return this._options[paramName];
  97253. };
  97254. /**
  97255. * Sets a specific parameter in the options given to the physics plugin
  97256. * @param paramName The parameter name
  97257. * @param value The value of the parameter
  97258. */
  97259. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97260. this._options[paramName] = value;
  97261. this._bodyUpdateRequired = true;
  97262. };
  97263. /**
  97264. * Specifically change the body's mass option. Won't recreate the physics body object
  97265. * @param mass The mass of the physics imposter
  97266. */
  97267. PhysicsImpostor.prototype.setMass = function (mass) {
  97268. if (this.getParam("mass") !== mass) {
  97269. this.setParam("mass", mass);
  97270. }
  97271. if (this._physicsEngine) {
  97272. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97273. }
  97274. };
  97275. /**
  97276. * Gets the linear velocity
  97277. * @returns linear velocity or null
  97278. */
  97279. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97280. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97281. };
  97282. /**
  97283. * Sets the linear velocity
  97284. * @param velocity linear velocity or null
  97285. */
  97286. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97287. if (this._physicsEngine) {
  97288. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97289. }
  97290. };
  97291. /**
  97292. * Gets the angular velocity
  97293. * @returns angular velocity or null
  97294. */
  97295. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97296. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97297. };
  97298. /**
  97299. * Sets the angular velocity
  97300. * @param velocity The velocity or null
  97301. */
  97302. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97303. if (this._physicsEngine) {
  97304. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97305. }
  97306. };
  97307. /**
  97308. * Execute a function with the physics plugin native code
  97309. * Provide a function the will have two variables - the world object and the physics body object
  97310. * @param func The function to execute with the physics plugin native code
  97311. */
  97312. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97313. if (this._physicsEngine) {
  97314. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97315. }
  97316. };
  97317. /**
  97318. * Register a function that will be executed before the physics world is stepping forward
  97319. * @param func The function to execute before the physics world is stepped forward
  97320. */
  97321. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97322. this._onBeforePhysicsStepCallbacks.push(func);
  97323. };
  97324. /**
  97325. * Unregister a function that will be executed before the physics world is stepping forward
  97326. * @param func The function to execute before the physics world is stepped forward
  97327. */
  97328. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97329. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97330. if (index > -1) {
  97331. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97332. }
  97333. else {
  97334. BABYLON.Tools.Warn("Function to remove was not found");
  97335. }
  97336. };
  97337. /**
  97338. * Register a function that will be executed after the physics step
  97339. * @param func The function to execute after physics step
  97340. */
  97341. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97342. this._onAfterPhysicsStepCallbacks.push(func);
  97343. };
  97344. /**
  97345. * Unregisters a function that will be executed after the physics step
  97346. * @param func The function to execute after physics step
  97347. */
  97348. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97349. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97350. if (index > -1) {
  97351. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97352. }
  97353. else {
  97354. BABYLON.Tools.Warn("Function to remove was not found");
  97355. }
  97356. };
  97357. /**
  97358. * register a function that will be executed when this impostor collides against a different body
  97359. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97360. * @param func Callback that is executed on collision
  97361. */
  97362. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97363. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97364. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97365. };
  97366. /**
  97367. * Unregisters the physics imposter on contact
  97368. * @param collideAgainst The physics object to collide against
  97369. * @param func Callback to execute on collision
  97370. */
  97371. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97372. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97373. var index = -1;
  97374. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97375. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97376. // chcek the arrays match
  97377. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97378. return collidedAgainstList.indexOf(impostor) > -1;
  97379. });
  97380. if (sameList) {
  97381. index = idx;
  97382. }
  97383. return sameList;
  97384. }
  97385. return false;
  97386. });
  97387. if (found) {
  97388. this._onPhysicsCollideCallbacks.splice(index, 1);
  97389. }
  97390. else {
  97391. BABYLON.Tools.Warn("Function to remove was not found");
  97392. }
  97393. };
  97394. /**
  97395. * Get the parent rotation
  97396. * @returns The parent rotation
  97397. */
  97398. PhysicsImpostor.prototype.getParentsRotation = function () {
  97399. var parent = this.object.parent;
  97400. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97401. while (parent) {
  97402. if (parent.rotationQuaternion) {
  97403. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97404. }
  97405. else {
  97406. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97407. }
  97408. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97409. parent = parent.parent;
  97410. }
  97411. return this._tmpQuat;
  97412. };
  97413. /**
  97414. * Apply a force
  97415. * @param force The force to apply
  97416. * @param contactPoint The contact point for the force
  97417. * @returns The physics imposter
  97418. */
  97419. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97420. if (this._physicsEngine) {
  97421. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97422. }
  97423. return this;
  97424. };
  97425. /**
  97426. * Apply an impulse
  97427. * @param force The impulse force
  97428. * @param contactPoint The contact point for the impulse force
  97429. * @returns The physics imposter
  97430. */
  97431. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97432. if (this._physicsEngine) {
  97433. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97434. }
  97435. return this;
  97436. };
  97437. /**
  97438. * A help function to create a joint
  97439. * @param otherImpostor A physics imposter used to create a joint
  97440. * @param jointType The type of joint
  97441. * @param jointData The data for the joint
  97442. * @returns The physics imposter
  97443. */
  97444. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97445. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97446. this.addJoint(otherImpostor, joint);
  97447. return this;
  97448. };
  97449. /**
  97450. * Add a joint to this impostor with a different impostor
  97451. * @param otherImpostor A physics imposter used to add a joint
  97452. * @param joint The joint to add
  97453. * @returns The physics imposter
  97454. */
  97455. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97456. this._joints.push({
  97457. otherImpostor: otherImpostor,
  97458. joint: joint
  97459. });
  97460. if (this._physicsEngine) {
  97461. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97462. }
  97463. return this;
  97464. };
  97465. /**
  97466. * Will keep this body still, in a sleep mode.
  97467. * @returns the physics imposter
  97468. */
  97469. PhysicsImpostor.prototype.sleep = function () {
  97470. if (this._physicsEngine) {
  97471. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97472. }
  97473. return this;
  97474. };
  97475. /**
  97476. * Wake the body up.
  97477. * @returns The physics imposter
  97478. */
  97479. PhysicsImpostor.prototype.wakeUp = function () {
  97480. if (this._physicsEngine) {
  97481. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97482. }
  97483. return this;
  97484. };
  97485. /**
  97486. * Clones the physics imposter
  97487. * @param newObject The physics imposter clones to this physics-enabled object
  97488. * @returns A nullable physics imposter
  97489. */
  97490. PhysicsImpostor.prototype.clone = function (newObject) {
  97491. if (!newObject) {
  97492. return null;
  97493. }
  97494. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97495. };
  97496. /**
  97497. * Disposes the physics imposter
  97498. */
  97499. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97500. var _this = this;
  97501. //no dispose if no physics engine is available.
  97502. if (!this._physicsEngine) {
  97503. return;
  97504. }
  97505. this._joints.forEach(function (j) {
  97506. if (_this._physicsEngine) {
  97507. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97508. }
  97509. });
  97510. //dispose the physics body
  97511. this._physicsEngine.removeImpostor(this);
  97512. if (this.parent) {
  97513. this.parent.forceUpdate();
  97514. }
  97515. else {
  97516. /*this._object.getChildMeshes().forEach(function(mesh) {
  97517. if (mesh.physicsImpostor) {
  97518. if (disposeChildren) {
  97519. mesh.physicsImpostor.dispose();
  97520. mesh.physicsImpostor = null;
  97521. }
  97522. }
  97523. })*/
  97524. }
  97525. this._isDisposed = true;
  97526. };
  97527. /**
  97528. * Sets the delta position
  97529. * @param position The delta position amount
  97530. */
  97531. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97532. this._deltaPosition.copyFrom(position);
  97533. };
  97534. /**
  97535. * Sets the delta rotation
  97536. * @param rotation The delta rotation amount
  97537. */
  97538. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97539. if (!this._deltaRotation) {
  97540. this._deltaRotation = new BABYLON.Quaternion();
  97541. }
  97542. this._deltaRotation.copyFrom(rotation);
  97543. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97544. };
  97545. /**
  97546. * Gets the box size of the physics imposter and stores the result in the input parameter
  97547. * @param result Stores the box size
  97548. * @returns The physics imposter
  97549. */
  97550. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97551. if (this._physicsEngine) {
  97552. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97553. }
  97554. return this;
  97555. };
  97556. /**
  97557. * Gets the radius of the physics imposter
  97558. * @returns Radius of the physics imposter
  97559. */
  97560. PhysicsImpostor.prototype.getRadius = function () {
  97561. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97562. };
  97563. /**
  97564. * Sync a bone with this impostor
  97565. * @param bone The bone to sync to the impostor.
  97566. * @param boneMesh The mesh that the bone is influencing.
  97567. * @param jointPivot The pivot of the joint / bone in local space.
  97568. * @param distToJoint Optional distance from the impostor to the joint.
  97569. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97570. */
  97571. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97572. var tempVec = PhysicsImpostor._tmpVecs[0];
  97573. var mesh = this.object;
  97574. if (mesh.rotationQuaternion) {
  97575. if (adjustRotation) {
  97576. var tempQuat = PhysicsImpostor._tmpQuat;
  97577. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97578. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97579. }
  97580. else {
  97581. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97582. }
  97583. }
  97584. tempVec.x = 0;
  97585. tempVec.y = 0;
  97586. tempVec.z = 0;
  97587. if (jointPivot) {
  97588. tempVec.x = jointPivot.x;
  97589. tempVec.y = jointPivot.y;
  97590. tempVec.z = jointPivot.z;
  97591. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97592. if (distToJoint === undefined || distToJoint === null) {
  97593. distToJoint = jointPivot.length();
  97594. }
  97595. tempVec.x *= distToJoint;
  97596. tempVec.y *= distToJoint;
  97597. tempVec.z *= distToJoint;
  97598. }
  97599. if (bone.getParent()) {
  97600. tempVec.addInPlace(mesh.getAbsolutePosition());
  97601. bone.setAbsolutePosition(tempVec, boneMesh);
  97602. }
  97603. else {
  97604. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97605. boneMesh.position.x -= tempVec.x;
  97606. boneMesh.position.y -= tempVec.y;
  97607. boneMesh.position.z -= tempVec.z;
  97608. }
  97609. };
  97610. /**
  97611. * Sync impostor to a bone
  97612. * @param bone The bone that the impostor will be synced to.
  97613. * @param boneMesh The mesh that the bone is influencing.
  97614. * @param jointPivot The pivot of the joint / bone in local space.
  97615. * @param distToJoint Optional distance from the impostor to the joint.
  97616. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97617. * @param boneAxis Optional vector3 axis the bone is aligned with
  97618. */
  97619. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97620. var mesh = this.object;
  97621. if (mesh.rotationQuaternion) {
  97622. if (adjustRotation) {
  97623. var tempQuat = PhysicsImpostor._tmpQuat;
  97624. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97625. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97626. }
  97627. else {
  97628. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97629. }
  97630. }
  97631. var pos = PhysicsImpostor._tmpVecs[0];
  97632. var boneDir = PhysicsImpostor._tmpVecs[1];
  97633. if (!boneAxis) {
  97634. boneAxis = PhysicsImpostor._tmpVecs[2];
  97635. boneAxis.x = 0;
  97636. boneAxis.y = 1;
  97637. boneAxis.z = 0;
  97638. }
  97639. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97640. bone.getAbsolutePositionToRef(boneMesh, pos);
  97641. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97642. distToJoint = jointPivot.length();
  97643. }
  97644. if (distToJoint !== undefined && distToJoint !== null) {
  97645. pos.x += boneDir.x * distToJoint;
  97646. pos.y += boneDir.y * distToJoint;
  97647. pos.z += boneDir.z * distToJoint;
  97648. }
  97649. mesh.setAbsolutePosition(pos);
  97650. };
  97651. /**
  97652. * The default object size of the imposter
  97653. */
  97654. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97655. /**
  97656. * The identity quaternion of the imposter
  97657. */
  97658. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97659. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97660. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97661. //Impostor types
  97662. /**
  97663. * No-Imposter type
  97664. */
  97665. PhysicsImpostor.NoImpostor = 0;
  97666. /**
  97667. * Sphere-Imposter type
  97668. */
  97669. PhysicsImpostor.SphereImpostor = 1;
  97670. /**
  97671. * Box-Imposter type
  97672. */
  97673. PhysicsImpostor.BoxImpostor = 2;
  97674. /**
  97675. * Plane-Imposter type
  97676. */
  97677. PhysicsImpostor.PlaneImpostor = 3;
  97678. /**
  97679. * Mesh-imposter type
  97680. */
  97681. PhysicsImpostor.MeshImpostor = 4;
  97682. /**
  97683. * Cylinder-Imposter type
  97684. */
  97685. PhysicsImpostor.CylinderImpostor = 7;
  97686. /**
  97687. * Particle-Imposter type
  97688. */
  97689. PhysicsImpostor.ParticleImpostor = 8;
  97690. /**
  97691. * Heightmap-Imposter type
  97692. */
  97693. PhysicsImpostor.HeightmapImpostor = 9;
  97694. return PhysicsImpostor;
  97695. }());
  97696. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97697. })(BABYLON || (BABYLON = {}));
  97698. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97699. var BABYLON;
  97700. (function (BABYLON) {
  97701. /**
  97702. * Class used to control physics engine
  97703. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97704. */
  97705. var PhysicsEngine = /** @class */ (function () {
  97706. /**
  97707. * Creates a new Physics Engine
  97708. * @param gravity defines the gravity vector used by the simulation
  97709. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97710. */
  97711. function PhysicsEngine(gravity, _physicsPlugin) {
  97712. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97713. this._physicsPlugin = _physicsPlugin;
  97714. this._impostors = [];
  97715. this._joints = [];
  97716. if (!this._physicsPlugin.isSupported()) {
  97717. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97718. + "Please make sure it is included.");
  97719. }
  97720. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97721. this.setGravity(gravity);
  97722. this.setTimeStep();
  97723. }
  97724. /**
  97725. * Sets the gravity vector used by the simulation
  97726. * @param gravity defines the gravity vector to use
  97727. */
  97728. PhysicsEngine.prototype.setGravity = function (gravity) {
  97729. this.gravity = gravity;
  97730. this._physicsPlugin.setGravity(this.gravity);
  97731. };
  97732. /**
  97733. * Set the time step of the physics engine.
  97734. * Default is 1/60.
  97735. * To slow it down, enter 1/600 for example.
  97736. * To speed it up, 1/30
  97737. * @param newTimeStep defines the new timestep to apply to this world.
  97738. */
  97739. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97740. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97741. this._physicsPlugin.setTimeStep(newTimeStep);
  97742. };
  97743. /**
  97744. * Get the time step of the physics engine.
  97745. * @returns the current time step
  97746. */
  97747. PhysicsEngine.prototype.getTimeStep = function () {
  97748. return this._physicsPlugin.getTimeStep();
  97749. };
  97750. /**
  97751. * Release all resources
  97752. */
  97753. PhysicsEngine.prototype.dispose = function () {
  97754. this._impostors.forEach(function (impostor) {
  97755. impostor.dispose();
  97756. });
  97757. this._physicsPlugin.dispose();
  97758. };
  97759. /**
  97760. * Gets the name of the current physics plugin
  97761. * @returns the name of the plugin
  97762. */
  97763. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97764. return this._physicsPlugin.name;
  97765. };
  97766. /**
  97767. * Adding a new impostor for the impostor tracking.
  97768. * This will be done by the impostor itself.
  97769. * @param impostor the impostor to add
  97770. */
  97771. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97772. impostor.uniqueId = this._impostors.push(impostor);
  97773. //if no parent, generate the body
  97774. if (!impostor.parent) {
  97775. this._physicsPlugin.generatePhysicsBody(impostor);
  97776. }
  97777. };
  97778. /**
  97779. * Remove an impostor from the engine.
  97780. * This impostor and its mesh will not longer be updated by the physics engine.
  97781. * @param impostor the impostor to remove
  97782. */
  97783. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97784. var index = this._impostors.indexOf(impostor);
  97785. if (index > -1) {
  97786. var removed = this._impostors.splice(index, 1);
  97787. //Is it needed?
  97788. if (removed.length) {
  97789. //this will also remove it from the world.
  97790. removed[0].physicsBody = null;
  97791. }
  97792. }
  97793. };
  97794. /**
  97795. * Add a joint to the physics engine
  97796. * @param mainImpostor defines the main impostor to which the joint is added.
  97797. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97798. * @param joint defines the joint that will connect both impostors.
  97799. */
  97800. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97801. var impostorJoint = {
  97802. mainImpostor: mainImpostor,
  97803. connectedImpostor: connectedImpostor,
  97804. joint: joint
  97805. };
  97806. joint.physicsPlugin = this._physicsPlugin;
  97807. this._joints.push(impostorJoint);
  97808. this._physicsPlugin.generateJoint(impostorJoint);
  97809. };
  97810. /**
  97811. * Removes a joint from the simulation
  97812. * @param mainImpostor defines the impostor used with the joint
  97813. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97814. * @param joint defines the joint to remove
  97815. */
  97816. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97817. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97818. return (impostorJoint.connectedImpostor === connectedImpostor
  97819. && impostorJoint.joint === joint
  97820. && impostorJoint.mainImpostor === mainImpostor);
  97821. });
  97822. if (matchingJoints.length) {
  97823. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97824. //TODO remove it from the list as well
  97825. }
  97826. };
  97827. /**
  97828. * Called by the scene. No need to call it.
  97829. * @param delta defines the timespam between frames
  97830. */
  97831. PhysicsEngine.prototype._step = function (delta) {
  97832. var _this = this;
  97833. //check if any mesh has no body / requires an update
  97834. this._impostors.forEach(function (impostor) {
  97835. if (impostor.isBodyInitRequired()) {
  97836. _this._physicsPlugin.generatePhysicsBody(impostor);
  97837. }
  97838. });
  97839. if (delta > 0.1) {
  97840. delta = 0.1;
  97841. }
  97842. else if (delta <= 0) {
  97843. delta = 1.0 / 60.0;
  97844. }
  97845. this._physicsPlugin.executeStep(delta, this._impostors);
  97846. };
  97847. /**
  97848. * Gets the current plugin used to run the simulation
  97849. * @returns current plugin
  97850. */
  97851. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97852. return this._physicsPlugin;
  97853. };
  97854. /**
  97855. * Gets the list of physic impostors
  97856. * @returns an array of PhysicsImpostor
  97857. */
  97858. PhysicsEngine.prototype.getImpostors = function () {
  97859. return this._impostors;
  97860. };
  97861. /**
  97862. * Gets the impostor for a physics enabled object
  97863. * @param object defines the object impersonated by the impostor
  97864. * @returns the PhysicsImpostor or null if not found
  97865. */
  97866. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97867. for (var i = 0; i < this._impostors.length; ++i) {
  97868. if (this._impostors[i].object === object) {
  97869. return this._impostors[i];
  97870. }
  97871. }
  97872. return null;
  97873. };
  97874. /**
  97875. * Gets the impostor for a physics body object
  97876. * @param body defines physics body used by the impostor
  97877. * @returns the PhysicsImpostor or null if not found
  97878. */
  97879. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97880. for (var i = 0; i < this._impostors.length; ++i) {
  97881. if (this._impostors[i].physicsBody === body) {
  97882. return this._impostors[i];
  97883. }
  97884. }
  97885. return null;
  97886. };
  97887. /**
  97888. * Global value used to control the smallest number supported by the simulation
  97889. */
  97890. PhysicsEngine.Epsilon = 0.001;
  97891. return PhysicsEngine;
  97892. }());
  97893. BABYLON.PhysicsEngine = PhysicsEngine;
  97894. })(BABYLON || (BABYLON = {}));
  97895. //# sourceMappingURL=babylon.physicsEngine.js.map
  97896. var BABYLON;
  97897. (function (BABYLON) {
  97898. /**
  97899. * A helper for physics simulations
  97900. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97901. */
  97902. var PhysicsHelper = /** @class */ (function () {
  97903. /**
  97904. * Initializes the Physics helper
  97905. * @param scene Babylon.js scene
  97906. */
  97907. function PhysicsHelper(scene) {
  97908. this._scene = scene;
  97909. this._physicsEngine = this._scene.getPhysicsEngine();
  97910. if (!this._physicsEngine) {
  97911. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97912. }
  97913. }
  97914. /**
  97915. * Applies a radial explosion impulse
  97916. * @param origin the origin of the explosion
  97917. * @param radius the explosion radius
  97918. * @param strength the explosion strength
  97919. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97920. * @returns A physics radial explosion event, or null
  97921. */
  97922. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97923. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97924. if (!this._physicsEngine) {
  97925. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97926. return null;
  97927. }
  97928. var impostors = this._physicsEngine.getImpostors();
  97929. if (impostors.length === 0) {
  97930. return null;
  97931. }
  97932. var event = new PhysicsRadialExplosionEvent(this._scene);
  97933. impostors.forEach(function (impostor) {
  97934. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97935. if (!impostorForceAndContactPoint) {
  97936. return;
  97937. }
  97938. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97939. });
  97940. event.dispose(false);
  97941. return event;
  97942. };
  97943. /**
  97944. * Applies a radial explosion force
  97945. * @param origin the origin of the explosion
  97946. * @param radius the explosion radius
  97947. * @param strength the explosion strength
  97948. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97949. * @returns A physics radial explosion event, or null
  97950. */
  97951. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97952. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97953. if (!this._physicsEngine) {
  97954. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97955. return null;
  97956. }
  97957. var impostors = this._physicsEngine.getImpostors();
  97958. if (impostors.length === 0) {
  97959. return null;
  97960. }
  97961. var event = new PhysicsRadialExplosionEvent(this._scene);
  97962. impostors.forEach(function (impostor) {
  97963. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97964. if (!impostorForceAndContactPoint) {
  97965. return;
  97966. }
  97967. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97968. });
  97969. event.dispose(false);
  97970. return event;
  97971. };
  97972. /**
  97973. * Creates a gravitational field
  97974. * @param origin the origin of the explosion
  97975. * @param radius the explosion radius
  97976. * @param strength the explosion strength
  97977. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97978. * @returns A physics gravitational field event, or null
  97979. */
  97980. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97981. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97982. if (!this._physicsEngine) {
  97983. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97984. return null;
  97985. }
  97986. var impostors = this._physicsEngine.getImpostors();
  97987. if (impostors.length === 0) {
  97988. return null;
  97989. }
  97990. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97991. event.dispose(false);
  97992. return event;
  97993. };
  97994. /**
  97995. * Creates a physics updraft event
  97996. * @param origin the origin of the updraft
  97997. * @param radius the radius of the updraft
  97998. * @param strength the strength of the updraft
  97999. * @param height the height of the updraft
  98000. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98001. * @returns A physics updraft event, or null
  98002. */
  98003. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98004. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98005. if (!this._physicsEngine) {
  98006. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98007. return null;
  98008. }
  98009. if (this._physicsEngine.getImpostors().length === 0) {
  98010. return null;
  98011. }
  98012. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98013. event.dispose(false);
  98014. return event;
  98015. };
  98016. /**
  98017. * Creates a physics vortex event
  98018. * @param origin the of the vortex
  98019. * @param radius the radius of the vortex
  98020. * @param strength the strength of the vortex
  98021. * @param height the height of the vortex
  98022. * @returns a Physics vortex event, or null
  98023. * A physics vortex event or null
  98024. */
  98025. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98026. if (!this._physicsEngine) {
  98027. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98028. return null;
  98029. }
  98030. if (this._physicsEngine.getImpostors().length === 0) {
  98031. return null;
  98032. }
  98033. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98034. event.dispose(false);
  98035. return event;
  98036. };
  98037. return PhysicsHelper;
  98038. }());
  98039. BABYLON.PhysicsHelper = PhysicsHelper;
  98040. /**
  98041. * Represents a physics radial explosion event
  98042. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98043. */
  98044. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98045. /**
  98046. * Initializes a radial explosioin event
  98047. * @param scene BabylonJS scene
  98048. */
  98049. function PhysicsRadialExplosionEvent(scene) {
  98050. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98051. this._rays = [];
  98052. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98053. this._scene = scene;
  98054. }
  98055. /**
  98056. * Returns the data related to the radial explosion event (sphere & rays).
  98057. * @returns The radial explosion event data
  98058. */
  98059. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98060. this._dataFetched = true;
  98061. return {
  98062. sphere: this._sphere,
  98063. rays: this._rays,
  98064. };
  98065. };
  98066. /**
  98067. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98068. * @param impostor A physics imposter
  98069. * @param origin the origin of the explosion
  98070. * @param radius the explosion radius
  98071. * @param strength the explosion strength
  98072. * @param falloff possible options: Constant & Linear
  98073. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98074. */
  98075. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98076. if (impostor.mass === 0) {
  98077. return null;
  98078. }
  98079. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98080. return null;
  98081. }
  98082. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98083. return null;
  98084. }
  98085. var impostorObjectCenter = impostor.getObjectCenter();
  98086. var direction = impostorObjectCenter.subtract(origin);
  98087. var ray = new BABYLON.Ray(origin, direction, radius);
  98088. this._rays.push(ray);
  98089. var hit = ray.intersectsMesh(impostor.object);
  98090. var contactPoint = hit.pickedPoint;
  98091. if (!contactPoint) {
  98092. return null;
  98093. }
  98094. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98095. if (distanceFromOrigin > radius) {
  98096. return null;
  98097. }
  98098. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98099. ? strength
  98100. : strength * (1 - (distanceFromOrigin / radius));
  98101. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98102. return { force: force, contactPoint: contactPoint };
  98103. };
  98104. /**
  98105. * Disposes the sphere.
  98106. * @param force Specifies if the sphere should be disposed by force
  98107. */
  98108. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98109. var _this = this;
  98110. if (force === void 0) { force = true; }
  98111. if (force) {
  98112. this._sphere.dispose();
  98113. }
  98114. else {
  98115. setTimeout(function () {
  98116. if (!_this._dataFetched) {
  98117. _this._sphere.dispose();
  98118. }
  98119. }, 0);
  98120. }
  98121. };
  98122. /*** Helpers ***/
  98123. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98124. if (!this._sphere) {
  98125. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98126. this._sphere.isVisible = false;
  98127. }
  98128. };
  98129. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98130. var impostorObject = impostor.object;
  98131. this._prepareSphere();
  98132. this._sphere.position = origin;
  98133. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98134. this._sphere._updateBoundingInfo();
  98135. this._sphere.computeWorldMatrix(true);
  98136. return this._sphere.intersectsMesh(impostorObject, true);
  98137. };
  98138. return PhysicsRadialExplosionEvent;
  98139. }());
  98140. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98141. /**
  98142. * Represents a gravitational field event
  98143. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98144. */
  98145. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98146. /**
  98147. * Initializes the physics gravitational field event
  98148. * @param physicsHelper A physics helper
  98149. * @param scene BabylonJS scene
  98150. * @param origin The origin position of the gravitational field event
  98151. * @param radius The radius of the gravitational field event
  98152. * @param strength The strength of the gravitational field event
  98153. * @param falloff The falloff for the gravitational field event
  98154. */
  98155. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98156. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98157. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98158. this._physicsHelper = physicsHelper;
  98159. this._scene = scene;
  98160. this._origin = origin;
  98161. this._radius = radius;
  98162. this._strength = strength;
  98163. this._falloff = falloff;
  98164. this._tickCallback = this._tick.bind(this);
  98165. }
  98166. /**
  98167. * Returns the data related to the gravitational field event (sphere).
  98168. * @returns A gravitational field event
  98169. */
  98170. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98171. this._dataFetched = true;
  98172. return {
  98173. sphere: this._sphere,
  98174. };
  98175. };
  98176. /**
  98177. * Enables the gravitational field.
  98178. */
  98179. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98180. this._tickCallback.call(this);
  98181. this._scene.registerBeforeRender(this._tickCallback);
  98182. };
  98183. /**
  98184. * Disables the gravitational field.
  98185. */
  98186. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98187. this._scene.unregisterBeforeRender(this._tickCallback);
  98188. };
  98189. /**
  98190. * Disposes the sphere.
  98191. * @param force The force to dispose from the gravitational field event
  98192. */
  98193. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98194. var _this = this;
  98195. if (force === void 0) { force = true; }
  98196. if (force) {
  98197. this._sphere.dispose();
  98198. }
  98199. else {
  98200. setTimeout(function () {
  98201. if (!_this._dataFetched) {
  98202. _this._sphere.dispose();
  98203. }
  98204. }, 0);
  98205. }
  98206. };
  98207. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98208. // Since the params won't change, we fetch the event only once
  98209. if (this._sphere) {
  98210. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98211. }
  98212. else {
  98213. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98214. if (radialExplosionEvent) {
  98215. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98216. }
  98217. }
  98218. };
  98219. return PhysicsGravitationalFieldEvent;
  98220. }());
  98221. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98222. /**
  98223. * Represents a physics updraft event
  98224. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98225. */
  98226. var PhysicsUpdraftEvent = /** @class */ (function () {
  98227. /**
  98228. * Initializes the physics updraft event
  98229. * @param _scene BabylonJS scene
  98230. * @param _origin The origin position of the updraft
  98231. * @param _radius The radius of the updraft
  98232. * @param _strength The strength of the updraft
  98233. * @param _height The height of the updraft
  98234. * @param _updraftMode The mode of the updraft
  98235. */
  98236. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98237. this._scene = _scene;
  98238. this._origin = _origin;
  98239. this._radius = _radius;
  98240. this._strength = _strength;
  98241. this._height = _height;
  98242. this._updraftMode = _updraftMode;
  98243. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98244. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98245. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98246. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98247. this._physicsEngine = this._scene.getPhysicsEngine();
  98248. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98249. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98250. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98251. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98252. }
  98253. this._tickCallback = this._tick.bind(this);
  98254. this._prepareCylinder();
  98255. }
  98256. /**
  98257. * Returns the data related to the updraft event (cylinder).
  98258. * @returns A physics updraft event
  98259. */
  98260. PhysicsUpdraftEvent.prototype.getData = function () {
  98261. this._dataFetched = true;
  98262. return {
  98263. cylinder: this._cylinder,
  98264. };
  98265. };
  98266. /**
  98267. * Enables the updraft.
  98268. */
  98269. PhysicsUpdraftEvent.prototype.enable = function () {
  98270. this._tickCallback.call(this);
  98271. this._scene.registerBeforeRender(this._tickCallback);
  98272. };
  98273. /**
  98274. * Disables the cortex.
  98275. */
  98276. PhysicsUpdraftEvent.prototype.disable = function () {
  98277. this._scene.unregisterBeforeRender(this._tickCallback);
  98278. };
  98279. /**
  98280. * Disposes the sphere.
  98281. * @param force Specifies if the updraft should be disposed by force
  98282. */
  98283. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98284. var _this = this;
  98285. if (force === void 0) { force = true; }
  98286. if (!this._cylinder) {
  98287. return;
  98288. }
  98289. if (force) {
  98290. this._cylinder.dispose();
  98291. }
  98292. else {
  98293. setTimeout(function () {
  98294. if (!_this._dataFetched) {
  98295. _this._cylinder.dispose();
  98296. }
  98297. }, 0);
  98298. }
  98299. };
  98300. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98301. if (impostor.mass === 0) {
  98302. return null;
  98303. }
  98304. if (!this._intersectsWithCylinder(impostor)) {
  98305. return null;
  98306. }
  98307. var impostorObjectCenter = impostor.getObjectCenter();
  98308. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98309. var direction = this._originDirection;
  98310. }
  98311. else {
  98312. var direction = impostorObjectCenter.subtract(this._originTop);
  98313. }
  98314. var multiplier = this._strength * -1;
  98315. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98316. return { force: force, contactPoint: impostorObjectCenter };
  98317. };
  98318. PhysicsUpdraftEvent.prototype._tick = function () {
  98319. var _this = this;
  98320. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98321. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98322. if (!impostorForceAndContactPoint) {
  98323. return;
  98324. }
  98325. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98326. });
  98327. };
  98328. /*** Helpers ***/
  98329. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98330. if (!this._cylinder) {
  98331. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98332. height: this._height,
  98333. diameter: this._radius * 2,
  98334. }, this._scene);
  98335. this._cylinder.isVisible = false;
  98336. }
  98337. };
  98338. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98339. var impostorObject = impostor.object;
  98340. this._cylinder.position = this._cylinderPosition;
  98341. return this._cylinder.intersectsMesh(impostorObject, true);
  98342. };
  98343. return PhysicsUpdraftEvent;
  98344. }());
  98345. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98346. /**
  98347. * Represents a physics vortex event
  98348. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98349. */
  98350. var PhysicsVortexEvent = /** @class */ (function () {
  98351. /**
  98352. * Initializes the physics vortex event
  98353. * @param _scene The BabylonJS scene
  98354. * @param _origin The origin position of the vortex
  98355. * @param _radius The radius of the vortex
  98356. * @param _strength The strength of the vortex
  98357. * @param _height The height of the vortex
  98358. */
  98359. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98360. this._scene = _scene;
  98361. this._origin = _origin;
  98362. this._radius = _radius;
  98363. this._strength = _strength;
  98364. this._height = _height;
  98365. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98366. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98367. this._updraftMultiplier = 0.02;
  98368. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98369. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98370. this._physicsEngine = this._scene.getPhysicsEngine();
  98371. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98372. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98373. this._tickCallback = this._tick.bind(this);
  98374. this._prepareCylinder();
  98375. }
  98376. /**
  98377. * Returns the data related to the vortex event (cylinder).
  98378. * @returns The physics vortex event data
  98379. */
  98380. PhysicsVortexEvent.prototype.getData = function () {
  98381. this._dataFetched = true;
  98382. return {
  98383. cylinder: this._cylinder,
  98384. };
  98385. };
  98386. /**
  98387. * Enables the vortex.
  98388. */
  98389. PhysicsVortexEvent.prototype.enable = function () {
  98390. this._tickCallback.call(this);
  98391. this._scene.registerBeforeRender(this._tickCallback);
  98392. };
  98393. /**
  98394. * Disables the cortex.
  98395. */
  98396. PhysicsVortexEvent.prototype.disable = function () {
  98397. this._scene.unregisterBeforeRender(this._tickCallback);
  98398. };
  98399. /**
  98400. * Disposes the sphere.
  98401. * @param force
  98402. */
  98403. PhysicsVortexEvent.prototype.dispose = function (force) {
  98404. var _this = this;
  98405. if (force === void 0) { force = true; }
  98406. if (force) {
  98407. this._cylinder.dispose();
  98408. }
  98409. else {
  98410. setTimeout(function () {
  98411. if (!_this._dataFetched) {
  98412. _this._cylinder.dispose();
  98413. }
  98414. }, 0);
  98415. }
  98416. };
  98417. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98418. if (impostor.mass === 0) {
  98419. return null;
  98420. }
  98421. if (!this._intersectsWithCylinder(impostor)) {
  98422. return null;
  98423. }
  98424. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98425. return null;
  98426. }
  98427. var impostorObjectCenter = impostor.getObjectCenter();
  98428. 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)
  98429. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98430. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98431. var hit = ray.intersectsMesh(impostor.object);
  98432. var contactPoint = hit.pickedPoint;
  98433. if (!contactPoint) {
  98434. return null;
  98435. }
  98436. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98437. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98438. var directionToOrigin = contactPoint.normalize();
  98439. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98440. directionToOrigin = directionToOrigin.negate();
  98441. }
  98442. // TODO: find a more physically based solution
  98443. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98444. var forceX = directionToOrigin.x * this._strength / 8;
  98445. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98446. var forceZ = directionToOrigin.z * this._strength / 8;
  98447. }
  98448. else {
  98449. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98450. var forceY = this._originTop.y * this._updraftMultiplier;
  98451. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98452. }
  98453. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98454. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98455. return { force: force, contactPoint: impostorObjectCenter };
  98456. };
  98457. PhysicsVortexEvent.prototype._tick = function () {
  98458. var _this = this;
  98459. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98460. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98461. if (!impostorForceAndContactPoint) {
  98462. return;
  98463. }
  98464. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98465. });
  98466. };
  98467. /*** Helpers ***/
  98468. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98469. if (!this._cylinder) {
  98470. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98471. height: this._height,
  98472. diameter: this._radius * 2,
  98473. }, this._scene);
  98474. this._cylinder.isVisible = false;
  98475. }
  98476. };
  98477. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98478. var impostorObject = impostor.object;
  98479. this._cylinder.position = this._cylinderPosition;
  98480. return this._cylinder.intersectsMesh(impostorObject, true);
  98481. };
  98482. return PhysicsVortexEvent;
  98483. }());
  98484. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98485. /**
  98486. * The strenght of the force in correspondence to the distance of the affected object
  98487. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98488. */
  98489. var PhysicsRadialImpulseFalloff;
  98490. (function (PhysicsRadialImpulseFalloff) {
  98491. /** Defines that impulse is constant in strength across it's whole radius */
  98492. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98493. /** DEfines that impulse gets weaker if it's further from the origin */
  98494. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98495. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98496. /**
  98497. * The strength of the force in correspondence to the distance of the affected object
  98498. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98499. */
  98500. var PhysicsUpdraftMode;
  98501. (function (PhysicsUpdraftMode) {
  98502. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98503. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98504. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98505. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98506. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98507. })(BABYLON || (BABYLON = {}));
  98508. //# sourceMappingURL=babylon.physicsHelper.js.map
  98509. var BABYLON;
  98510. (function (BABYLON) {
  98511. /** @hidden */
  98512. var CannonJSPlugin = /** @class */ (function () {
  98513. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98514. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98515. if (iterations === void 0) { iterations = 10; }
  98516. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98517. this.name = "CannonJSPlugin";
  98518. this._physicsMaterials = new Array();
  98519. this._fixedTimeStep = 1 / 60;
  98520. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98521. this.BJSCANNON = CANNON;
  98522. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98523. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98524. this._tmpPosition = BABYLON.Vector3.Zero();
  98525. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98526. this._tmpUnityRotation = new BABYLON.Quaternion();
  98527. if (!this.isSupported()) {
  98528. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98529. return;
  98530. }
  98531. this._extendNamespace();
  98532. this.world = new this.BJSCANNON.World();
  98533. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98534. this.world.solver.iterations = iterations;
  98535. }
  98536. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98537. this.world.gravity.copy(gravity);
  98538. };
  98539. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98540. this._fixedTimeStep = timeStep;
  98541. };
  98542. CannonJSPlugin.prototype.getTimeStep = function () {
  98543. return this._fixedTimeStep;
  98544. };
  98545. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98546. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98547. };
  98548. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98549. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98550. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98551. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98552. };
  98553. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98554. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98555. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98556. impostor.physicsBody.applyForce(impulse, worldPoint);
  98557. };
  98558. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98559. //parent-child relationship. Does this impostor has a parent impostor?
  98560. if (impostor.parent) {
  98561. if (impostor.physicsBody) {
  98562. this.removePhysicsBody(impostor);
  98563. //TODO is that needed?
  98564. impostor.forceUpdate();
  98565. }
  98566. return;
  98567. }
  98568. //should a new body be created for this impostor?
  98569. if (impostor.isBodyInitRequired()) {
  98570. var shape = this._createShape(impostor);
  98571. //unregister events, if body is being changed
  98572. var oldBody = impostor.physicsBody;
  98573. if (oldBody) {
  98574. this.removePhysicsBody(impostor);
  98575. }
  98576. //create the body and material
  98577. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98578. var bodyCreationObject = {
  98579. mass: impostor.getParam("mass"),
  98580. material: material
  98581. };
  98582. // A simple extend, in case native options were used.
  98583. var nativeOptions = impostor.getParam("nativeOptions");
  98584. for (var key in nativeOptions) {
  98585. if (nativeOptions.hasOwnProperty(key)) {
  98586. bodyCreationObject[key] = nativeOptions[key];
  98587. }
  98588. }
  98589. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98590. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98591. this.world.addEventListener("preStep", impostor.beforeStep);
  98592. this.world.addEventListener("postStep", impostor.afterStep);
  98593. impostor.physicsBody.addShape(shape);
  98594. this.world.add(impostor.physicsBody);
  98595. //try to keep the body moving in the right direction by taking old properties.
  98596. //Should be tested!
  98597. if (oldBody) {
  98598. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98599. impostor.physicsBody[param].copy(oldBody[param]);
  98600. });
  98601. }
  98602. this._processChildMeshes(impostor);
  98603. }
  98604. //now update the body's transformation
  98605. this._updatePhysicsBodyTransformation(impostor);
  98606. };
  98607. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98608. var _this = this;
  98609. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98610. var currentRotation = mainImpostor.object.rotationQuaternion;
  98611. if (meshChildren.length) {
  98612. var processMesh = function (localPosition, mesh) {
  98613. if (!currentRotation || !mesh.rotationQuaternion) {
  98614. return;
  98615. }
  98616. var childImpostor = mesh.getPhysicsImpostor();
  98617. if (childImpostor) {
  98618. var parent = childImpostor.parent;
  98619. if (parent !== mainImpostor) {
  98620. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98621. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98622. if (childImpostor.physicsBody) {
  98623. _this.removePhysicsBody(childImpostor);
  98624. childImpostor.physicsBody = null;
  98625. }
  98626. childImpostor.parent = mainImpostor;
  98627. childImpostor.resetUpdateFlags();
  98628. 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));
  98629. //Add the mass of the children.
  98630. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98631. }
  98632. }
  98633. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98634. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98635. };
  98636. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98637. }
  98638. };
  98639. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98640. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98641. this.world.removeEventListener("preStep", impostor.beforeStep);
  98642. this.world.removeEventListener("postStep", impostor.afterStep);
  98643. this.world.remove(impostor.physicsBody);
  98644. };
  98645. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98646. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98647. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98648. if (!mainBody || !connectedBody) {
  98649. return;
  98650. }
  98651. var constraint;
  98652. var jointData = impostorJoint.joint.jointData;
  98653. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98654. var constraintData = {
  98655. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98656. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98657. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98658. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98659. maxForce: jointData.nativeParams.maxForce,
  98660. collideConnected: !!jointData.collision
  98661. };
  98662. switch (impostorJoint.joint.type) {
  98663. case BABYLON.PhysicsJoint.HingeJoint:
  98664. case BABYLON.PhysicsJoint.Hinge2Joint:
  98665. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98666. break;
  98667. case BABYLON.PhysicsJoint.DistanceJoint:
  98668. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98669. break;
  98670. case BABYLON.PhysicsJoint.SpringJoint:
  98671. var springData = jointData;
  98672. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98673. restLength: springData.length,
  98674. stiffness: springData.stiffness,
  98675. damping: springData.damping,
  98676. localAnchorA: constraintData.pivotA,
  98677. localAnchorB: constraintData.pivotB
  98678. });
  98679. break;
  98680. case BABYLON.PhysicsJoint.LockJoint:
  98681. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98682. break;
  98683. case BABYLON.PhysicsJoint.PointToPointJoint:
  98684. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98685. default:
  98686. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98687. break;
  98688. }
  98689. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98690. constraint.collideConnected = !!jointData.collision;
  98691. impostorJoint.joint.physicsJoint = constraint;
  98692. //don't add spring as constraint, as it is not one.
  98693. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98694. this.world.addConstraint(constraint);
  98695. }
  98696. else {
  98697. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98698. constraint.applyForce();
  98699. };
  98700. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98701. }
  98702. };
  98703. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98704. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98705. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98706. }
  98707. else {
  98708. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98709. }
  98710. };
  98711. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98712. var index;
  98713. var mat;
  98714. for (index = 0; index < this._physicsMaterials.length; index++) {
  98715. mat = this._physicsMaterials[index];
  98716. if (mat.friction === friction && mat.restitution === restitution) {
  98717. return mat;
  98718. }
  98719. }
  98720. var currentMat = new this.BJSCANNON.Material(name);
  98721. currentMat.friction = friction;
  98722. currentMat.restitution = restitution;
  98723. this._physicsMaterials.push(currentMat);
  98724. return currentMat;
  98725. };
  98726. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98727. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98728. };
  98729. CannonJSPlugin.prototype._createShape = function (impostor) {
  98730. var object = impostor.object;
  98731. var returnValue;
  98732. var extendSize = impostor.getObjectExtendSize();
  98733. switch (impostor.type) {
  98734. case BABYLON.PhysicsImpostor.SphereImpostor:
  98735. var radiusX = extendSize.x;
  98736. var radiusY = extendSize.y;
  98737. var radiusZ = extendSize.z;
  98738. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98739. break;
  98740. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98741. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98742. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98743. break;
  98744. case BABYLON.PhysicsImpostor.BoxImpostor:
  98745. var box = extendSize.scale(0.5);
  98746. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98747. break;
  98748. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98749. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98750. returnValue = new this.BJSCANNON.Plane();
  98751. break;
  98752. case BABYLON.PhysicsImpostor.MeshImpostor:
  98753. // should transform the vertex data to world coordinates!!
  98754. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98755. var rawFaces = object.getIndices ? object.getIndices() : [];
  98756. if (!rawVerts) {
  98757. return;
  98758. }
  98759. // get only scale! so the object could transform correctly.
  98760. var oldPosition = object.position.clone();
  98761. var oldRotation = object.rotation && object.rotation.clone();
  98762. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98763. object.position.copyFromFloats(0, 0, 0);
  98764. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98765. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98766. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98767. var transform = object.computeWorldMatrix(true);
  98768. // convert rawVerts to object space
  98769. var temp = new Array();
  98770. var index;
  98771. for (index = 0; index < rawVerts.length; index += 3) {
  98772. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98773. }
  98774. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98775. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98776. //now set back the transformation!
  98777. object.position.copyFrom(oldPosition);
  98778. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98779. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98780. break;
  98781. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98782. var oldPosition2 = object.position.clone();
  98783. var oldRotation2 = object.rotation && object.rotation.clone();
  98784. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98785. object.position.copyFromFloats(0, 0, 0);
  98786. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98787. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98788. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98789. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98790. returnValue = this._createHeightmap(object);
  98791. object.position.copyFrom(oldPosition2);
  98792. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98793. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98794. object.computeWorldMatrix(true);
  98795. break;
  98796. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98797. returnValue = new this.BJSCANNON.Particle();
  98798. break;
  98799. }
  98800. return returnValue;
  98801. };
  98802. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98803. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98804. var transform = object.computeWorldMatrix(true);
  98805. // convert rawVerts to object space
  98806. var temp = new Array();
  98807. var index;
  98808. for (index = 0; index < pos.length; index += 3) {
  98809. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98810. }
  98811. pos = temp;
  98812. var matrix = new Array();
  98813. //For now pointDepth will not be used and will be automatically calculated.
  98814. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98815. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98816. var boundingInfo = object.getBoundingInfo();
  98817. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98818. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98819. var elementSize = dim * 2 / arraySize;
  98820. for (var i = 0; i < pos.length; i = i + 3) {
  98821. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98822. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98823. var y = -pos[i + 2] + minY;
  98824. if (!matrix[x]) {
  98825. matrix[x] = [];
  98826. }
  98827. if (!matrix[x][z]) {
  98828. matrix[x][z] = y;
  98829. }
  98830. matrix[x][z] = Math.max(y, matrix[x][z]);
  98831. }
  98832. for (var x = 0; x <= arraySize; ++x) {
  98833. if (!matrix[x]) {
  98834. var loc = 1;
  98835. while (!matrix[(x + loc) % arraySize]) {
  98836. loc++;
  98837. }
  98838. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98839. //console.log("missing x", x);
  98840. }
  98841. for (var z = 0; z <= arraySize; ++z) {
  98842. if (!matrix[x][z]) {
  98843. var loc = 1;
  98844. var newValue;
  98845. while (newValue === undefined) {
  98846. newValue = matrix[x][(z + loc++) % arraySize];
  98847. }
  98848. matrix[x][z] = newValue;
  98849. }
  98850. }
  98851. }
  98852. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98853. elementSize: elementSize
  98854. });
  98855. //For future reference, needed for body transformation
  98856. shape.minY = minY;
  98857. return shape;
  98858. };
  98859. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98860. var object = impostor.object;
  98861. //make sure it is updated...
  98862. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98863. // The delta between the mesh position and the mesh bounding box center
  98864. var bInfo = object.getBoundingInfo();
  98865. if (!bInfo) {
  98866. return;
  98867. }
  98868. var center = impostor.getObjectCenter();
  98869. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98870. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98871. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98872. this._tmpPosition.copyFrom(center);
  98873. var quaternion = object.rotationQuaternion;
  98874. if (!quaternion) {
  98875. return;
  98876. }
  98877. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98878. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98879. //-90 DEG in X, precalculated
  98880. quaternion = quaternion.multiply(this._minus90X);
  98881. //Invert! (Precalculated, 90 deg in X)
  98882. //No need to clone. this will never change.
  98883. impostor.setDeltaRotation(this._plus90X);
  98884. }
  98885. //If it is a heightfield, if should be centered.
  98886. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98887. var mesh = object;
  98888. var boundingInfo = mesh.getBoundingInfo();
  98889. //calculate the correct body position:
  98890. var rotationQuaternion = mesh.rotationQuaternion;
  98891. mesh.rotationQuaternion = this._tmpUnityRotation;
  98892. mesh.computeWorldMatrix(true);
  98893. //get original center with no rotation
  98894. var c = center.clone();
  98895. var oldPivot = mesh.getPivotMatrix();
  98896. if (oldPivot) {
  98897. // create a copy the pivot Matrix as it is modified in place
  98898. oldPivot = oldPivot.clone();
  98899. }
  98900. else {
  98901. oldPivot = BABYLON.Matrix.Identity();
  98902. }
  98903. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98904. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98905. mesh.setPreTransformMatrix(p);
  98906. mesh.computeWorldMatrix(true);
  98907. //calculate the translation
  98908. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98909. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98910. //add it inverted to the delta
  98911. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98912. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98913. //rotation is back
  98914. mesh.rotationQuaternion = rotationQuaternion;
  98915. mesh.setPreTransformMatrix(oldPivot);
  98916. mesh.computeWorldMatrix(true);
  98917. }
  98918. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98919. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98920. //this._tmpPosition.copyFrom(object.position);
  98921. }
  98922. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98923. //Now update the impostor object
  98924. impostor.physicsBody.position.copy(this._tmpPosition);
  98925. impostor.physicsBody.quaternion.copy(quaternion);
  98926. };
  98927. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98928. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98929. if (impostor.object.rotationQuaternion) {
  98930. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98931. }
  98932. };
  98933. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98934. impostor.physicsBody.position.copy(newPosition);
  98935. impostor.physicsBody.quaternion.copy(newRotation);
  98936. };
  98937. CannonJSPlugin.prototype.isSupported = function () {
  98938. return this.BJSCANNON !== undefined;
  98939. };
  98940. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98941. impostor.physicsBody.velocity.copy(velocity);
  98942. };
  98943. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98944. impostor.physicsBody.angularVelocity.copy(velocity);
  98945. };
  98946. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98947. var v = impostor.physicsBody.velocity;
  98948. if (!v) {
  98949. return null;
  98950. }
  98951. return new BABYLON.Vector3(v.x, v.y, v.z);
  98952. };
  98953. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98954. var v = impostor.physicsBody.angularVelocity;
  98955. if (!v) {
  98956. return null;
  98957. }
  98958. return new BABYLON.Vector3(v.x, v.y, v.z);
  98959. };
  98960. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98961. impostor.physicsBody.mass = mass;
  98962. impostor.physicsBody.updateMassProperties();
  98963. };
  98964. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98965. return impostor.physicsBody.mass;
  98966. };
  98967. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98968. return impostor.physicsBody.material.friction;
  98969. };
  98970. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98971. impostor.physicsBody.material.friction = friction;
  98972. };
  98973. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98974. return impostor.physicsBody.material.restitution;
  98975. };
  98976. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98977. impostor.physicsBody.material.restitution = restitution;
  98978. };
  98979. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98980. impostor.physicsBody.sleep();
  98981. };
  98982. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98983. impostor.physicsBody.wakeUp();
  98984. };
  98985. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98986. joint.physicsJoint.distance = maxDistance;
  98987. };
  98988. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98989. // if (!motorIndex) {
  98990. // joint.physicsJoint.enableMotor();
  98991. // }
  98992. // }
  98993. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98994. // if (!motorIndex) {
  98995. // joint.physicsJoint.disableMotor();
  98996. // }
  98997. // }
  98998. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98999. if (!motorIndex) {
  99000. joint.physicsJoint.enableMotor();
  99001. joint.physicsJoint.setMotorSpeed(speed);
  99002. if (maxForce) {
  99003. this.setLimit(joint, maxForce);
  99004. }
  99005. }
  99006. };
  99007. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99008. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99009. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99010. };
  99011. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99012. var body = impostor.physicsBody;
  99013. mesh.position.x = body.position.x;
  99014. mesh.position.y = body.position.y;
  99015. mesh.position.z = body.position.z;
  99016. if (mesh.rotationQuaternion) {
  99017. mesh.rotationQuaternion.x = body.quaternion.x;
  99018. mesh.rotationQuaternion.y = body.quaternion.y;
  99019. mesh.rotationQuaternion.z = body.quaternion.z;
  99020. mesh.rotationQuaternion.w = body.quaternion.w;
  99021. }
  99022. };
  99023. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99024. var shape = impostor.physicsBody.shapes[0];
  99025. return shape.boundingSphereRadius;
  99026. };
  99027. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99028. var shape = impostor.physicsBody.shapes[0];
  99029. result.x = shape.halfExtents.x * 2;
  99030. result.y = shape.halfExtents.y * 2;
  99031. result.z = shape.halfExtents.z * 2;
  99032. };
  99033. CannonJSPlugin.prototype.dispose = function () {
  99034. };
  99035. CannonJSPlugin.prototype._extendNamespace = function () {
  99036. //this will force cannon to execute at least one step when using interpolation
  99037. var step_tmp1 = new this.BJSCANNON.Vec3();
  99038. var Engine = this.BJSCANNON;
  99039. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99040. maxSubSteps = maxSubSteps || 10;
  99041. timeSinceLastCalled = timeSinceLastCalled || 0;
  99042. if (timeSinceLastCalled === 0) {
  99043. this.internalStep(dt);
  99044. this.time += dt;
  99045. }
  99046. else {
  99047. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99048. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99049. var t0 = performance.now();
  99050. for (var i = 0; i !== internalSteps; i++) {
  99051. this.internalStep(dt);
  99052. if (performance.now() - t0 > dt * 1000) {
  99053. break;
  99054. }
  99055. }
  99056. this.time += timeSinceLastCalled;
  99057. var h = this.time % dt;
  99058. var h_div_dt = h / dt;
  99059. var interpvelo = step_tmp1;
  99060. var bodies = this.bodies;
  99061. for (var j = 0; j !== bodies.length; j++) {
  99062. var b = bodies[j];
  99063. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99064. b.position.vsub(b.previousPosition, interpvelo);
  99065. interpvelo.scale(h_div_dt, interpvelo);
  99066. b.position.vadd(interpvelo, b.interpolatedPosition);
  99067. }
  99068. else {
  99069. b.interpolatedPosition.copy(b.position);
  99070. b.interpolatedQuaternion.copy(b.quaternion);
  99071. }
  99072. }
  99073. }
  99074. };
  99075. };
  99076. return CannonJSPlugin;
  99077. }());
  99078. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99079. })(BABYLON || (BABYLON = {}));
  99080. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99081. var BABYLON;
  99082. (function (BABYLON) {
  99083. /** @hidden */
  99084. var OimoJSPlugin = /** @class */ (function () {
  99085. function OimoJSPlugin(iterations) {
  99086. this.name = "OimoJSPlugin";
  99087. this._tmpImpostorsArray = [];
  99088. this._tmpPositionVector = BABYLON.Vector3.Zero();
  99089. this.BJSOIMO = OIMO;
  99090. this.world = new this.BJSOIMO.World({
  99091. iterations: iterations
  99092. });
  99093. this.world.clear();
  99094. }
  99095. OimoJSPlugin.prototype.setGravity = function (gravity) {
  99096. this.world.gravity.copy(gravity);
  99097. };
  99098. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99099. this.world.timeStep = timeStep;
  99100. };
  99101. OimoJSPlugin.prototype.getTimeStep = function () {
  99102. return this.world.timeStep;
  99103. };
  99104. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99105. var _this = this;
  99106. impostors.forEach(function (impostor) {
  99107. impostor.beforeStep();
  99108. });
  99109. this.world.step();
  99110. impostors.forEach(function (impostor) {
  99111. impostor.afterStep();
  99112. //update the ordered impostors array
  99113. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  99114. });
  99115. //check for collisions
  99116. var contact = this.world.contacts;
  99117. while (contact !== null) {
  99118. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  99119. contact = contact.next;
  99120. continue;
  99121. }
  99122. //is this body colliding with any other? get the impostor
  99123. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  99124. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  99125. if (!mainImpostor || !collidingImpostor) {
  99126. contact = contact.next;
  99127. continue;
  99128. }
  99129. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99130. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  99131. contact = contact.next;
  99132. }
  99133. };
  99134. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99135. var mass = impostor.physicsBody.mass;
  99136. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  99137. };
  99138. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99139. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  99140. this.applyImpulse(impostor, force, contactPoint);
  99141. };
  99142. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99143. var _this = this;
  99144. //parent-child relationship. Does this impostor has a parent impostor?
  99145. if (impostor.parent) {
  99146. if (impostor.physicsBody) {
  99147. this.removePhysicsBody(impostor);
  99148. //TODO is that needed?
  99149. impostor.forceUpdate();
  99150. }
  99151. return;
  99152. }
  99153. if (impostor.isBodyInitRequired()) {
  99154. var bodyConfig = {
  99155. name: impostor.uniqueId,
  99156. //Oimo must have mass, also for static objects.
  99157. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  99158. size: [],
  99159. type: [],
  99160. pos: [],
  99161. posShape: [],
  99162. rot: [],
  99163. rotShape: [],
  99164. move: impostor.getParam("mass") !== 0,
  99165. density: impostor.getParam("mass"),
  99166. friction: impostor.getParam("friction"),
  99167. restitution: impostor.getParam("restitution"),
  99168. //Supporting older versions of Oimo
  99169. world: this.world
  99170. };
  99171. var impostors = [impostor];
  99172. var addToArray = function (parent) {
  99173. if (!parent.getChildMeshes) {
  99174. return;
  99175. }
  99176. parent.getChildMeshes().forEach(function (m) {
  99177. if (m.physicsImpostor) {
  99178. impostors.push(m.physicsImpostor);
  99179. //m.physicsImpostor._init();
  99180. }
  99181. });
  99182. };
  99183. addToArray(impostor.object);
  99184. var checkWithEpsilon_1 = function (value) {
  99185. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  99186. };
  99187. var globalQuaternion_1 = new BABYLON.Quaternion();
  99188. impostors.forEach(function (i) {
  99189. if (!i.object.rotationQuaternion) {
  99190. return;
  99191. }
  99192. //get the correct bounding box
  99193. var oldQuaternion = i.object.rotationQuaternion;
  99194. globalQuaternion_1 = oldQuaternion.clone();
  99195. var rot = oldQuaternion.toEulerAngles();
  99196. var extendSize = i.getObjectExtendSize();
  99197. var radToDeg = 57.295779513082320876;
  99198. if (i === impostor) {
  99199. var center = impostor.getObjectCenter();
  99200. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99201. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99202. //Can also use Array.prototype.push.apply
  99203. bodyConfig.pos.push(center.x);
  99204. bodyConfig.pos.push(center.y);
  99205. bodyConfig.pos.push(center.z);
  99206. bodyConfig.posShape.push(0, 0, 0);
  99207. bodyConfig.rotShape.push(0, 0, 0);
  99208. }
  99209. else {
  99210. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99211. bodyConfig.posShape.push(localPosition.x);
  99212. bodyConfig.posShape.push(localPosition.y);
  99213. bodyConfig.posShape.push(localPosition.z);
  99214. bodyConfig.pos.push(0, 0, 0);
  99215. bodyConfig.rotShape.push(rot.x * radToDeg);
  99216. bodyConfig.rotShape.push(rot.y * radToDeg);
  99217. bodyConfig.rotShape.push(rot.z * radToDeg);
  99218. }
  99219. // register mesh
  99220. switch (i.type) {
  99221. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99222. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  99223. case BABYLON.PhysicsImpostor.SphereImpostor:
  99224. var radiusX = extendSize.x;
  99225. var radiusY = extendSize.y;
  99226. var radiusZ = extendSize.z;
  99227. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  99228. bodyConfig.type.push('sphere');
  99229. //due to the way oimo works with compounds, add 3 times
  99230. bodyConfig.size.push(size);
  99231. bodyConfig.size.push(size);
  99232. bodyConfig.size.push(size);
  99233. break;
  99234. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99235. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  99236. var sizeY = checkWithEpsilon_1(extendSize.y);
  99237. bodyConfig.type.push('cylinder');
  99238. bodyConfig.size.push(sizeX);
  99239. bodyConfig.size.push(sizeY);
  99240. //due to the way oimo works with compounds, add one more value.
  99241. bodyConfig.size.push(sizeY);
  99242. break;
  99243. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99244. case BABYLON.PhysicsImpostor.BoxImpostor:
  99245. default:
  99246. var sizeX = checkWithEpsilon_1(extendSize.x);
  99247. var sizeY = checkWithEpsilon_1(extendSize.y);
  99248. var sizeZ = checkWithEpsilon_1(extendSize.z);
  99249. bodyConfig.type.push('box');
  99250. //if (i === impostor) {
  99251. bodyConfig.size.push(sizeX);
  99252. bodyConfig.size.push(sizeY);
  99253. bodyConfig.size.push(sizeZ);
  99254. //} else {
  99255. // bodyConfig.size.push(0,0,0);
  99256. //}
  99257. break;
  99258. }
  99259. //actually not needed, but hey...
  99260. i.object.rotationQuaternion = oldQuaternion;
  99261. });
  99262. impostor.physicsBody = this.world.add(bodyConfig);
  99263. // set the quaternion, ignoring the previously defined (euler) rotation
  99264. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  99265. // update with delta 0, so the body will reveive the new rotation.
  99266. impostor.physicsBody.updatePosition(0);
  99267. }
  99268. else {
  99269. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  99270. }
  99271. impostor.setDeltaPosition(this._tmpPositionVector);
  99272. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  99273. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  99274. };
  99275. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99276. //impostor.physicsBody.dispose();
  99277. //Same as : (older oimo versions)
  99278. this.world.removeRigidBody(impostor.physicsBody);
  99279. };
  99280. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99281. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99282. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99283. if (!mainBody || !connectedBody) {
  99284. return;
  99285. }
  99286. var jointData = impostorJoint.joint.jointData;
  99287. var options = jointData.nativeParams || {};
  99288. var type;
  99289. var nativeJointData = {
  99290. body1: mainBody,
  99291. body2: connectedBody,
  99292. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  99293. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  99294. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  99295. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  99296. min: options.min,
  99297. max: options.max,
  99298. collision: options.collision || jointData.collision,
  99299. spring: options.spring,
  99300. //supporting older version of Oimo
  99301. world: this.world
  99302. };
  99303. switch (impostorJoint.joint.type) {
  99304. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99305. type = "jointBall";
  99306. break;
  99307. case BABYLON.PhysicsJoint.SpringJoint:
  99308. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  99309. var springData = jointData;
  99310. nativeJointData.min = springData.length || nativeJointData.min;
  99311. //Max should also be set, just make sure it is at least min
  99312. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  99313. case BABYLON.PhysicsJoint.DistanceJoint:
  99314. type = "jointDistance";
  99315. nativeJointData.max = jointData.maxDistance;
  99316. break;
  99317. case BABYLON.PhysicsJoint.PrismaticJoint:
  99318. type = "jointPrisme";
  99319. break;
  99320. case BABYLON.PhysicsJoint.SliderJoint:
  99321. type = "jointSlide";
  99322. break;
  99323. case BABYLON.PhysicsJoint.WheelJoint:
  99324. type = "jointWheel";
  99325. break;
  99326. case BABYLON.PhysicsJoint.HingeJoint:
  99327. default:
  99328. type = "jointHinge";
  99329. break;
  99330. }
  99331. nativeJointData.type = type;
  99332. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  99333. };
  99334. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99335. //Bug in Oimo prevents us from disposing a joint in the playground
  99336. //joint.joint.physicsJoint.dispose();
  99337. //So we will bruteforce it!
  99338. try {
  99339. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  99340. }
  99341. catch (e) {
  99342. BABYLON.Tools.Warn(e);
  99343. }
  99344. };
  99345. OimoJSPlugin.prototype.isSupported = function () {
  99346. return this.BJSOIMO !== undefined;
  99347. };
  99348. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99349. if (!impostor.physicsBody.sleeping) {
  99350. //TODO check that
  99351. /*if (impostor.physicsBody.shapes.next) {
  99352. var parentShape = this._getLastShape(impostor.physicsBody);
  99353. impostor.object.position.copyFrom(parentShape.position);
  99354. console.log(parentShape.position);
  99355. } else {*/
  99356. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  99357. //}
  99358. if (impostor.object.rotationQuaternion) {
  99359. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  99360. }
  99361. }
  99362. };
  99363. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99364. var body = impostor.physicsBody;
  99365. body.position.copy(newPosition);
  99366. body.orientation.copy(newRotation);
  99367. body.syncShapes();
  99368. body.awake();
  99369. };
  99370. /*private _getLastShape(body: any): any {
  99371. var lastShape = body.shapes;
  99372. while (lastShape.next) {
  99373. lastShape = lastShape.next;
  99374. }
  99375. return lastShape;
  99376. }*/
  99377. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99378. impostor.physicsBody.linearVelocity.copy(velocity);
  99379. };
  99380. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99381. impostor.physicsBody.angularVelocity.copy(velocity);
  99382. };
  99383. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99384. var v = impostor.physicsBody.linearVelocity;
  99385. if (!v) {
  99386. return null;
  99387. }
  99388. return new BABYLON.Vector3(v.x, v.y, v.z);
  99389. };
  99390. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99391. var v = impostor.physicsBody.angularVelocity;
  99392. if (!v) {
  99393. return null;
  99394. }
  99395. return new BABYLON.Vector3(v.x, v.y, v.z);
  99396. };
  99397. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99398. var staticBody = mass === 0;
  99399. //this will actually set the body's density and not its mass.
  99400. //But this is how oimo treats the mass variable.
  99401. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  99402. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  99403. };
  99404. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  99405. return impostor.physicsBody.shapes.density;
  99406. };
  99407. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99408. return impostor.physicsBody.shapes.friction;
  99409. };
  99410. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99411. impostor.physicsBody.shapes.friction = friction;
  99412. };
  99413. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99414. return impostor.physicsBody.shapes.restitution;
  99415. };
  99416. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99417. impostor.physicsBody.shapes.restitution = restitution;
  99418. };
  99419. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  99420. impostor.physicsBody.sleep();
  99421. };
  99422. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99423. impostor.physicsBody.awake();
  99424. };
  99425. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99426. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  99427. if (minDistance !== void 0) {
  99428. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  99429. }
  99430. };
  99431. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99432. //TODO separate rotational and transational motors.
  99433. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99434. if (motor) {
  99435. motor.setMotor(speed, maxForce);
  99436. }
  99437. };
  99438. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  99439. //TODO separate rotational and transational motors.
  99440. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99441. if (motor) {
  99442. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  99443. }
  99444. };
  99445. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99446. var body = impostor.physicsBody;
  99447. mesh.position.x = body.position.x;
  99448. mesh.position.y = body.position.y;
  99449. mesh.position.z = body.position.z;
  99450. if (mesh.rotationQuaternion) {
  99451. mesh.rotationQuaternion.x = body.orientation.x;
  99452. mesh.rotationQuaternion.y = body.orientation.y;
  99453. mesh.rotationQuaternion.z = body.orientation.z;
  99454. mesh.rotationQuaternion.w = body.orientation.s;
  99455. }
  99456. };
  99457. OimoJSPlugin.prototype.getRadius = function (impostor) {
  99458. return impostor.physicsBody.shapes.radius;
  99459. };
  99460. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99461. var shape = impostor.physicsBody.shapes;
  99462. result.x = shape.halfWidth * 2;
  99463. result.y = shape.halfHeight * 2;
  99464. result.z = shape.halfDepth * 2;
  99465. };
  99466. OimoJSPlugin.prototype.dispose = function () {
  99467. this.world.clear();
  99468. };
  99469. return OimoJSPlugin;
  99470. }());
  99471. BABYLON.OimoJSPlugin = OimoJSPlugin;
  99472. })(BABYLON || (BABYLON = {}));
  99473. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  99474. var BABYLON;
  99475. (function (BABYLON) {
  99476. /**
  99477. * Gets the current physics engine
  99478. * @returns a IPhysicsEngine or null if none attached
  99479. */
  99480. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  99481. return this._physicsEngine;
  99482. };
  99483. /**
  99484. * Enables physics to the current scene
  99485. * @param gravity defines the scene's gravity for the physics engine
  99486. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  99487. * @return a boolean indicating if the physics engine was initialized
  99488. */
  99489. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  99490. if (gravity === void 0) { gravity = null; }
  99491. if (this._physicsEngine) {
  99492. return true;
  99493. }
  99494. // Register the component to the scene
  99495. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  99496. if (!component) {
  99497. component = new PhysicsEngineSceneComponent(this);
  99498. this._addComponent(component);
  99499. }
  99500. try {
  99501. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  99502. return true;
  99503. }
  99504. catch (e) {
  99505. BABYLON.Tools.Error(e.message);
  99506. return false;
  99507. }
  99508. };
  99509. /**
  99510. * Disables and disposes the physics engine associated with the scene
  99511. */
  99512. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  99513. if (!this._physicsEngine) {
  99514. return;
  99515. }
  99516. this._physicsEngine.dispose();
  99517. this._physicsEngine = null;
  99518. };
  99519. /**
  99520. * Gets a boolean indicating if there is an active physics engine
  99521. * @returns a boolean indicating if there is an active physics engine
  99522. */
  99523. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  99524. return this._physicsEngine !== undefined;
  99525. };
  99526. /**
  99527. * Deletes a physics compound impostor
  99528. * @param compound defines the compound to delete
  99529. */
  99530. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  99531. var mesh = compound.parts[0].mesh;
  99532. if (mesh.physicsImpostor) {
  99533. mesh.physicsImpostor.dispose( /*true*/);
  99534. mesh.physicsImpostor = null;
  99535. }
  99536. };
  99537. /** @hidden */
  99538. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  99539. if (this._physicsEngine) {
  99540. this.onBeforePhysicsObservable.notifyObservers(this);
  99541. this._physicsEngine._step(step / 1000);
  99542. this.onAfterPhysicsObservable.notifyObservers(this);
  99543. }
  99544. };
  99545. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  99546. get: function () {
  99547. return this._physicsImpostor;
  99548. },
  99549. set: function (value) {
  99550. var _this = this;
  99551. if (this._physicsImpostor === value) {
  99552. return;
  99553. }
  99554. if (this._disposePhysicsObserver) {
  99555. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  99556. }
  99557. this._physicsImpostor = value;
  99558. if (value) {
  99559. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  99560. // Physics
  99561. if (_this.physicsImpostor) {
  99562. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  99563. _this.physicsImpostor = null;
  99564. }
  99565. });
  99566. }
  99567. },
  99568. enumerable: true,
  99569. configurable: true
  99570. });
  99571. /**
  99572. * Gets the current physics impostor
  99573. * @see http://doc.babylonjs.com/features/physics_engine
  99574. * @returns a physics impostor or null
  99575. */
  99576. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99577. return this.physicsImpostor;
  99578. };
  99579. /**
  99580. * Apply a physic impulse to the mesh
  99581. * @param force defines the force to apply
  99582. * @param contactPoint defines where to apply the force
  99583. * @returns the current mesh
  99584. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99585. */
  99586. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99587. if (!this.physicsImpostor) {
  99588. return this;
  99589. }
  99590. this.physicsImpostor.applyImpulse(force, contactPoint);
  99591. return this;
  99592. };
  99593. /**
  99594. * Creates a physic joint between two meshes
  99595. * @param otherMesh defines the other mesh to use
  99596. * @param pivot1 defines the pivot to use on this mesh
  99597. * @param pivot2 defines the pivot to use on the other mesh
  99598. * @param options defines additional options (can be plugin dependent)
  99599. * @returns the current mesh
  99600. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99601. */
  99602. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99603. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99604. return this;
  99605. }
  99606. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99607. mainPivot: pivot1,
  99608. connectedPivot: pivot2,
  99609. nativeParams: options
  99610. });
  99611. return this;
  99612. };
  99613. /**
  99614. * Defines the physics engine scene component responsible to manage a physics engine
  99615. */
  99616. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99617. /**
  99618. * Creates a new instance of the component for the given scene
  99619. * @param scene Defines the scene to register the component in
  99620. */
  99621. function PhysicsEngineSceneComponent(scene) {
  99622. var _this = this;
  99623. /**
  99624. * The component name helpful to identify the component in the list of scene components.
  99625. */
  99626. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99627. this.scene = scene;
  99628. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99629. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99630. // Replace the function used to get the deterministic frame time
  99631. this.scene.getDeterministicFrameTime = function () {
  99632. if (_this.scene._physicsEngine) {
  99633. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99634. }
  99635. return 1000.0 / 60.0;
  99636. };
  99637. }
  99638. /**
  99639. * Registers the component in a given scene
  99640. */
  99641. PhysicsEngineSceneComponent.prototype.register = function () {
  99642. };
  99643. /**
  99644. * Rebuilds the elements related to this component in case of
  99645. * context lost for instance.
  99646. */
  99647. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99648. // Nothing to do for this component
  99649. };
  99650. /**
  99651. * Disposes the component and the associated ressources
  99652. */
  99653. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99654. this.scene.onBeforePhysicsObservable.clear();
  99655. this.scene.onAfterPhysicsObservable.clear();
  99656. if (this.scene._physicsEngine) {
  99657. this.scene.disablePhysicsEngine();
  99658. }
  99659. };
  99660. return PhysicsEngineSceneComponent;
  99661. }());
  99662. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99663. })(BABYLON || (BABYLON = {}));
  99664. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99665. var BABYLON;
  99666. (function (BABYLON) {
  99667. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99668. // All values and structures referenced from:
  99669. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99670. var DDS_MAGIC = 0x20534444;
  99671. var
  99672. //DDSD_CAPS = 0x1,
  99673. //DDSD_HEIGHT = 0x2,
  99674. //DDSD_WIDTH = 0x4,
  99675. //DDSD_PITCH = 0x8,
  99676. //DDSD_PIXELFORMAT = 0x1000,
  99677. DDSD_MIPMAPCOUNT = 0x20000;
  99678. //DDSD_LINEARSIZE = 0x80000,
  99679. //DDSD_DEPTH = 0x800000;
  99680. // var DDSCAPS_COMPLEX = 0x8,
  99681. // DDSCAPS_MIPMAP = 0x400000,
  99682. // DDSCAPS_TEXTURE = 0x1000;
  99683. var DDSCAPS2_CUBEMAP = 0x200;
  99684. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99685. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99686. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99687. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99688. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99689. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99690. // DDSCAPS2_VOLUME = 0x200000;
  99691. var
  99692. //DDPF_ALPHAPIXELS = 0x1,
  99693. //DDPF_ALPHA = 0x2,
  99694. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99695. //DDPF_YUV = 0x200,
  99696. DDPF_LUMINANCE = 0x20000;
  99697. function FourCCToInt32(value) {
  99698. return value.charCodeAt(0) +
  99699. (value.charCodeAt(1) << 8) +
  99700. (value.charCodeAt(2) << 16) +
  99701. (value.charCodeAt(3) << 24);
  99702. }
  99703. function Int32ToFourCC(value) {
  99704. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99705. }
  99706. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99707. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99708. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99709. var FOURCC_DX10 = FourCCToInt32("DX10");
  99710. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99711. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99712. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99713. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99714. var headerLengthInt = 31; // The header length in 32 bit ints
  99715. // Offsets into the header array
  99716. var off_magic = 0;
  99717. var off_size = 1;
  99718. var off_flags = 2;
  99719. var off_height = 3;
  99720. var off_width = 4;
  99721. var off_mipmapCount = 7;
  99722. var off_pfFlags = 20;
  99723. var off_pfFourCC = 21;
  99724. var off_RGBbpp = 22;
  99725. var off_RMask = 23;
  99726. var off_GMask = 24;
  99727. var off_BMask = 25;
  99728. var off_AMask = 26;
  99729. // var off_caps1 = 27;
  99730. var off_caps2 = 28;
  99731. // var off_caps3 = 29;
  99732. // var off_caps4 = 30;
  99733. var off_dxgiFormat = 32;
  99734. /**
  99735. * Class used to provide DDS decompression tools
  99736. */
  99737. var DDSTools = /** @class */ (function () {
  99738. function DDSTools() {
  99739. }
  99740. /**
  99741. * Gets DDS information from an array buffer
  99742. * @param arrayBuffer defines the array buffer to read data from
  99743. * @returns the DDS information
  99744. */
  99745. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99746. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99747. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99748. var mipmapCount = 1;
  99749. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99750. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99751. }
  99752. var fourCC = header[off_pfFourCC];
  99753. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99754. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99755. switch (fourCC) {
  99756. case FOURCC_D3DFMT_R16G16B16A16F:
  99757. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99758. break;
  99759. case FOURCC_D3DFMT_R32G32B32A32F:
  99760. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99761. break;
  99762. case FOURCC_DX10:
  99763. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99764. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99765. break;
  99766. }
  99767. }
  99768. return {
  99769. width: header[off_width],
  99770. height: header[off_height],
  99771. mipmapCount: mipmapCount,
  99772. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99773. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99774. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99775. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99776. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99777. dxgiFormat: dxgiFormat,
  99778. textureType: textureType
  99779. };
  99780. };
  99781. DDSTools._ToHalfFloat = function (value) {
  99782. if (!DDSTools._FloatView) {
  99783. DDSTools._FloatView = new Float32Array(1);
  99784. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99785. }
  99786. DDSTools._FloatView[0] = value;
  99787. var x = DDSTools._Int32View[0];
  99788. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99789. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99790. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99791. /* If zero, or denormal, or exponent underflows too much for a denormal
  99792. * half, return signed zero. */
  99793. if (e < 103) {
  99794. return bits;
  99795. }
  99796. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99797. if (e > 142) {
  99798. bits |= 0x7c00;
  99799. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99800. * not Inf, so make sure we set one mantissa bit too. */
  99801. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99802. return bits;
  99803. }
  99804. /* If exponent underflows but not too much, return a denormal */
  99805. if (e < 113) {
  99806. m |= 0x0800;
  99807. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99808. * to 1, which is OK. */
  99809. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99810. return bits;
  99811. }
  99812. bits |= ((e - 112) << 10) | (m >> 1);
  99813. bits += m & 1;
  99814. return bits;
  99815. };
  99816. DDSTools._FromHalfFloat = function (value) {
  99817. var s = (value & 0x8000) >> 15;
  99818. var e = (value & 0x7C00) >> 10;
  99819. var f = value & 0x03FF;
  99820. if (e === 0) {
  99821. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99822. }
  99823. else if (e == 0x1F) {
  99824. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99825. }
  99826. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99827. };
  99828. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99829. var destArray = new Float32Array(dataLength);
  99830. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99831. var index = 0;
  99832. for (var y = 0; y < height; y++) {
  99833. for (var x = 0; x < width; x++) {
  99834. var srcPos = (x + y * width) * 4;
  99835. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99836. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99837. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99838. if (DDSTools.StoreLODInAlphaChannel) {
  99839. destArray[index + 3] = lod;
  99840. }
  99841. else {
  99842. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99843. }
  99844. index += 4;
  99845. }
  99846. }
  99847. return destArray;
  99848. };
  99849. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99850. if (DDSTools.StoreLODInAlphaChannel) {
  99851. var destArray = new Uint16Array(dataLength);
  99852. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99853. var index = 0;
  99854. for (var y = 0; y < height; y++) {
  99855. for (var x = 0; x < width; x++) {
  99856. var srcPos = (x + y * width) * 4;
  99857. destArray[index] = srcData[srcPos];
  99858. destArray[index + 1] = srcData[srcPos + 1];
  99859. destArray[index + 2] = srcData[srcPos + 2];
  99860. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99861. index += 4;
  99862. }
  99863. }
  99864. return destArray;
  99865. }
  99866. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99867. };
  99868. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99869. if (DDSTools.StoreLODInAlphaChannel) {
  99870. var destArray = new Float32Array(dataLength);
  99871. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99872. var index = 0;
  99873. for (var y = 0; y < height; y++) {
  99874. for (var x = 0; x < width; x++) {
  99875. var srcPos = (x + y * width) * 4;
  99876. destArray[index] = srcData[srcPos];
  99877. destArray[index + 1] = srcData[srcPos + 1];
  99878. destArray[index + 2] = srcData[srcPos + 2];
  99879. destArray[index + 3] = lod;
  99880. index += 4;
  99881. }
  99882. }
  99883. return destArray;
  99884. }
  99885. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99886. };
  99887. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99888. var destArray = new Uint8Array(dataLength);
  99889. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99890. var index = 0;
  99891. for (var y = 0; y < height; y++) {
  99892. for (var x = 0; x < width; x++) {
  99893. var srcPos = (x + y * width) * 4;
  99894. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99895. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99896. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99897. if (DDSTools.StoreLODInAlphaChannel) {
  99898. destArray[index + 3] = lod;
  99899. }
  99900. else {
  99901. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99902. }
  99903. index += 4;
  99904. }
  99905. }
  99906. return destArray;
  99907. };
  99908. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99909. var destArray = new Uint8Array(dataLength);
  99910. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99911. var index = 0;
  99912. for (var y = 0; y < height; y++) {
  99913. for (var x = 0; x < width; x++) {
  99914. var srcPos = (x + y * width) * 4;
  99915. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99916. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99917. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99918. if (DDSTools.StoreLODInAlphaChannel) {
  99919. destArray[index + 3] = lod;
  99920. }
  99921. else {
  99922. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99923. }
  99924. index += 4;
  99925. }
  99926. }
  99927. return destArray;
  99928. };
  99929. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99930. var byteArray = new Uint8Array(dataLength);
  99931. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99932. var index = 0;
  99933. for (var y = 0; y < height; y++) {
  99934. for (var x = 0; x < width; x++) {
  99935. var srcPos = (x + y * width) * 4;
  99936. byteArray[index] = srcData[srcPos + rOffset];
  99937. byteArray[index + 1] = srcData[srcPos + gOffset];
  99938. byteArray[index + 2] = srcData[srcPos + bOffset];
  99939. byteArray[index + 3] = srcData[srcPos + aOffset];
  99940. index += 4;
  99941. }
  99942. }
  99943. return byteArray;
  99944. };
  99945. DDSTools._ExtractLongWordOrder = function (value) {
  99946. if (value === 0 || value === 255 || value === -16777216) {
  99947. return 0;
  99948. }
  99949. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99950. };
  99951. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99952. var byteArray = new Uint8Array(dataLength);
  99953. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99954. var index = 0;
  99955. for (var y = 0; y < height; y++) {
  99956. for (var x = 0; x < width; x++) {
  99957. var srcPos = (x + y * width) * 3;
  99958. byteArray[index] = srcData[srcPos + rOffset];
  99959. byteArray[index + 1] = srcData[srcPos + gOffset];
  99960. byteArray[index + 2] = srcData[srcPos + bOffset];
  99961. index += 3;
  99962. }
  99963. }
  99964. return byteArray;
  99965. };
  99966. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99967. var byteArray = new Uint8Array(dataLength);
  99968. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99969. var index = 0;
  99970. for (var y = 0; y < height; y++) {
  99971. for (var x = 0; x < width; x++) {
  99972. var srcPos = (x + y * width);
  99973. byteArray[index] = srcData[srcPos];
  99974. index++;
  99975. }
  99976. }
  99977. return byteArray;
  99978. };
  99979. /**
  99980. * Uploads DDS Levels to a Babylon Texture
  99981. * @hidden
  99982. */
  99983. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99984. if (lodIndex === void 0) { lodIndex = -1; }
  99985. var sphericalPolynomialFaces = null;
  99986. if (info.sphericalPolynomial) {
  99987. sphericalPolynomialFaces = new Array();
  99988. }
  99989. var ext = engine.getCaps().s3tc;
  99990. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99991. var fourCC, width, height, dataLength = 0, dataOffset;
  99992. var byteArray, mipmapCount, mip;
  99993. var internalCompressedFormat = 0;
  99994. var blockBytes = 1;
  99995. if (header[off_magic] !== DDS_MAGIC) {
  99996. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99997. return;
  99998. }
  99999. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100000. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100001. return;
  100002. }
  100003. if (info.isCompressed && !ext) {
  100004. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100005. return;
  100006. }
  100007. var bpp = header[off_RGBbpp];
  100008. dataOffset = header[off_size] + 4;
  100009. var computeFormats = false;
  100010. if (info.isFourCC) {
  100011. fourCC = header[off_pfFourCC];
  100012. switch (fourCC) {
  100013. case FOURCC_DXT1:
  100014. blockBytes = 8;
  100015. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100016. break;
  100017. case FOURCC_DXT3:
  100018. blockBytes = 16;
  100019. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100020. break;
  100021. case FOURCC_DXT5:
  100022. blockBytes = 16;
  100023. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100024. break;
  100025. case FOURCC_D3DFMT_R16G16B16A16F:
  100026. computeFormats = true;
  100027. break;
  100028. case FOURCC_D3DFMT_R32G32B32A32F:
  100029. computeFormats = true;
  100030. break;
  100031. case FOURCC_DX10:
  100032. // There is an additionnal header so dataOffset need to be changed
  100033. dataOffset += 5 * 4; // 5 uints
  100034. var supported = false;
  100035. switch (info.dxgiFormat) {
  100036. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100037. computeFormats = true;
  100038. supported = true;
  100039. break;
  100040. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100041. info.isRGB = true;
  100042. info.isFourCC = false;
  100043. bpp = 32;
  100044. supported = true;
  100045. break;
  100046. }
  100047. if (supported) {
  100048. break;
  100049. }
  100050. default:
  100051. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  100052. return;
  100053. }
  100054. }
  100055. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  100056. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  100057. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  100058. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  100059. if (computeFormats) {
  100060. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  100061. }
  100062. mipmapCount = 1;
  100063. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  100064. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100065. }
  100066. for (var face = 0; face < faces; face++) {
  100067. width = header[off_width];
  100068. height = header[off_height];
  100069. for (mip = 0; mip < mipmapCount; ++mip) {
  100070. if (lodIndex === -1 || lodIndex === mip) {
  100071. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  100072. var i = (lodIndex === -1) ? mip : 0;
  100073. if (!info.isCompressed && info.isFourCC) {
  100074. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100075. dataLength = width * height * 4;
  100076. var floatArray = null;
  100077. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  100078. if (bpp === 128) {
  100079. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100080. if (sphericalPolynomialFaces && i == 0) {
  100081. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100082. }
  100083. }
  100084. else if (bpp === 64) {
  100085. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100086. if (sphericalPolynomialFaces && i == 0) {
  100087. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100088. }
  100089. }
  100090. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100091. }
  100092. else {
  100093. if (bpp === 128) {
  100094. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100095. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100096. if (sphericalPolynomialFaces && i == 0) {
  100097. sphericalPolynomialFaces.push(floatArray);
  100098. }
  100099. }
  100100. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  100101. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100102. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100103. if (sphericalPolynomialFaces && i == 0) {
  100104. sphericalPolynomialFaces.push(floatArray);
  100105. }
  100106. }
  100107. else { // 64
  100108. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100109. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100110. if (sphericalPolynomialFaces && i == 0) {
  100111. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100112. }
  100113. }
  100114. }
  100115. if (floatArray) {
  100116. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  100117. }
  100118. }
  100119. else if (info.isRGB) {
  100120. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100121. if (bpp === 24) {
  100122. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  100123. dataLength = width * height * 3;
  100124. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  100125. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100126. }
  100127. else { // 32
  100128. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100129. dataLength = width * height * 4;
  100130. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  100131. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100132. }
  100133. }
  100134. else if (info.isLuminance) {
  100135. var unpackAlignment = engine._getUnpackAlignement();
  100136. var unpaddedRowSize = width;
  100137. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  100138. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  100139. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  100140. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  100141. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100142. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100143. }
  100144. else {
  100145. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  100146. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  100147. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100148. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  100149. }
  100150. }
  100151. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  100152. width *= 0.5;
  100153. height *= 0.5;
  100154. width = Math.max(1.0, width);
  100155. height = Math.max(1.0, height);
  100156. }
  100157. if (currentFace !== undefined) {
  100158. // Loading a single face
  100159. break;
  100160. }
  100161. }
  100162. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  100163. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  100164. size: header[off_width],
  100165. right: sphericalPolynomialFaces[0],
  100166. left: sphericalPolynomialFaces[1],
  100167. up: sphericalPolynomialFaces[2],
  100168. down: sphericalPolynomialFaces[3],
  100169. front: sphericalPolynomialFaces[4],
  100170. back: sphericalPolynomialFaces[5],
  100171. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  100172. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  100173. gammaSpace: false,
  100174. });
  100175. }
  100176. else {
  100177. info.sphericalPolynomial = undefined;
  100178. }
  100179. };
  100180. /**
  100181. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  100182. */
  100183. DDSTools.StoreLODInAlphaChannel = false;
  100184. return DDSTools;
  100185. }());
  100186. BABYLON.DDSTools = DDSTools;
  100187. })(BABYLON || (BABYLON = {}));
  100188. //# sourceMappingURL=babylon.dds.js.map
  100189. var BABYLON;
  100190. (function (BABYLON) {
  100191. /**
  100192. * Implementation of the DDS Texture Loader.
  100193. */
  100194. var DDSTextureLoader = /** @class */ (function () {
  100195. function DDSTextureLoader() {
  100196. /**
  100197. * Defines wether the loader supports cascade loading the different faces.
  100198. */
  100199. this.supportCascades = true;
  100200. }
  100201. /**
  100202. * This returns if the loader support the current file information.
  100203. * @param extension defines the file extension of the file being loaded
  100204. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100205. * @param fallback defines the fallback internal texture if any
  100206. * @param isBase64 defines whether the texture is encoded as a base64
  100207. * @param isBuffer defines whether the texture data are stored as a buffer
  100208. * @returns true if the loader can load the specified file
  100209. */
  100210. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100211. return extension.indexOf(".dds") === 0;
  100212. };
  100213. /**
  100214. * Transform the url before loading if required.
  100215. * @param rootUrl the url of the texture
  100216. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100217. * @returns the transformed texture
  100218. */
  100219. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100220. return rootUrl;
  100221. };
  100222. /**
  100223. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100224. * @param rootUrl the url of the texture
  100225. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100226. * @returns the fallback texture
  100227. */
  100228. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100229. return null;
  100230. };
  100231. /**
  100232. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100233. * @param data contains the texture data
  100234. * @param texture defines the BabylonJS internal texture
  100235. * @param createPolynomials will be true if polynomials have been requested
  100236. * @param onLoad defines the callback to trigger once the texture is ready
  100237. * @param onError defines the callback to trigger in case of error
  100238. */
  100239. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  100240. var engine = texture.getEngine();
  100241. var info;
  100242. var loadMipmap = false;
  100243. if (Array.isArray(imgs)) {
  100244. for (var index = 0; index < imgs.length; index++) {
  100245. var data_1 = imgs[index];
  100246. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  100247. texture.width = info.width;
  100248. texture.height = info.height;
  100249. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100250. engine._unpackFlipY(info.isCompressed);
  100251. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  100252. if (!info.isFourCC && info.mipmapCount === 1) {
  100253. engine.generateMipMapsForCubemap(texture);
  100254. }
  100255. }
  100256. }
  100257. else {
  100258. var data = imgs;
  100259. info = BABYLON.DDSTools.GetDDSInfo(data);
  100260. texture.width = info.width;
  100261. texture.height = info.height;
  100262. if (createPolynomials) {
  100263. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  100264. }
  100265. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100266. engine._unpackFlipY(info.isCompressed);
  100267. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  100268. if (!info.isFourCC && info.mipmapCount === 1) {
  100269. engine.generateMipMapsForCubemap(texture);
  100270. }
  100271. }
  100272. engine._setCubeMapTextureParams(loadMipmap);
  100273. texture.isReady = true;
  100274. if (onLoad) {
  100275. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  100276. }
  100277. };
  100278. /**
  100279. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100280. * @param data contains the texture data
  100281. * @param texture defines the BabylonJS internal texture
  100282. * @param callback defines the method to call once ready to upload
  100283. */
  100284. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  100285. var info = BABYLON.DDSTools.GetDDSInfo(data);
  100286. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  100287. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  100288. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  100289. });
  100290. };
  100291. return DDSTextureLoader;
  100292. }());
  100293. // Register the loader.
  100294. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  100295. })(BABYLON || (BABYLON = {}));
  100296. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  100297. var BABYLON;
  100298. (function (BABYLON) {
  100299. /**
  100300. * Based on jsTGALoader - Javascript loader for TGA file
  100301. * By Vincent Thibault
  100302. * @see http://blog.robrowser.com/javascript-tga-loader.html
  100303. */
  100304. var TGATools = /** @class */ (function () {
  100305. function TGATools() {
  100306. }
  100307. /**
  100308. * Gets the header of a TGA file
  100309. * @param data defines the TGA data
  100310. * @returns the header
  100311. */
  100312. TGATools.GetTGAHeader = function (data) {
  100313. var offset = 0;
  100314. var header = {
  100315. id_length: data[offset++],
  100316. colormap_type: data[offset++],
  100317. image_type: data[offset++],
  100318. colormap_index: data[offset++] | data[offset++] << 8,
  100319. colormap_length: data[offset++] | data[offset++] << 8,
  100320. colormap_size: data[offset++],
  100321. origin: [
  100322. data[offset++] | data[offset++] << 8,
  100323. data[offset++] | data[offset++] << 8
  100324. ],
  100325. width: data[offset++] | data[offset++] << 8,
  100326. height: data[offset++] | data[offset++] << 8,
  100327. pixel_size: data[offset++],
  100328. flags: data[offset++]
  100329. };
  100330. return header;
  100331. };
  100332. /**
  100333. * Uploads TGA content to a Babylon Texture
  100334. * @hidden
  100335. */
  100336. TGATools.UploadContent = function (texture, data) {
  100337. // Not enough data to contain header ?
  100338. if (data.length < 19) {
  100339. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  100340. return;
  100341. }
  100342. // Read Header
  100343. var offset = 18;
  100344. var header = TGATools.GetTGAHeader(data);
  100345. // Assume it's a valid Targa file.
  100346. if (header.id_length + offset > data.length) {
  100347. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  100348. return;
  100349. }
  100350. // Skip not needed data
  100351. offset += header.id_length;
  100352. var use_rle = false;
  100353. var use_pal = false;
  100354. var use_grey = false;
  100355. // Get some informations.
  100356. switch (header.image_type) {
  100357. case TGATools._TYPE_RLE_INDEXED:
  100358. use_rle = true;
  100359. case TGATools._TYPE_INDEXED:
  100360. use_pal = true;
  100361. break;
  100362. case TGATools._TYPE_RLE_RGB:
  100363. use_rle = true;
  100364. case TGATools._TYPE_RGB:
  100365. // use_rgb = true;
  100366. break;
  100367. case TGATools._TYPE_RLE_GREY:
  100368. use_rle = true;
  100369. case TGATools._TYPE_GREY:
  100370. use_grey = true;
  100371. break;
  100372. }
  100373. var pixel_data;
  100374. // var numAlphaBits = header.flags & 0xf;
  100375. var pixel_size = header.pixel_size >> 3;
  100376. var pixel_total = header.width * header.height * pixel_size;
  100377. // Read palettes
  100378. var palettes;
  100379. if (use_pal) {
  100380. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  100381. }
  100382. // Read LRE
  100383. if (use_rle) {
  100384. pixel_data = new Uint8Array(pixel_total);
  100385. var c, count, i;
  100386. var localOffset = 0;
  100387. var pixels = new Uint8Array(pixel_size);
  100388. while (offset < pixel_total && localOffset < pixel_total) {
  100389. c = data[offset++];
  100390. count = (c & 0x7f) + 1;
  100391. // RLE pixels
  100392. if (c & 0x80) {
  100393. // Bind pixel tmp array
  100394. for (i = 0; i < pixel_size; ++i) {
  100395. pixels[i] = data[offset++];
  100396. }
  100397. // Copy pixel array
  100398. for (i = 0; i < count; ++i) {
  100399. pixel_data.set(pixels, localOffset + i * pixel_size);
  100400. }
  100401. localOffset += pixel_size * count;
  100402. }
  100403. // Raw pixels
  100404. else {
  100405. count *= pixel_size;
  100406. for (i = 0; i < count; ++i) {
  100407. pixel_data[localOffset + i] = data[offset++];
  100408. }
  100409. localOffset += count;
  100410. }
  100411. }
  100412. }
  100413. // RAW Pixels
  100414. else {
  100415. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  100416. }
  100417. // Load to texture
  100418. var x_start, y_start, x_step, y_step, y_end, x_end;
  100419. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  100420. default:
  100421. case TGATools._ORIGIN_UL:
  100422. x_start = 0;
  100423. x_step = 1;
  100424. x_end = header.width;
  100425. y_start = 0;
  100426. y_step = 1;
  100427. y_end = header.height;
  100428. break;
  100429. case TGATools._ORIGIN_BL:
  100430. x_start = 0;
  100431. x_step = 1;
  100432. x_end = header.width;
  100433. y_start = header.height - 1;
  100434. y_step = -1;
  100435. y_end = -1;
  100436. break;
  100437. case TGATools._ORIGIN_UR:
  100438. x_start = header.width - 1;
  100439. x_step = -1;
  100440. x_end = -1;
  100441. y_start = 0;
  100442. y_step = 1;
  100443. y_end = header.height;
  100444. break;
  100445. case TGATools._ORIGIN_BR:
  100446. x_start = header.width - 1;
  100447. x_step = -1;
  100448. x_end = -1;
  100449. y_start = header.height - 1;
  100450. y_step = -1;
  100451. y_end = -1;
  100452. break;
  100453. }
  100454. // Load the specify method
  100455. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  100456. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  100457. var engine = texture.getEngine();
  100458. engine._uploadDataToTextureDirectly(texture, imageData);
  100459. };
  100460. /** @hidden */
  100461. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100462. var image = pixel_data, colormap = palettes;
  100463. var width = header.width, height = header.height;
  100464. var color, i = 0, x, y;
  100465. var imageData = new Uint8Array(width * height * 4);
  100466. for (y = y_start; y !== y_end; y += y_step) {
  100467. for (x = x_start; x !== x_end; x += x_step, i++) {
  100468. color = image[i];
  100469. imageData[(x + width * y) * 4 + 3] = 255;
  100470. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  100471. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  100472. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  100473. }
  100474. }
  100475. return imageData;
  100476. };
  100477. /** @hidden */
  100478. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100479. var image = pixel_data;
  100480. var width = header.width, height = header.height;
  100481. var color, i = 0, x, y;
  100482. var imageData = new Uint8Array(width * height * 4);
  100483. for (y = y_start; y !== y_end; y += y_step) {
  100484. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100485. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  100486. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  100487. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  100488. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  100489. imageData[(x + width * y) * 4 + 0] = r;
  100490. imageData[(x + width * y) * 4 + 1] = g;
  100491. imageData[(x + width * y) * 4 + 2] = b;
  100492. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  100493. }
  100494. }
  100495. return imageData;
  100496. };
  100497. /** @hidden */
  100498. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100499. var image = pixel_data;
  100500. var width = header.width, height = header.height;
  100501. var i = 0, x, y;
  100502. var imageData = new Uint8Array(width * height * 4);
  100503. for (y = y_start; y !== y_end; y += y_step) {
  100504. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  100505. imageData[(x + width * y) * 4 + 3] = 255;
  100506. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100507. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100508. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100509. }
  100510. }
  100511. return imageData;
  100512. };
  100513. /** @hidden */
  100514. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100515. var image = pixel_data;
  100516. var width = header.width, height = header.height;
  100517. var i = 0, x, y;
  100518. var imageData = new Uint8Array(width * height * 4);
  100519. for (y = y_start; y !== y_end; y += y_step) {
  100520. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  100521. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100522. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100523. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100524. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  100525. }
  100526. }
  100527. return imageData;
  100528. };
  100529. /** @hidden */
  100530. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100531. var image = pixel_data;
  100532. var width = header.width, height = header.height;
  100533. var color, i = 0, x, y;
  100534. var imageData = new Uint8Array(width * height * 4);
  100535. for (y = y_start; y !== y_end; y += y_step) {
  100536. for (x = x_start; x !== x_end; x += x_step, i++) {
  100537. color = image[i];
  100538. imageData[(x + width * y) * 4 + 0] = color;
  100539. imageData[(x + width * y) * 4 + 1] = color;
  100540. imageData[(x + width * y) * 4 + 2] = color;
  100541. imageData[(x + width * y) * 4 + 3] = 255;
  100542. }
  100543. }
  100544. return imageData;
  100545. };
  100546. /** @hidden */
  100547. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100548. var image = pixel_data;
  100549. var width = header.width, height = header.height;
  100550. var i = 0, x, y;
  100551. var imageData = new Uint8Array(width * height * 4);
  100552. for (y = y_start; y !== y_end; y += y_step) {
  100553. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100554. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  100555. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  100556. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100557. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  100558. }
  100559. }
  100560. return imageData;
  100561. };
  100562. //private static _TYPE_NO_DATA = 0;
  100563. TGATools._TYPE_INDEXED = 1;
  100564. TGATools._TYPE_RGB = 2;
  100565. TGATools._TYPE_GREY = 3;
  100566. TGATools._TYPE_RLE_INDEXED = 9;
  100567. TGATools._TYPE_RLE_RGB = 10;
  100568. TGATools._TYPE_RLE_GREY = 11;
  100569. TGATools._ORIGIN_MASK = 0x30;
  100570. TGATools._ORIGIN_SHIFT = 0x04;
  100571. TGATools._ORIGIN_BL = 0x00;
  100572. TGATools._ORIGIN_BR = 0x01;
  100573. TGATools._ORIGIN_UL = 0x02;
  100574. TGATools._ORIGIN_UR = 0x03;
  100575. return TGATools;
  100576. }());
  100577. BABYLON.TGATools = TGATools;
  100578. })(BABYLON || (BABYLON = {}));
  100579. //# sourceMappingURL=babylon.tga.js.map
  100580. var BABYLON;
  100581. (function (BABYLON) {
  100582. /**
  100583. * Implementation of the TGA Texture Loader.
  100584. */
  100585. var TGATextureLoader = /** @class */ (function () {
  100586. function TGATextureLoader() {
  100587. /**
  100588. * Defines wether the loader supports cascade loading the different faces.
  100589. */
  100590. this.supportCascades = false;
  100591. }
  100592. /**
  100593. * This returns if the loader support the current file information.
  100594. * @param extension defines the file extension of the file being loaded
  100595. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100596. * @param fallback defines the fallback internal texture if any
  100597. * @param isBase64 defines whether the texture is encoded as a base64
  100598. * @param isBuffer defines whether the texture data are stored as a buffer
  100599. * @returns true if the loader can load the specified file
  100600. */
  100601. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100602. return extension.indexOf(".tga") === 0;
  100603. };
  100604. /**
  100605. * Transform the url before loading if required.
  100606. * @param rootUrl the url of the texture
  100607. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100608. * @returns the transformed texture
  100609. */
  100610. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100611. return rootUrl;
  100612. };
  100613. /**
  100614. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100615. * @param rootUrl the url of the texture
  100616. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100617. * @returns the fallback texture
  100618. */
  100619. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100620. return null;
  100621. };
  100622. /**
  100623. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100624. * @param data contains the texture data
  100625. * @param texture defines the BabylonJS internal texture
  100626. * @param createPolynomials will be true if polynomials have been requested
  100627. * @param onLoad defines the callback to trigger once the texture is ready
  100628. * @param onError defines the callback to trigger in case of error
  100629. */
  100630. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100631. throw ".env not supported in Cube.";
  100632. };
  100633. /**
  100634. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100635. * @param data contains the texture data
  100636. * @param texture defines the BabylonJS internal texture
  100637. * @param callback defines the method to call once ready to upload
  100638. */
  100639. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100640. var uintData = new Uint8Array(data);
  100641. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100642. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100643. BABYLON.TGATools.UploadContent(texture, uintData);
  100644. });
  100645. };
  100646. return TGATextureLoader;
  100647. }());
  100648. // Register the loader.
  100649. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100650. })(BABYLON || (BABYLON = {}));
  100651. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100652. var BABYLON;
  100653. (function (BABYLON) {
  100654. /**
  100655. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100656. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100657. */
  100658. var KhronosTextureContainer = /** @class */ (function () {
  100659. /**
  100660. * Creates a new KhronosTextureContainer
  100661. * @param arrayBuffer contents of the KTX container file
  100662. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100663. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100664. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100665. */
  100666. function KhronosTextureContainer(
  100667. /** contents of the KTX container file */
  100668. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100669. this.arrayBuffer = arrayBuffer;
  100670. /**
  100671. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  100672. */
  100673. this.isInvalid = false;
  100674. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100675. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100676. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100677. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100678. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100679. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100680. this.isInvalid = true;
  100681. BABYLON.Tools.Error("texture missing KTX identifier");
  100682. return;
  100683. }
  100684. // load the reset of the header in native 32 bit int
  100685. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100686. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100687. var oppositeEndianess = header[0] === 0x01020304;
  100688. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100689. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100690. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100691. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100692. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100693. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100694. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100695. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100696. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100697. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100698. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100699. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100700. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100701. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100702. if (this.glType !== 0) {
  100703. BABYLON.Tools.Error("only compressed formats currently supported");
  100704. return;
  100705. }
  100706. else {
  100707. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100708. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100709. }
  100710. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100711. BABYLON.Tools.Error("only 2D textures currently supported");
  100712. return;
  100713. }
  100714. if (this.numberOfArrayElements !== 0) {
  100715. BABYLON.Tools.Error("texture arrays not currently supported");
  100716. return;
  100717. }
  100718. if (this.numberOfFaces !== facesExpected) {
  100719. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100720. return;
  100721. }
  100722. // we now have a completely validated file, so could use existence of loadType as success
  100723. // would need to make this more elaborate & adjust checks above to support more than one load type
  100724. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100725. }
  100726. //
  100727. /**
  100728. * Revert the endianness of a value.
  100729. * Not as fast hardware based, but will probably never need to use
  100730. * @param val defines the value to convert
  100731. * @returns the new value
  100732. */
  100733. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100734. return ((val & 0xFF) << 24)
  100735. | ((val & 0xFF00) << 8)
  100736. | ((val >> 8) & 0xFF00)
  100737. | ((val >> 24) & 0xFF);
  100738. };
  100739. /**
  100740. * Uploads KTX content to a Babylon Texture.
  100741. * It is assumed that the texture has already been created & is currently bound
  100742. * @hidden
  100743. */
  100744. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100745. switch (this.loadType) {
  100746. case KhronosTextureContainer.COMPRESSED_2D:
  100747. this._upload2DCompressedLevels(texture, loadMipmaps);
  100748. break;
  100749. case KhronosTextureContainer.TEX_2D:
  100750. case KhronosTextureContainer.COMPRESSED_3D:
  100751. case KhronosTextureContainer.TEX_3D:
  100752. }
  100753. };
  100754. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100755. // initialize width & height for level 1
  100756. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100757. var width = this.pixelWidth;
  100758. var height = this.pixelHeight;
  100759. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100760. for (var level = 0; level < mipmapCount; level++) {
  100761. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100762. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100763. for (var face = 0; face < this.numberOfFaces; face++) {
  100764. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100765. var engine = texture.getEngine();
  100766. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100767. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100768. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100769. }
  100770. width = Math.max(1.0, width * 0.5);
  100771. height = Math.max(1.0, height * 0.5);
  100772. }
  100773. };
  100774. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100775. // load types
  100776. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100777. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100778. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100779. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100780. return KhronosTextureContainer;
  100781. }());
  100782. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100783. })(BABYLON || (BABYLON = {}));
  100784. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100785. var BABYLON;
  100786. (function (BABYLON) {
  100787. /**
  100788. * Implementation of the KTX Texture Loader.
  100789. */
  100790. var KTXTextureLoader = /** @class */ (function () {
  100791. function KTXTextureLoader() {
  100792. /**
  100793. * Defines wether the loader supports cascade loading the different faces.
  100794. */
  100795. this.supportCascades = false;
  100796. }
  100797. /**
  100798. * This returns if the loader support the current file information.
  100799. * @param extension defines the file extension of the file being loaded
  100800. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100801. * @param fallback defines the fallback internal texture if any
  100802. * @param isBase64 defines whether the texture is encoded as a base64
  100803. * @param isBuffer defines whether the texture data are stored as a buffer
  100804. * @returns true if the loader can load the specified file
  100805. */
  100806. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100807. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100808. return true;
  100809. }
  100810. return false;
  100811. };
  100812. /**
  100813. * Transform the url before loading if required.
  100814. * @param rootUrl the url of the texture
  100815. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100816. * @returns the transformed texture
  100817. */
  100818. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100819. var lastDot = rootUrl.lastIndexOf('.');
  100820. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100821. };
  100822. /**
  100823. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100824. * @param rootUrl the url of the texture
  100825. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100826. * @returns the fallback texture
  100827. */
  100828. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100829. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100830. var exp = new RegExp("" + textureFormatInUse + "$");
  100831. return rootUrl.replace(exp, "");
  100832. };
  100833. /**
  100834. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100835. * @param data contains the texture data
  100836. * @param texture defines the BabylonJS internal texture
  100837. * @param createPolynomials will be true if polynomials have been requested
  100838. * @param onLoad defines the callback to trigger once the texture is ready
  100839. * @param onError defines the callback to trigger in case of error
  100840. */
  100841. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100842. if (Array.isArray(data)) {
  100843. return;
  100844. }
  100845. var engine = texture.getEngine();
  100846. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100847. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100848. engine._unpackFlipY(true);
  100849. ktx.uploadLevels(texture, texture.generateMipMaps);
  100850. texture.width = ktx.pixelWidth;
  100851. texture.height = ktx.pixelHeight;
  100852. engine._setCubeMapTextureParams(loadMipmap);
  100853. texture.isReady = true;
  100854. };
  100855. /**
  100856. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100857. * @param data contains the texture data
  100858. * @param texture defines the BabylonJS internal texture
  100859. * @param callback defines the method to call once ready to upload
  100860. */
  100861. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100862. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100863. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100864. ktx.uploadLevels(texture, texture.generateMipMaps);
  100865. }, ktx.isInvalid);
  100866. };
  100867. return KTXTextureLoader;
  100868. }());
  100869. // Register the loader.
  100870. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100871. })(BABYLON || (BABYLON = {}));
  100872. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100873. var BABYLON;
  100874. (function (BABYLON) {
  100875. /**
  100876. * Sets of helpers addressing the serialization and deserialization of environment texture
  100877. * stored in a BabylonJS env file.
  100878. * Those files are usually stored as .env files.
  100879. */
  100880. var EnvironmentTextureTools = /** @class */ (function () {
  100881. function EnvironmentTextureTools() {
  100882. }
  100883. /**
  100884. * Gets the environment info from an env file.
  100885. * @param data The array buffer containing the .env bytes.
  100886. * @returns the environment file info (the json header) if successfully parsed.
  100887. */
  100888. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100889. var dataView = new DataView(data);
  100890. var pos = 0;
  100891. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100892. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100893. BABYLON.Tools.Error('Not a babylon environment map');
  100894. return null;
  100895. }
  100896. }
  100897. // Read json manifest - collect characters up to null terminator
  100898. var manifestString = '';
  100899. var charCode = 0x00;
  100900. while ((charCode = dataView.getUint8(pos++))) {
  100901. manifestString += String.fromCharCode(charCode);
  100902. }
  100903. var manifest = JSON.parse(manifestString);
  100904. if (manifest.specular) {
  100905. // Extend the header with the position of the payload.
  100906. manifest.specular.specularDataPosition = pos;
  100907. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100908. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100909. }
  100910. return manifest;
  100911. };
  100912. /**
  100913. * Creates an environment texture from a loaded cube texture.
  100914. * @param texture defines the cube texture to convert in env file
  100915. * @return a promise containing the environment data if succesfull.
  100916. */
  100917. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100918. var _this = this;
  100919. var internalTexture = texture.getInternalTexture();
  100920. if (!internalTexture) {
  100921. return Promise.reject("The cube texture is invalid.");
  100922. }
  100923. if (!texture._prefiltered) {
  100924. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100925. }
  100926. var engine = internalTexture.getEngine();
  100927. if (engine && engine.premultipliedAlpha) {
  100928. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100929. }
  100930. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100931. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100932. }
  100933. var canvas = engine.getRenderingCanvas();
  100934. if (!canvas) {
  100935. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100936. }
  100937. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100938. if (!engine.getCaps().textureFloatRender) {
  100939. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100940. if (!engine.getCaps().textureHalfFloatRender) {
  100941. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100942. }
  100943. }
  100944. var cubeWidth = internalTexture.width;
  100945. var hostingScene = new BABYLON.Scene(engine);
  100946. var specularTextures = {};
  100947. var promises = [];
  100948. // Read and collect all mipmaps data from the cube.
  100949. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100950. mipmapsCount = Math.round(mipmapsCount);
  100951. var _loop_1 = function (i) {
  100952. var faceWidth = Math.pow(2, mipmapsCount - i);
  100953. var _loop_2 = function (face) {
  100954. var data = texture.readPixels(face, i);
  100955. // Creates a temp texture with the face data.
  100956. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100957. // And rgbdEncode them.
  100958. var promise = new Promise(function (resolve, reject) {
  100959. 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);
  100960. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100961. rgbdPostProcess.onApply = function (effect) {
  100962. effect._bindTexture("textureSampler", tempTexture);
  100963. };
  100964. // As the process needs to happen on the main canvas, keep track of the current size
  100965. var currentW = engine.getRenderWidth();
  100966. var currentH = engine.getRenderHeight();
  100967. // Set the desired size for the texture
  100968. engine.setSize(faceWidth, faceWidth);
  100969. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100970. // Reading datas from WebGL
  100971. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100972. var fileReader = new FileReader();
  100973. fileReader.onload = function (event) {
  100974. var arrayBuffer = event.target.result;
  100975. specularTextures[i * 6 + face] = arrayBuffer;
  100976. resolve();
  100977. };
  100978. fileReader.readAsArrayBuffer(blob);
  100979. });
  100980. // Reapply the previous canvas size
  100981. engine.setSize(currentW, currentH);
  100982. });
  100983. });
  100984. promises.push(promise);
  100985. };
  100986. // All faces of the cube.
  100987. for (var face = 0; face < 6; face++) {
  100988. _loop_2(face);
  100989. }
  100990. };
  100991. for (var i = 0; i <= mipmapsCount; i++) {
  100992. _loop_1(i);
  100993. }
  100994. // Once all the textures haves been collected as RGBD stored in PNGs
  100995. return Promise.all(promises).then(function () {
  100996. // We can delete the hosting scene keeping track of all the creation objects
  100997. hostingScene.dispose();
  100998. // Creates the json header for the env texture
  100999. var info = {
  101000. version: 1,
  101001. width: cubeWidth,
  101002. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101003. specular: {
  101004. mipmaps: [],
  101005. lodGenerationScale: texture.lodGenerationScale
  101006. }
  101007. };
  101008. // Sets the specular image data information
  101009. var position = 0;
  101010. for (var i = 0; i <= mipmapsCount; i++) {
  101011. for (var face = 0; face < 6; face++) {
  101012. var byteLength = specularTextures[i * 6 + face].byteLength;
  101013. info.specular.mipmaps.push({
  101014. length: byteLength,
  101015. position: position
  101016. });
  101017. position += byteLength;
  101018. }
  101019. }
  101020. // Encode the JSON as an array buffer
  101021. var infoString = JSON.stringify(info);
  101022. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101023. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101024. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101025. infoView[i] = infoString.charCodeAt(i);
  101026. }
  101027. // Ends up with a null terminator for easier parsing
  101028. infoView[infoString.length] = 0x00;
  101029. // Computes the final required size and creates the storage
  101030. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101031. var finalBuffer = new ArrayBuffer(totalSize);
  101032. var finalBufferView = new Uint8Array(finalBuffer);
  101033. var dataView = new DataView(finalBuffer);
  101034. // Copy the magic bytes identifying the file in
  101035. var pos = 0;
  101036. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101037. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101038. }
  101039. // Add the json info
  101040. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101041. pos += infoBuffer.byteLength;
  101042. // Finally inserts the texture data
  101043. for (var i = 0; i <= mipmapsCount; i++) {
  101044. for (var face = 0; face < 6; face++) {
  101045. var dataBuffer = specularTextures[i * 6 + face];
  101046. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101047. pos += dataBuffer.byteLength;
  101048. }
  101049. }
  101050. // Voila
  101051. return finalBuffer;
  101052. });
  101053. };
  101054. /**
  101055. * Creates a JSON representation of the spherical data.
  101056. * @param texture defines the texture containing the polynomials
  101057. * @return the JSON representation of the spherical info
  101058. */
  101059. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  101060. var polynmials = texture.sphericalPolynomial;
  101061. if (polynmials == null) {
  101062. return null;
  101063. }
  101064. return {
  101065. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  101066. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  101067. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  101068. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  101069. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  101070. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  101071. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  101072. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  101073. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  101074. };
  101075. };
  101076. /**
  101077. * Uploads the texture info contained in the env file to the GPU.
  101078. * @param texture defines the internal texture to upload to
  101079. * @param arrayBuffer defines the buffer cotaining the data to load
  101080. * @param info defines the texture info retrieved through the GetEnvInfo method
  101081. * @returns a promise
  101082. */
  101083. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  101084. if (info.version !== 1) {
  101085. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  101086. }
  101087. var specularInfo = info.specular;
  101088. if (!specularInfo) {
  101089. // Nothing else parsed so far
  101090. return Promise.resolve();
  101091. }
  101092. // Double checks the enclosed info
  101093. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  101094. mipmapsCount = Math.round(mipmapsCount) + 1;
  101095. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  101096. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  101097. }
  101098. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  101099. var imageData = new Array(mipmapsCount);
  101100. for (var i = 0; i < mipmapsCount; i++) {
  101101. imageData[i] = new Array(6);
  101102. for (var face = 0; face < 6; face++) {
  101103. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  101104. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  101105. }
  101106. }
  101107. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  101108. };
  101109. /**
  101110. * Uploads the levels of image data to the GPU.
  101111. * @param texture defines the internal texture to upload to
  101112. * @param imageData defines the array buffer views of image data [mipmap][face]
  101113. * @returns a promise
  101114. */
  101115. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  101116. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  101117. throw new Error("Texture size must be a power of two");
  101118. }
  101119. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  101120. // Gets everything ready.
  101121. var engine = texture.getEngine();
  101122. var expandTexture = false;
  101123. var generateNonLODTextures = false;
  101124. var rgbdPostProcess = null;
  101125. var cubeRtt = null;
  101126. var lodTextures = null;
  101127. var caps = engine.getCaps();
  101128. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101129. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101130. texture.generateMipMaps = true;
  101131. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  101132. // Add extra process if texture lod is not supported
  101133. if (!caps.textureLOD) {
  101134. expandTexture = false;
  101135. generateNonLODTextures = true;
  101136. lodTextures = {};
  101137. }
  101138. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  101139. else if (engine.webGLVersion < 2) {
  101140. expandTexture = false;
  101141. }
  101142. // If half float available we can uncompress the texture
  101143. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  101144. expandTexture = true;
  101145. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101146. }
  101147. // If full float available we can uncompress the texture
  101148. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  101149. expandTexture = true;
  101150. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101151. }
  101152. // Expand the texture if possible
  101153. if (expandTexture) {
  101154. // Simply run through the decode PP
  101155. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  101156. texture._isRGBD = false;
  101157. texture.invertY = false;
  101158. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  101159. generateDepthBuffer: false,
  101160. generateMipMaps: true,
  101161. generateStencilBuffer: false,
  101162. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  101163. type: texture.type,
  101164. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  101165. });
  101166. }
  101167. else {
  101168. texture._isRGBD = true;
  101169. texture.invertY = true;
  101170. // In case of missing support, applies the same patch than DDS files.
  101171. if (generateNonLODTextures) {
  101172. var mipSlices = 3;
  101173. var scale = texture._lodGenerationScale;
  101174. var offset = texture._lodGenerationOffset;
  101175. for (var i = 0; i < mipSlices; i++) {
  101176. //compute LOD from even spacing in smoothness (matching shader calculation)
  101177. var smoothness = i / (mipSlices - 1);
  101178. var roughness = 1 - smoothness;
  101179. var minLODIndex = offset; // roughness = 0
  101180. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  101181. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  101182. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  101183. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  101184. glTextureFromLod.isCube = true;
  101185. glTextureFromLod.invertY = true;
  101186. glTextureFromLod.generateMipMaps = false;
  101187. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  101188. // Wrap in a base texture for easy binding.
  101189. var lodTexture = new BABYLON.BaseTexture(null);
  101190. lodTexture.isCube = true;
  101191. lodTexture._texture = glTextureFromLod;
  101192. lodTextures[mipmapIndex] = lodTexture;
  101193. switch (i) {
  101194. case 0:
  101195. texture._lodTextureLow = lodTexture;
  101196. break;
  101197. case 1:
  101198. texture._lodTextureMid = lodTexture;
  101199. break;
  101200. case 2:
  101201. texture._lodTextureHigh = lodTexture;
  101202. break;
  101203. }
  101204. }
  101205. }
  101206. }
  101207. var promises = [];
  101208. var _loop_3 = function (i) {
  101209. var _loop_4 = function (face) {
  101210. // Constructs an image element from image data
  101211. var bytes = imageData[i][face];
  101212. var blob = new Blob([bytes], { type: 'image/png' });
  101213. var url = URL.createObjectURL(blob);
  101214. var image = new Image();
  101215. image.src = url;
  101216. // Enqueue promise to upload to the texture.
  101217. var promise = new Promise(function (resolve, reject) {
  101218. image.onload = function () {
  101219. if (expandTexture) {
  101220. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  101221. reject(message);
  101222. }, image);
  101223. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101224. // Uncompress the data to a RTT
  101225. rgbdPostProcess.onApply = function (effect) {
  101226. effect._bindTexture("textureSampler", tempTexture_1);
  101227. effect.setFloat2("scale", 1, 1);
  101228. };
  101229. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  101230. // Cleanup
  101231. engine.restoreDefaultFramebuffer();
  101232. tempTexture_1.dispose();
  101233. window.URL.revokeObjectURL(url);
  101234. resolve();
  101235. });
  101236. }
  101237. else {
  101238. engine._uploadImageToTexture(texture, image, face, i);
  101239. // Upload the face to the non lod texture support
  101240. if (generateNonLODTextures) {
  101241. var lodTexture = lodTextures[i];
  101242. if (lodTexture) {
  101243. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  101244. }
  101245. }
  101246. resolve();
  101247. }
  101248. };
  101249. image.onerror = function (error) {
  101250. reject(error);
  101251. };
  101252. });
  101253. promises.push(promise);
  101254. };
  101255. // All faces
  101256. for (var face = 0; face < 6; face++) {
  101257. _loop_4(face);
  101258. }
  101259. };
  101260. // All mipmaps up to provided number of images
  101261. for (var i = 0; i < imageData.length; i++) {
  101262. _loop_3(i);
  101263. }
  101264. // Fill remaining mipmaps with black textures.
  101265. if (imageData.length < mipmapsCount) {
  101266. var data = void 0;
  101267. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  101268. var dataLength = size * size * 4;
  101269. switch (texture.type) {
  101270. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  101271. data = new Uint8Array(dataLength);
  101272. break;
  101273. }
  101274. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  101275. data = new Uint16Array(dataLength);
  101276. break;
  101277. }
  101278. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  101279. data = new Float32Array(dataLength);
  101280. break;
  101281. }
  101282. }
  101283. for (var i = imageData.length; i < mipmapsCount; i++) {
  101284. for (var face = 0; face < 6; face++) {
  101285. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  101286. }
  101287. }
  101288. }
  101289. // Once all done, finishes the cleanup and return
  101290. return Promise.all(promises).then(function () {
  101291. // Release temp RTT.
  101292. if (cubeRtt) {
  101293. engine._releaseFramebufferObjects(cubeRtt);
  101294. cubeRtt._swapAndDie(texture);
  101295. }
  101296. // Release temp Post Process.
  101297. if (rgbdPostProcess) {
  101298. rgbdPostProcess.dispose();
  101299. }
  101300. // Flag internal texture as ready in case they are in use.
  101301. if (generateNonLODTextures) {
  101302. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  101303. texture._lodTextureHigh._texture.isReady = true;
  101304. }
  101305. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  101306. texture._lodTextureMid._texture.isReady = true;
  101307. }
  101308. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  101309. texture._lodTextureLow._texture.isReady = true;
  101310. }
  101311. }
  101312. });
  101313. };
  101314. /**
  101315. * Uploads spherical polynomials information to the texture.
  101316. * @param texture defines the texture we are trying to upload the information to
  101317. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  101318. */
  101319. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  101320. if (info.version !== 1) {
  101321. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  101322. }
  101323. var irradianceInfo = info.irradiance;
  101324. if (!irradianceInfo) {
  101325. return;
  101326. }
  101327. var sp = new BABYLON.SphericalPolynomial();
  101328. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  101329. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  101330. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  101331. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  101332. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  101333. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  101334. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  101335. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  101336. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  101337. texture._sphericalPolynomial = sp;
  101338. };
  101339. /**
  101340. * Magic number identifying the env file.
  101341. */
  101342. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  101343. return EnvironmentTextureTools;
  101344. }());
  101345. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  101346. })(BABYLON || (BABYLON = {}));
  101347. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  101348. var BABYLON;
  101349. (function (BABYLON) {
  101350. /**
  101351. * Implementation of the ENV Texture Loader.
  101352. */
  101353. var ENVTextureLoader = /** @class */ (function () {
  101354. function ENVTextureLoader() {
  101355. /**
  101356. * Defines wether the loader supports cascade loading the different faces.
  101357. */
  101358. this.supportCascades = false;
  101359. }
  101360. /**
  101361. * This returns if the loader support the current file information.
  101362. * @param extension defines the file extension of the file being loaded
  101363. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101364. * @param fallback defines the fallback internal texture if any
  101365. * @param isBase64 defines whether the texture is encoded as a base64
  101366. * @param isBuffer defines whether the texture data are stored as a buffer
  101367. * @returns true if the loader can load the specified file
  101368. */
  101369. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101370. return extension.indexOf(".env") === 0;
  101371. };
  101372. /**
  101373. * Transform the url before loading if required.
  101374. * @param rootUrl the url of the texture
  101375. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101376. * @returns the transformed texture
  101377. */
  101378. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101379. return rootUrl;
  101380. };
  101381. /**
  101382. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101383. * @param rootUrl the url of the texture
  101384. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101385. * @returns the fallback texture
  101386. */
  101387. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101388. return null;
  101389. };
  101390. /**
  101391. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101392. * @param data contains the texture data
  101393. * @param texture defines the BabylonJS internal texture
  101394. * @param createPolynomials will be true if polynomials have been requested
  101395. * @param onLoad defines the callback to trigger once the texture is ready
  101396. * @param onError defines the callback to trigger in case of error
  101397. */
  101398. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101399. if (Array.isArray(data)) {
  101400. return;
  101401. }
  101402. data = data;
  101403. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  101404. if (info) {
  101405. texture.width = info.width;
  101406. texture.height = info.width;
  101407. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  101408. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  101409. texture.isReady = true;
  101410. if (onLoad) {
  101411. onLoad();
  101412. }
  101413. });
  101414. }
  101415. else if (onError) {
  101416. onError("Can not parse the environment file", null);
  101417. }
  101418. };
  101419. /**
  101420. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101421. * @param data contains the texture data
  101422. * @param texture defines the BabylonJS internal texture
  101423. * @param callback defines the method to call once ready to upload
  101424. */
  101425. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  101426. throw ".env not supported in 2d.";
  101427. };
  101428. return ENVTextureLoader;
  101429. }());
  101430. // Register the loader.
  101431. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  101432. })(BABYLON || (BABYLON = {}));
  101433. //# sourceMappingURL=babylon.envTextureLoader.js.map
  101434. var BABYLON;
  101435. (function (BABYLON) {
  101436. /**
  101437. * Renders a layer on top of an existing scene
  101438. */
  101439. var UtilityLayerRenderer = /** @class */ (function () {
  101440. /**
  101441. * Instantiates a UtilityLayerRenderer
  101442. * @param originalScene the original scene that will be rendered on top of
  101443. * @param handleEvents boolean indicating if the utility layer should handle events
  101444. */
  101445. function UtilityLayerRenderer(
  101446. /** the original scene that will be rendered on top of */
  101447. originalScene, handleEvents) {
  101448. if (handleEvents === void 0) { handleEvents = true; }
  101449. var _this = this;
  101450. this.originalScene = originalScene;
  101451. this._pointerCaptures = {};
  101452. this._lastPointerEvents = {};
  101453. /**
  101454. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  101455. */
  101456. this.pickUtilitySceneFirst = true;
  101457. /**
  101458. * If the utility layer should automatically be rendered on top of existing scene
  101459. */
  101460. this.shouldRender = true;
  101461. /**
  101462. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  101463. */
  101464. this.onlyCheckPointerDownEvents = true;
  101465. /**
  101466. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  101467. */
  101468. this.processAllEvents = false;
  101469. /**
  101470. * Observable raised when the pointer move from the utility layer scene to the main scene
  101471. */
  101472. this.onPointerOutObservable = new BABYLON.Observable();
  101473. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  101474. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  101475. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  101476. this.utilityLayerScene._allowPostProcessClearColor = false;
  101477. originalScene.getEngine().scenes.pop();
  101478. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  101479. this.utilityLayerScene.detachControl();
  101480. if (handleEvents) {
  101481. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  101482. if (!_this.processAllEvents) {
  101483. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  101484. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  101485. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  101486. return;
  101487. }
  101488. }
  101489. var pointerEvent = (prePointerInfo.event);
  101490. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  101491. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101492. return;
  101493. }
  101494. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  101495. if (!prePointerInfo.ray && utilityScenePick) {
  101496. prePointerInfo.ray = utilityScenePick.ray;
  101497. }
  101498. // always fire the prepointer oversvable
  101499. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  101500. // allow every non pointer down event to flow to the utility layer
  101501. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  101502. if (!prePointerInfo.skipOnPointerObservable) {
  101503. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101504. }
  101505. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  101506. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101507. }
  101508. return;
  101509. }
  101510. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  101511. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  101512. if (utilityScenePick && utilityScenePick.hit) {
  101513. if (!prePointerInfo.skipOnPointerObservable) {
  101514. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101515. }
  101516. prePointerInfo.skipOnPointerObservable = true;
  101517. }
  101518. }
  101519. else {
  101520. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  101521. var pointerEvent_1 = (prePointerInfo.event);
  101522. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  101523. if (originalScenePick && utilityScenePick) {
  101524. // No pick in utility scene
  101525. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  101526. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101527. // We touched an utility mesh present in the main scene
  101528. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101529. prePointerInfo.skipOnPointerObservable = true;
  101530. }
  101531. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  101532. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  101533. }
  101534. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101535. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101536. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101537. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101538. }
  101539. }
  101540. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  101541. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  101542. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  101543. // If a previous utility layer set this, do not unset this
  101544. if (!prePointerInfo.skipOnPointerObservable) {
  101545. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  101546. }
  101547. }
  101548. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  101549. // We have a pick in both scenes but main is closer than utility
  101550. // We touched an utility mesh present in the main scene
  101551. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101552. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101553. prePointerInfo.skipOnPointerObservable = true;
  101554. }
  101555. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101556. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101557. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101558. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101559. }
  101560. }
  101561. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  101562. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  101563. }
  101564. }
  101565. }
  101566. });
  101567. }
  101568. // Render directly on top of existing scene without clearing
  101569. this.utilityLayerScene.autoClear = false;
  101570. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  101571. if (_this.shouldRender) {
  101572. _this.render();
  101573. }
  101574. });
  101575. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  101576. _this.dispose();
  101577. });
  101578. this._updateCamera();
  101579. }
  101580. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  101581. /**
  101582. * 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)
  101583. */
  101584. get: function () {
  101585. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101586. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101587. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101588. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101589. });
  101590. }
  101591. return UtilityLayerRenderer._DefaultUtilityLayer;
  101592. },
  101593. enumerable: true,
  101594. configurable: true
  101595. });
  101596. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101597. /**
  101598. * 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)
  101599. */
  101600. get: function () {
  101601. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101602. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101603. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101604. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101605. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101606. });
  101607. }
  101608. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101609. },
  101610. enumerable: true,
  101611. configurable: true
  101612. });
  101613. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101614. if (!prePointerInfo.skipOnPointerObservable) {
  101615. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101616. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101617. }
  101618. };
  101619. /**
  101620. * Renders the utility layers scene on top of the original scene
  101621. */
  101622. UtilityLayerRenderer.prototype.render = function () {
  101623. this._updateCamera();
  101624. if (this.utilityLayerScene.activeCamera) {
  101625. // Set the camera's scene to utility layers scene
  101626. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101627. var camera = this.utilityLayerScene.activeCamera;
  101628. camera._scene = this.utilityLayerScene;
  101629. if (camera.leftCamera) {
  101630. camera.leftCamera._scene = this.utilityLayerScene;
  101631. }
  101632. if (camera.rightCamera) {
  101633. camera.rightCamera._scene = this.utilityLayerScene;
  101634. }
  101635. this.utilityLayerScene.render(false);
  101636. // Reset camera's scene back to original
  101637. camera._scene = oldScene;
  101638. if (camera.leftCamera) {
  101639. camera.leftCamera._scene = oldScene;
  101640. }
  101641. if (camera.rightCamera) {
  101642. camera.rightCamera._scene = oldScene;
  101643. }
  101644. }
  101645. };
  101646. /**
  101647. * Disposes of the renderer
  101648. */
  101649. UtilityLayerRenderer.prototype.dispose = function () {
  101650. this.onPointerOutObservable.clear();
  101651. if (this._afterRenderObserver) {
  101652. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101653. }
  101654. if (this._sceneDisposeObserver) {
  101655. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101656. }
  101657. if (this._originalPointerObserver) {
  101658. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101659. }
  101660. this.utilityLayerScene.dispose();
  101661. };
  101662. UtilityLayerRenderer.prototype._updateCamera = function () {
  101663. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101664. };
  101665. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101666. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101667. return UtilityLayerRenderer;
  101668. }());
  101669. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101670. })(BABYLON || (BABYLON = {}));
  101671. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101672. //# sourceMappingURL=babylon.behavior.js.map
  101673. var BABYLON;
  101674. (function (BABYLON) {
  101675. /**
  101676. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101677. */
  101678. var PointerDragBehavior = /** @class */ (function () {
  101679. /**
  101680. * Creates a pointer drag behavior that can be attached to a mesh
  101681. * @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)
  101682. */
  101683. function PointerDragBehavior(options) {
  101684. /**
  101685. * 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)
  101686. */
  101687. this.maxDragAngle = 0;
  101688. /**
  101689. * @hidden
  101690. */
  101691. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101692. /**
  101693. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101694. */
  101695. this.currentDraggingPointerID = -1;
  101696. /**
  101697. * If the behavior is currently in a dragging state
  101698. */
  101699. this.dragging = false;
  101700. /**
  101701. * 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)
  101702. */
  101703. this.dragDeltaRatio = 0.2;
  101704. /**
  101705. * If the drag plane orientation should be updated during the dragging (Default: true)
  101706. */
  101707. this.updateDragPlane = true;
  101708. // Debug mode will display drag planes to help visualize behavior
  101709. this._debugMode = false;
  101710. this._moving = false;
  101711. /**
  101712. * Fires each time the attached mesh is dragged with the pointer
  101713. * * delta between last drag position and current drag position in world space
  101714. * * dragDistance along the drag axis
  101715. * * dragPlaneNormal normal of the current drag plane used during the drag
  101716. * * dragPlanePoint in world space where the drag intersects the drag plane
  101717. */
  101718. this.onDragObservable = new BABYLON.Observable();
  101719. /**
  101720. * Fires each time a drag begins (eg. mouse down on mesh)
  101721. */
  101722. this.onDragStartObservable = new BABYLON.Observable();
  101723. /**
  101724. * Fires each time a drag ends (eg. mouse release after drag)
  101725. */
  101726. this.onDragEndObservable = new BABYLON.Observable();
  101727. /**
  101728. * If the attached mesh should be moved when dragged
  101729. */
  101730. this.moveAttached = true;
  101731. /**
  101732. * If the drag behavior will react to drag events (Default: true)
  101733. */
  101734. this.enabled = true;
  101735. /**
  101736. * If camera controls should be detached during the drag
  101737. */
  101738. this.detachCameraControls = true;
  101739. /**
  101740. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101741. */
  101742. this.useObjectOrienationForDragging = true;
  101743. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101744. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101745. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101746. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101747. this._attachedElement = null;
  101748. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101749. this._lastPointerRay = {};
  101750. this._dragDelta = new BABYLON.Vector3();
  101751. // Variables to avoid instantiation in the below method
  101752. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101753. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101754. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101755. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101756. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101757. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101758. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101759. this._options = options ? options : {};
  101760. var optionCount = 0;
  101761. if (this._options.dragAxis) {
  101762. optionCount++;
  101763. }
  101764. if (this._options.dragPlaneNormal) {
  101765. optionCount++;
  101766. }
  101767. if (optionCount > 1) {
  101768. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101769. }
  101770. }
  101771. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101772. /**
  101773. * The name of the behavior
  101774. */
  101775. get: function () {
  101776. return "PointerDrag";
  101777. },
  101778. enumerable: true,
  101779. configurable: true
  101780. });
  101781. /**
  101782. * Initializes the behavior
  101783. */
  101784. PointerDragBehavior.prototype.init = function () { };
  101785. /**
  101786. * Attaches the drag behavior the passed in mesh
  101787. * @param ownerNode The mesh that will be dragged around once attached
  101788. */
  101789. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101790. var _this = this;
  101791. this._scene = ownerNode.getScene();
  101792. this._attachedNode = ownerNode;
  101793. // Initialize drag plane to not interfere with existing scene
  101794. if (!PointerDragBehavior._planeScene) {
  101795. if (this._debugMode) {
  101796. PointerDragBehavior._planeScene = this._scene;
  101797. }
  101798. else {
  101799. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101800. PointerDragBehavior._planeScene.detachControl();
  101801. this._scene.getEngine().scenes.pop();
  101802. this._scene.onDisposeObservable.addOnce(function () {
  101803. PointerDragBehavior._planeScene.dispose();
  101804. PointerDragBehavior._planeScene = null;
  101805. });
  101806. }
  101807. }
  101808. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101809. // State of the drag
  101810. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101811. var pickPredicate = function (m) {
  101812. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101813. };
  101814. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101815. if (!_this.enabled) {
  101816. return;
  101817. }
  101818. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101819. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101820. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101821. }
  101822. }
  101823. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101824. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101825. _this.releaseDrag();
  101826. }
  101827. }
  101828. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101829. var pointerId = pointerInfo.event.pointerId;
  101830. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101831. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101832. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101833. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101834. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101835. }
  101836. _this.currentDraggingPointerID = pointerId;
  101837. }
  101838. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101839. if (!_this._lastPointerRay[pointerId]) {
  101840. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101841. }
  101842. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101843. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101844. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101845. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101846. _this._moveDrag(pointerInfo.pickInfo.ray);
  101847. }
  101848. }
  101849. }
  101850. });
  101851. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101852. if (_this._moving && _this.moveAttached) {
  101853. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101854. // Slowly move mesh to avoid jitter
  101855. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101856. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101857. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101858. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101859. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101860. }
  101861. });
  101862. };
  101863. /**
  101864. * Force relase the drag action by code.
  101865. */
  101866. PointerDragBehavior.prototype.releaseDrag = function () {
  101867. this.dragging = false;
  101868. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101869. this.currentDraggingPointerID = -1;
  101870. this._moving = false;
  101871. // Reattach camera controls
  101872. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101873. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101874. }
  101875. };
  101876. /**
  101877. * Simulates the start of a pointer drag event on the behavior
  101878. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101879. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101880. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101881. */
  101882. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101883. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101884. this._startDrag(pointerId, fromRay, startPickedPoint);
  101885. var lastRay = this._lastPointerRay[pointerId];
  101886. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101887. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101888. }
  101889. if (lastRay) {
  101890. // if there was a last pointer ray drag the object there
  101891. this._moveDrag(lastRay);
  101892. }
  101893. };
  101894. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101895. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101896. return;
  101897. }
  101898. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101899. // Create start ray from the camera to the object
  101900. if (fromRay) {
  101901. this._startDragRay.direction.copyFrom(fromRay.direction);
  101902. this._startDragRay.origin.copyFrom(fromRay.origin);
  101903. }
  101904. else {
  101905. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101906. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101907. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101908. }
  101909. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101910. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101911. if (pickedPoint) {
  101912. this.dragging = true;
  101913. this.currentDraggingPointerID = pointerId;
  101914. this.lastDragPosition.copyFrom(pickedPoint);
  101915. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101916. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101917. // Detatch camera controls
  101918. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101919. if (this._scene.activeCamera.inputs.attachedElement) {
  101920. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101921. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101922. }
  101923. else {
  101924. this._attachedElement = null;
  101925. }
  101926. }
  101927. }
  101928. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101929. };
  101930. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101931. this._moving = true;
  101932. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101933. if (pickedPoint) {
  101934. if (this.updateDragPlane) {
  101935. this._updateDragPlanePosition(ray, pickedPoint);
  101936. }
  101937. var dragLength = 0;
  101938. // depending on the drag mode option drag accordingly
  101939. if (this._options.dragAxis) {
  101940. // Convert local drag axis to world
  101941. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101942. // Project delta drag from the drag plane onto the drag axis
  101943. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101944. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101945. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101946. }
  101947. else {
  101948. dragLength = this._dragDelta.length();
  101949. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101950. }
  101951. this._targetPosition.addInPlace(this._dragDelta);
  101952. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101953. this.lastDragPosition.copyFrom(pickedPoint);
  101954. }
  101955. };
  101956. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101957. var _this = this;
  101958. if (!ray) {
  101959. return null;
  101960. }
  101961. // Calculate angle between plane normal and ray
  101962. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101963. // Correct if ray is casted from oposite side
  101964. if (angle > Math.PI / 2) {
  101965. angle = Math.PI - angle;
  101966. }
  101967. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101968. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101969. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101970. // Invert ray direction along the towards object axis
  101971. this._tmpVector.copyFrom(ray.direction);
  101972. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101973. this._alternatePickedPoint.normalize();
  101974. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101975. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101976. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101977. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101978. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101979. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101980. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101981. return this._alternatePickedPoint;
  101982. }
  101983. else {
  101984. return null;
  101985. }
  101986. }
  101987. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101988. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101989. return pickResult.pickedPoint;
  101990. }
  101991. else {
  101992. return null;
  101993. }
  101994. };
  101995. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101996. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101997. this._pointA.copyFrom(dragPlanePosition);
  101998. if (this._options.dragAxis) {
  101999. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102000. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102001. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102002. ray.origin.subtractToRef(this._pointA, this._pointC);
  102003. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102004. // Get perpendicular line from direction to camera and drag axis
  102005. this._pointB.subtractToRef(this._pointA, this._lineA);
  102006. this._pointC.subtractToRef(this._pointA, this._lineB);
  102007. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102008. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102009. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102010. this._lookAt.normalize();
  102011. this._dragPlane.position.copyFrom(this._pointA);
  102012. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  102013. this._dragPlane.lookAt(this._lookAt);
  102014. }
  102015. else if (this._options.dragPlaneNormal) {
  102016. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102017. this._dragPlane.position.copyFrom(this._pointA);
  102018. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  102019. this._dragPlane.lookAt(this._lookAt);
  102020. }
  102021. else {
  102022. this._dragPlane.position.copyFrom(this._pointA);
  102023. this._dragPlane.lookAt(ray.origin);
  102024. }
  102025. this._dragPlane.computeWorldMatrix(true);
  102026. };
  102027. /**
  102028. * Detaches the behavior from the mesh
  102029. */
  102030. PointerDragBehavior.prototype.detach = function () {
  102031. if (this._pointerObserver) {
  102032. this._scene.onPointerObservable.remove(this._pointerObserver);
  102033. }
  102034. if (this._beforeRenderObserver) {
  102035. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102036. }
  102037. };
  102038. PointerDragBehavior._AnyMouseID = -2;
  102039. return PointerDragBehavior;
  102040. }());
  102041. BABYLON.PointerDragBehavior = PointerDragBehavior;
  102042. })(BABYLON || (BABYLON = {}));
  102043. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  102044. var BABYLON;
  102045. (function (BABYLON) {
  102046. /**
  102047. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102048. */
  102049. var MultiPointerScaleBehavior = /** @class */ (function () {
  102050. /**
  102051. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102052. */
  102053. function MultiPointerScaleBehavior() {
  102054. this._startDistance = 0;
  102055. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  102056. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  102057. this._sceneRenderObserver = null;
  102058. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  102059. this._dragBehaviorA.moveAttached = false;
  102060. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  102061. this._dragBehaviorB.moveAttached = false;
  102062. }
  102063. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  102064. /**
  102065. * The name of the behavior
  102066. */
  102067. get: function () {
  102068. return "MultiPointerScale";
  102069. },
  102070. enumerable: true,
  102071. configurable: true
  102072. });
  102073. /**
  102074. * Initializes the behavior
  102075. */
  102076. MultiPointerScaleBehavior.prototype.init = function () { };
  102077. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  102078. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  102079. };
  102080. /**
  102081. * Attaches the scale behavior the passed in mesh
  102082. * @param ownerNode The mesh that will be scaled around once attached
  102083. */
  102084. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  102085. var _this = this;
  102086. this._ownerNode = ownerNode;
  102087. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  102088. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  102089. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102090. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102091. _this._dragBehaviorA.releaseDrag();
  102092. }
  102093. else {
  102094. _this._initialScale.copyFrom(ownerNode.scaling);
  102095. _this._startDistance = _this._getCurrentDistance();
  102096. }
  102097. }
  102098. });
  102099. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  102100. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102101. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102102. _this._dragBehaviorB.releaseDrag();
  102103. }
  102104. else {
  102105. _this._initialScale.copyFrom(ownerNode.scaling);
  102106. _this._startDistance = _this._getCurrentDistance();
  102107. }
  102108. }
  102109. });
  102110. // Once both drag behaviors are active scale based on the distance between the two pointers
  102111. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102112. behavior.onDragObservable.add(function () {
  102113. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102114. var ratio = _this._getCurrentDistance() / _this._startDistance;
  102115. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  102116. }
  102117. });
  102118. });
  102119. ownerNode.addBehavior(this._dragBehaviorA);
  102120. ownerNode.addBehavior(this._dragBehaviorB);
  102121. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102122. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102123. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102124. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  102125. if (change.length() > 0.01) {
  102126. ownerNode.scaling.addInPlace(change);
  102127. }
  102128. }
  102129. });
  102130. };
  102131. /**
  102132. * Detaches the behavior from the mesh
  102133. */
  102134. MultiPointerScaleBehavior.prototype.detach = function () {
  102135. var _this = this;
  102136. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102137. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102138. behavior.onDragStartObservable.clear();
  102139. behavior.onDragObservable.clear();
  102140. _this._ownerNode.removeBehavior(behavior);
  102141. });
  102142. };
  102143. return MultiPointerScaleBehavior;
  102144. }());
  102145. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  102146. })(BABYLON || (BABYLON = {}));
  102147. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  102148. var BABYLON;
  102149. (function (BABYLON) {
  102150. /**
  102151. * 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
  102152. */
  102153. var SixDofDragBehavior = /** @class */ (function () {
  102154. /**
  102155. * 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
  102156. */
  102157. function SixDofDragBehavior() {
  102158. this._sceneRenderObserver = null;
  102159. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102160. this._moving = false;
  102161. this._startingOrientation = new BABYLON.Quaternion();
  102162. /**
  102163. * 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)
  102164. */
  102165. this.zDragFactor = 3;
  102166. /**
  102167. * If the behavior is currently in a dragging state
  102168. */
  102169. this.dragging = false;
  102170. /**
  102171. * 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)
  102172. */
  102173. this.dragDeltaRatio = 0.2;
  102174. /**
  102175. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102176. */
  102177. this.currentDraggingPointerID = -1;
  102178. /**
  102179. * If camera controls should be detached during the drag
  102180. */
  102181. this.detachCameraControls = true;
  102182. /**
  102183. * Fires each time a drag starts
  102184. */
  102185. this.onDragStartObservable = new BABYLON.Observable();
  102186. /**
  102187. * Fires each time a drag ends (eg. mouse release after drag)
  102188. */
  102189. this.onDragEndObservable = new BABYLON.Observable();
  102190. }
  102191. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  102192. /**
  102193. * The name of the behavior
  102194. */
  102195. get: function () {
  102196. return "SixDofDrag";
  102197. },
  102198. enumerable: true,
  102199. configurable: true
  102200. });
  102201. /**
  102202. * Initializes the behavior
  102203. */
  102204. SixDofDragBehavior.prototype.init = function () { };
  102205. /**
  102206. * Attaches the scale behavior the passed in mesh
  102207. * @param ownerNode The mesh that will be scaled around once attached
  102208. */
  102209. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  102210. var _this = this;
  102211. this._ownerNode = ownerNode;
  102212. this._scene = this._ownerNode.getScene();
  102213. if (!SixDofDragBehavior._virtualScene) {
  102214. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  102215. SixDofDragBehavior._virtualScene.detachControl();
  102216. this._scene.getEngine().scenes.pop();
  102217. }
  102218. var pickedMesh = null;
  102219. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  102220. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  102221. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102222. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  102223. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102224. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  102225. var pickPredicate = function (m) {
  102226. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  102227. };
  102228. var attachedElement = null;
  102229. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102230. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102231. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102232. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102233. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102234. }
  102235. pickedMesh = _this._ownerNode;
  102236. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102237. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102238. // Set position and orientation of the controller
  102239. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102240. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102241. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  102242. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102243. pickedMesh.computeWorldMatrix();
  102244. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  102245. if (!pickedMesh.rotationQuaternion) {
  102246. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  102247. }
  102248. var oldParent = pickedMesh.parent;
  102249. pickedMesh.setParent(null);
  102250. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  102251. pickedMesh.setParent(oldParent);
  102252. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102253. // Update state
  102254. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102255. _this.dragging = true;
  102256. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  102257. // Detatch camera controls
  102258. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102259. if (_this._scene.activeCamera.inputs.attachedElement) {
  102260. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  102261. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  102262. }
  102263. else {
  102264. attachedElement = null;
  102265. }
  102266. }
  102267. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102268. _this.onDragStartObservable.notifyObservers({});
  102269. }
  102270. }
  102271. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102272. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102273. _this.dragging = false;
  102274. _this._moving = false;
  102275. _this.currentDraggingPointerID = -1;
  102276. pickedMesh = null;
  102277. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102278. // Reattach camera controls
  102279. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102280. _this._scene.activeCamera.attachControl(attachedElement, true);
  102281. }
  102282. _this.onDragEndObservable.notifyObservers({});
  102283. }
  102284. }
  102285. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102286. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  102287. var zDragFactor = _this.zDragFactor;
  102288. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102289. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  102290. zDragFactor = 0;
  102291. }
  102292. // Calculate controller drag distance in controller space
  102293. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  102294. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102295. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  102296. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102297. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  102298. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  102299. if (_this._virtualDragMesh.position.z < 0) {
  102300. _this._virtualDragMesh.position.z = 0;
  102301. }
  102302. // Update the controller position
  102303. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102304. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102305. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102306. // Move the virtualObjectsPosition into the picked mesh's space if needed
  102307. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102308. if (pickedMesh.parent) {
  102309. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  102310. }
  102311. if (!_this._moving) {
  102312. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  102313. }
  102314. _this._moving = true;
  102315. }
  102316. }
  102317. });
  102318. var tmpQuaternion = new BABYLON.Quaternion();
  102319. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102320. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102321. if (_this.dragging && _this._moving && pickedMesh) {
  102322. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102323. // Slowly move mesh to avoid jitter
  102324. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  102325. // Get change in rotation
  102326. tmpQuaternion.copyFrom(_this._startingOrientation);
  102327. tmpQuaternion.x = -tmpQuaternion.x;
  102328. tmpQuaternion.y = -tmpQuaternion.y;
  102329. tmpQuaternion.z = -tmpQuaternion.z;
  102330. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  102331. // Convert change in rotation to only y axis rotation
  102332. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  102333. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  102334. // Slowly move mesh to avoid jitter
  102335. var oldParent = pickedMesh.parent;
  102336. pickedMesh.setParent(null);
  102337. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  102338. pickedMesh.setParent(oldParent);
  102339. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102340. }
  102341. });
  102342. };
  102343. /**
  102344. * Detaches the behavior from the mesh
  102345. */
  102346. SixDofDragBehavior.prototype.detach = function () {
  102347. if (this._scene) {
  102348. this._scene.onPointerObservable.remove(this._pointerObserver);
  102349. }
  102350. if (this._ownerNode) {
  102351. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102352. }
  102353. if (this._virtualOriginMesh) {
  102354. this._virtualOriginMesh.dispose();
  102355. }
  102356. if (this._virtualDragMesh) {
  102357. this._virtualDragMesh.dispose();
  102358. }
  102359. this.onDragEndObservable.clear();
  102360. this.onDragStartObservable.clear();
  102361. };
  102362. return SixDofDragBehavior;
  102363. }());
  102364. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  102365. })(BABYLON || (BABYLON = {}));
  102366. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  102367. var BABYLON;
  102368. (function (BABYLON) {
  102369. /**
  102370. * @hidden
  102371. */
  102372. var FaceDirectionInfo = /** @class */ (function () {
  102373. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  102374. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  102375. if (diff === void 0) { diff = 0; }
  102376. if (ignore === void 0) { ignore = false; }
  102377. this.direction = direction;
  102378. this.rotatedDirection = rotatedDirection;
  102379. this.diff = diff;
  102380. this.ignore = ignore;
  102381. }
  102382. return FaceDirectionInfo;
  102383. }());
  102384. /**
  102385. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102386. */
  102387. var AttachToBoxBehavior = /** @class */ (function () {
  102388. /**
  102389. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102390. * @param ui The transform node that should be attched to the mesh
  102391. */
  102392. function AttachToBoxBehavior(ui) {
  102393. this.ui = ui;
  102394. /**
  102395. * The name of the behavior
  102396. */
  102397. this.name = "AttachToBoxBehavior";
  102398. /**
  102399. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102400. */
  102401. this.distanceAwayFromFace = 0.15;
  102402. /**
  102403. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102404. */
  102405. this.distanceAwayFromBottomOfFace = 0.15;
  102406. 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))];
  102407. this._tmpMatrix = new BABYLON.Matrix();
  102408. this._tmpVector = new BABYLON.Vector3();
  102409. this._zeroVector = BABYLON.Vector3.Zero();
  102410. this._lookAtTmpMatrix = new BABYLON.Matrix();
  102411. /* Does nothing */
  102412. }
  102413. /**
  102414. * Initializes the behavior
  102415. */
  102416. AttachToBoxBehavior.prototype.init = function () {
  102417. /* Does nothing */
  102418. };
  102419. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  102420. var _this = this;
  102421. // Go over each face and calculate the angle between the face's normal and targetDirection
  102422. this._faceVectors.forEach(function (v) {
  102423. if (!_this._target.rotationQuaternion) {
  102424. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  102425. }
  102426. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  102427. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  102428. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  102429. });
  102430. // Return the face information of the one with the normal closeset to target direction
  102431. return this._faceVectors.reduce(function (min, p) {
  102432. if (min.ignore) {
  102433. return p;
  102434. }
  102435. else if (p.ignore) {
  102436. return min;
  102437. }
  102438. else {
  102439. return min.diff < p.diff ? min : p;
  102440. }
  102441. }, this._faceVectors[0]);
  102442. };
  102443. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  102444. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  102445. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  102446. this._lookAtTmpMatrix.invert();
  102447. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  102448. };
  102449. /**
  102450. * Attaches the AttachToBoxBehavior to the passed in mesh
  102451. * @param target The mesh that the specified node will be attached to
  102452. */
  102453. AttachToBoxBehavior.prototype.attach = function (target) {
  102454. var _this = this;
  102455. this._target = target;
  102456. this._scene = this._target.getScene();
  102457. // Every frame, update the app bars position
  102458. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102459. if (!_this._scene.activeCamera) {
  102460. return;
  102461. }
  102462. // Find the face closest to the cameras position
  102463. var cameraPos = _this._scene.activeCamera.position;
  102464. if (_this._scene.activeCamera.devicePosition) {
  102465. cameraPos = _this._scene.activeCamera.devicePosition;
  102466. }
  102467. var facing = _this._closestFace(cameraPos.subtract(target.position));
  102468. if (_this._scene.activeCamera.leftCamera) {
  102469. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102470. }
  102471. else {
  102472. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102473. }
  102474. // Get camera up direction
  102475. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  102476. // Ignore faces to not select a parrelel face for the up vector of the UI
  102477. _this._faceVectors.forEach(function (v) {
  102478. if (facing.direction.x && v.direction.x) {
  102479. v.ignore = true;
  102480. }
  102481. if (facing.direction.y && v.direction.y) {
  102482. v.ignore = true;
  102483. }
  102484. if (facing.direction.z && v.direction.z) {
  102485. v.ignore = true;
  102486. }
  102487. });
  102488. var facingUp = _this._closestFace(_this._tmpVector);
  102489. // Unignore faces
  102490. _this._faceVectors.forEach(function (v) {
  102491. v.ignore = false;
  102492. });
  102493. // Position the app bar on that face
  102494. _this.ui.position.copyFrom(target.position);
  102495. if (facing.direction.x) {
  102496. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102497. _this.ui.position.addInPlace(_this._tmpVector);
  102498. }
  102499. if (facing.direction.y) {
  102500. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102501. _this.ui.position.addInPlace(_this._tmpVector);
  102502. }
  102503. if (facing.direction.z) {
  102504. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102505. _this.ui.position.addInPlace(_this._tmpVector);
  102506. }
  102507. // Rotate to be oriented properly to the camera
  102508. if (!_this.ui.rotationQuaternion) {
  102509. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  102510. }
  102511. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  102512. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  102513. // Place ui the correct distance from the bottom of the mesh
  102514. if (facingUp.direction.x) {
  102515. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  102516. }
  102517. if (facingUp.direction.y) {
  102518. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  102519. }
  102520. if (facingUp.direction.z) {
  102521. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  102522. }
  102523. _this.ui.position.addInPlace(_this._tmpVector);
  102524. });
  102525. };
  102526. /**
  102527. * Detaches the behavior from the mesh
  102528. */
  102529. AttachToBoxBehavior.prototype.detach = function () {
  102530. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  102531. };
  102532. return AttachToBoxBehavior;
  102533. }());
  102534. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  102535. })(BABYLON || (BABYLON = {}));
  102536. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  102537. var BABYLON;
  102538. (function (BABYLON) {
  102539. /**
  102540. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102541. */
  102542. var FadeInOutBehavior = /** @class */ (function () {
  102543. /**
  102544. * Instatiates the FadeInOutBehavior
  102545. */
  102546. function FadeInOutBehavior() {
  102547. var _this = this;
  102548. /**
  102549. * Time in milliseconds to delay before fading in (Default: 0)
  102550. */
  102551. this.delay = 0;
  102552. /**
  102553. * Time in milliseconds for the mesh to fade in (Default: 300)
  102554. */
  102555. this.fadeInTime = 300;
  102556. this._millisecondsPerFrame = 1000 / 60;
  102557. this._hovered = false;
  102558. this._hoverValue = 0;
  102559. this._ownerNode = null;
  102560. this._update = function () {
  102561. if (_this._ownerNode) {
  102562. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  102563. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  102564. if (_this._ownerNode.visibility > 1) {
  102565. _this._setAllVisibility(_this._ownerNode, 1);
  102566. _this._hoverValue = _this.fadeInTime + _this.delay;
  102567. return;
  102568. }
  102569. else if (_this._ownerNode.visibility < 0) {
  102570. _this._setAllVisibility(_this._ownerNode, 0);
  102571. if (_this._hoverValue < 0) {
  102572. _this._hoverValue = 0;
  102573. return;
  102574. }
  102575. }
  102576. setTimeout(_this._update, _this._millisecondsPerFrame);
  102577. }
  102578. };
  102579. }
  102580. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  102581. /**
  102582. * The name of the behavior
  102583. */
  102584. get: function () {
  102585. return "FadeInOut";
  102586. },
  102587. enumerable: true,
  102588. configurable: true
  102589. });
  102590. /**
  102591. * Initializes the behavior
  102592. */
  102593. FadeInOutBehavior.prototype.init = function () {
  102594. };
  102595. /**
  102596. * Attaches the fade behavior on the passed in mesh
  102597. * @param ownerNode The mesh that will be faded in/out once attached
  102598. */
  102599. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102600. this._ownerNode = ownerNode;
  102601. this._setAllVisibility(this._ownerNode, 0);
  102602. };
  102603. /**
  102604. * Detaches the behavior from the mesh
  102605. */
  102606. FadeInOutBehavior.prototype.detach = function () {
  102607. this._ownerNode = null;
  102608. };
  102609. /**
  102610. * Triggers the mesh to begin fading in or out
  102611. * @param value if the object should fade in or out (true to fade in)
  102612. */
  102613. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102614. this._hovered = value;
  102615. this._update();
  102616. };
  102617. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102618. var _this = this;
  102619. mesh.visibility = value;
  102620. mesh.getChildMeshes().forEach(function (c) {
  102621. _this._setAllVisibility(c, value);
  102622. });
  102623. };
  102624. return FadeInOutBehavior;
  102625. }());
  102626. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102627. })(BABYLON || (BABYLON = {}));
  102628. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  102629. var BABYLON;
  102630. (function (BABYLON) {
  102631. /**
  102632. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102633. */
  102634. var Gizmo = /** @class */ (function () {
  102635. /**
  102636. * Creates a gizmo
  102637. * @param gizmoLayer The utility layer the gizmo will be added to
  102638. */
  102639. function Gizmo(
  102640. /** The utility layer the gizmo will be added to */
  102641. gizmoLayer) {
  102642. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102643. var _this = this;
  102644. this.gizmoLayer = gizmoLayer;
  102645. /**
  102646. * Ratio for the scale of the gizmo (Default: 1)
  102647. */
  102648. this.scaleRatio = 1;
  102649. this._tmpMatrix = new BABYLON.Matrix();
  102650. /**
  102651. * If a custom mesh has been set (Default: false)
  102652. */
  102653. this._customMeshSet = false;
  102654. /**
  102655. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102656. */
  102657. this.updateGizmoRotationToMatchAttachedMesh = true;
  102658. /**
  102659. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102660. */
  102661. this.updateGizmoPositionToMatchAttachedMesh = true;
  102662. /**
  102663. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102664. */
  102665. this._updateScale = true;
  102666. this._interactionsEnabled = true;
  102667. this._tempVector = new BABYLON.Vector3();
  102668. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102669. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102670. _this._update();
  102671. });
  102672. this.attachedMesh = null;
  102673. }
  102674. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102675. /**
  102676. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102677. * * When set, interactions will be enabled
  102678. */
  102679. get: function () {
  102680. return this._attachedMesh;
  102681. },
  102682. set: function (value) {
  102683. this._attachedMesh = value;
  102684. this._rootMesh.setEnabled(value ? true : false);
  102685. this._attachedMeshChanged(value);
  102686. },
  102687. enumerable: true,
  102688. configurable: true
  102689. });
  102690. /**
  102691. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102692. * @param mesh The mesh to replace the default mesh of the gizmo
  102693. */
  102694. Gizmo.prototype.setCustomMesh = function (mesh) {
  102695. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102696. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102697. }
  102698. this._rootMesh.getChildMeshes().forEach(function (c) {
  102699. c.dispose();
  102700. });
  102701. mesh.parent = this._rootMesh;
  102702. this._customMeshSet = true;
  102703. };
  102704. Gizmo.prototype._attachedMeshChanged = function (value) {
  102705. };
  102706. /**
  102707. * @hidden
  102708. * Updates the gizmo to match the attached mesh's position/rotation
  102709. */
  102710. Gizmo.prototype._update = function () {
  102711. if (this.attachedMesh) {
  102712. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102713. if (!this._rootMesh.rotationQuaternion) {
  102714. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102715. }
  102716. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102717. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102718. if (this.attachedMesh.scaling.x < 0) {
  102719. this.attachedMesh.scaling.x *= -1;
  102720. }
  102721. if (this.attachedMesh.scaling.y < 0) {
  102722. this.attachedMesh.scaling.y *= -1;
  102723. }
  102724. if (this.attachedMesh.scaling.z < 0) {
  102725. this.attachedMesh.scaling.z *= -1;
  102726. }
  102727. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102728. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102729. this.attachedMesh.computeWorldMatrix();
  102730. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102731. }
  102732. else if (this._rootMesh.rotationQuaternion) {
  102733. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102734. }
  102735. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102736. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102737. }
  102738. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102739. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102740. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102741. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102742. }
  102743. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102744. var dist = this._tempVector.length() * this.scaleRatio;
  102745. this._rootMesh.scaling.set(dist, dist, dist);
  102746. }
  102747. }
  102748. };
  102749. /**
  102750. * Disposes of the gizmo
  102751. */
  102752. Gizmo.prototype.dispose = function () {
  102753. this._rootMesh.dispose();
  102754. if (this._beforeRenderObserver) {
  102755. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102756. }
  102757. };
  102758. return Gizmo;
  102759. }());
  102760. BABYLON.Gizmo = Gizmo;
  102761. })(BABYLON || (BABYLON = {}));
  102762. //# sourceMappingURL=babylon.gizmo.js.map
  102763. var BABYLON;
  102764. (function (BABYLON) {
  102765. /**
  102766. * Single axis drag gizmo
  102767. */
  102768. var AxisDragGizmo = /** @class */ (function (_super) {
  102769. __extends(AxisDragGizmo, _super);
  102770. /**
  102771. * Creates an AxisDragGizmo
  102772. * @param gizmoLayer The utility layer the gizmo will be added to
  102773. * @param dragAxis The axis which the gizmo will be able to drag on
  102774. * @param color The color of the gizmo
  102775. */
  102776. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102777. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102778. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102779. var _this = _super.call(this, gizmoLayer) || this;
  102780. _this._pointerObserver = null;
  102781. /**
  102782. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102783. */
  102784. _this.snapDistance = 0;
  102785. /**
  102786. * Event that fires each time the gizmo snaps to a new location.
  102787. * * snapDistance is the the change in distance
  102788. */
  102789. _this.onSnapObservable = new BABYLON.Observable();
  102790. // Create Material
  102791. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102792. coloredMaterial.disableLighting = true;
  102793. coloredMaterial.emissiveColor = color;
  102794. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102795. hoverMaterial.disableLighting = true;
  102796. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102797. // Build mesh on root node
  102798. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  102799. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102800. arrow.scaling.scaleInPlace(1 / 3);
  102801. _this._rootMesh.addChild(arrow);
  102802. var currentSnapDragDistance = 0;
  102803. var tmpVector = new BABYLON.Vector3();
  102804. var tmpSnapEvent = { snapDistance: 0 };
  102805. // Add drag behavior to handle events when the gizmo is dragged
  102806. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102807. _this.dragBehavior.moveAttached = false;
  102808. _this._rootMesh.addBehavior(_this.dragBehavior);
  102809. var localDelta = new BABYLON.Vector3();
  102810. var tmpMatrix = new BABYLON.Matrix();
  102811. _this.dragBehavior.onDragObservable.add(function (event) {
  102812. if (_this.attachedMesh) {
  102813. // Convert delta to local translation if it has a parent
  102814. if (_this.attachedMesh.parent) {
  102815. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102816. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102817. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102818. }
  102819. else {
  102820. localDelta.copyFrom(event.delta);
  102821. }
  102822. // Snapping logic
  102823. if (_this.snapDistance == 0) {
  102824. _this.attachedMesh.position.addInPlace(localDelta);
  102825. }
  102826. else {
  102827. currentSnapDragDistance += event.dragDistance;
  102828. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102829. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102830. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102831. localDelta.normalizeToRef(tmpVector);
  102832. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102833. _this.attachedMesh.position.addInPlace(tmpVector);
  102834. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102835. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102836. }
  102837. }
  102838. }
  102839. });
  102840. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102841. if (_this._customMeshSet) {
  102842. return;
  102843. }
  102844. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102845. var material = isHovered ? hoverMaterial : coloredMaterial;
  102846. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102847. m.material = material;
  102848. if (m.color) {
  102849. m.color = material.emissiveColor;
  102850. }
  102851. });
  102852. });
  102853. return _this;
  102854. }
  102855. /** @hidden */
  102856. AxisDragGizmo._CreateArrow = function (scene, material) {
  102857. var arrow = new BABYLON.AbstractMesh("", scene);
  102858. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  102859. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  102860. arrowTail.color = material.emissiveColor;
  102861. arrow.addChild(arrowMesh);
  102862. arrow.addChild(arrowTail);
  102863. // Position arrow pointing in its drag axis
  102864. arrowMesh.scaling.scaleInPlace(0.05);
  102865. arrowMesh.material = material;
  102866. arrowMesh.rotation.x = Math.PI / 2;
  102867. arrowMesh.position.z += 0.3;
  102868. arrowTail.scaling.scaleInPlace(0.26);
  102869. arrowTail.rotation.x = Math.PI / 2;
  102870. arrowTail.material = material;
  102871. return arrow;
  102872. };
  102873. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102874. if (this.dragBehavior) {
  102875. this.dragBehavior.enabled = value ? true : false;
  102876. }
  102877. };
  102878. /**
  102879. * Disposes of the gizmo
  102880. */
  102881. AxisDragGizmo.prototype.dispose = function () {
  102882. this.onSnapObservable.clear();
  102883. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102884. this.dragBehavior.detach();
  102885. _super.prototype.dispose.call(this);
  102886. };
  102887. return AxisDragGizmo;
  102888. }(BABYLON.Gizmo));
  102889. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102890. })(BABYLON || (BABYLON = {}));
  102891. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102892. var BABYLON;
  102893. (function (BABYLON) {
  102894. /**
  102895. * Single axis scale gizmo
  102896. */
  102897. var AxisScaleGizmo = /** @class */ (function (_super) {
  102898. __extends(AxisScaleGizmo, _super);
  102899. /**
  102900. * Creates an AxisScaleGizmo
  102901. * @param gizmoLayer The utility layer the gizmo will be added to
  102902. * @param dragAxis The axis which the gizmo will be able to scale on
  102903. * @param color The color of the gizmo
  102904. */
  102905. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102906. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102907. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102908. var _this = _super.call(this, gizmoLayer) || this;
  102909. _this._pointerObserver = null;
  102910. /**
  102911. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102912. */
  102913. _this.snapDistance = 0;
  102914. /**
  102915. * Event that fires each time the gizmo snaps to a new location.
  102916. * * snapDistance is the the change in distance
  102917. */
  102918. _this.onSnapObservable = new BABYLON.Observable();
  102919. /**
  102920. * If the scaling operation should be done on all axis (default: false)
  102921. */
  102922. _this.uniformScaling = false;
  102923. // Create Material
  102924. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102925. _this._coloredMaterial.disableLighting = true;
  102926. _this._coloredMaterial.emissiveColor = color;
  102927. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102928. hoverMaterial.disableLighting = true;
  102929. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102930. // Build mesh on root node
  102931. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102932. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102933. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102934. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102935. arrow.addChild(arrowMesh);
  102936. arrow.addChild(arrowTail);
  102937. // Position arrow pointing in its drag axis
  102938. arrowMesh.scaling.scaleInPlace(0.1);
  102939. arrowMesh.material = _this._coloredMaterial;
  102940. arrowMesh.rotation.x = Math.PI / 2;
  102941. arrowMesh.position.z += 0.3;
  102942. arrowTail.scaling.scaleInPlace(0.26);
  102943. arrowTail.rotation.x = Math.PI / 2;
  102944. arrowTail.material = _this._coloredMaterial;
  102945. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102946. _this._rootMesh.addChild(arrow);
  102947. arrow.scaling.scaleInPlace(1 / 3);
  102948. // Add drag behavior to handle events when the gizmo is dragged
  102949. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102950. _this.dragBehavior.moveAttached = false;
  102951. _this._rootMesh.addBehavior(_this.dragBehavior);
  102952. var currentSnapDragDistance = 0;
  102953. var tmpVector = new BABYLON.Vector3();
  102954. var tmpSnapEvent = { snapDistance: 0 };
  102955. _this.dragBehavior.onDragObservable.add(function (event) {
  102956. if (_this.attachedMesh) {
  102957. // Snapping logic
  102958. var snapped = false;
  102959. var dragSteps = 0;
  102960. if (_this.uniformScaling) {
  102961. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102962. if (tmpVector.y < 0) {
  102963. tmpVector.scaleInPlace(-1);
  102964. }
  102965. }
  102966. else {
  102967. tmpVector.copyFrom(dragAxis);
  102968. }
  102969. if (_this.snapDistance == 0) {
  102970. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102971. }
  102972. else {
  102973. currentSnapDragDistance += event.dragDistance;
  102974. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102975. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102976. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102977. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102978. snapped = true;
  102979. }
  102980. else {
  102981. tmpVector.scaleInPlace(0);
  102982. }
  102983. }
  102984. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102985. if (snapped) {
  102986. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102987. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102988. }
  102989. }
  102990. });
  102991. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102992. if (_this._customMeshSet) {
  102993. return;
  102994. }
  102995. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102996. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102997. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102998. m.material = material;
  102999. if (m.color) {
  103000. m.color = material.emissiveColor;
  103001. }
  103002. });
  103003. });
  103004. return _this;
  103005. }
  103006. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103007. if (this.dragBehavior) {
  103008. this.dragBehavior.enabled = value ? true : false;
  103009. }
  103010. };
  103011. /**
  103012. * Disposes of the gizmo
  103013. */
  103014. AxisScaleGizmo.prototype.dispose = function () {
  103015. this.onSnapObservable.clear();
  103016. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103017. this.dragBehavior.detach();
  103018. _super.prototype.dispose.call(this);
  103019. };
  103020. /**
  103021. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103022. * @param mesh The mesh to replace the default mesh of the gizmo
  103023. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  103024. */
  103025. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  103026. var _this = this;
  103027. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  103028. _super.prototype.setCustomMesh.call(this, mesh);
  103029. if (useGizmoMaterial) {
  103030. this._rootMesh.getChildMeshes().forEach(function (m) {
  103031. m.material = _this._coloredMaterial;
  103032. if (m.color) {
  103033. m.color = _this._coloredMaterial.emissiveColor;
  103034. }
  103035. });
  103036. this._customMeshSet = false;
  103037. }
  103038. };
  103039. return AxisScaleGizmo;
  103040. }(BABYLON.Gizmo));
  103041. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  103042. })(BABYLON || (BABYLON = {}));
  103043. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  103044. var BABYLON;
  103045. (function (BABYLON) {
  103046. /**
  103047. * Single plane rotation gizmo
  103048. */
  103049. var PlaneRotationGizmo = /** @class */ (function (_super) {
  103050. __extends(PlaneRotationGizmo, _super);
  103051. /**
  103052. * Creates a PlaneRotationGizmo
  103053. * @param gizmoLayer The utility layer the gizmo will be added to
  103054. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  103055. * @param color The color of the gizmo
  103056. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103057. */
  103058. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  103059. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103060. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103061. if (tessellation === void 0) { tessellation = 32; }
  103062. var _this = _super.call(this, gizmoLayer) || this;
  103063. _this._pointerObserver = null;
  103064. /**
  103065. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  103066. */
  103067. _this.snapDistance = 0;
  103068. /**
  103069. * Event that fires each time the gizmo snaps to a new location.
  103070. * * snapDistance is the the change in distance
  103071. */
  103072. _this.onSnapObservable = new BABYLON.Observable();
  103073. // Create Material
  103074. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103075. coloredMaterial.disableLighting = true;
  103076. coloredMaterial.emissiveColor = color;
  103077. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103078. hoverMaterial.disableLighting = true;
  103079. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103080. // Build mesh on root node
  103081. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103082. // Create circle out of lines
  103083. var radius = 0.8;
  103084. var points = new Array();
  103085. for (var i = 0; i < tessellation; i++) {
  103086. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  103087. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  103088. }
  103089. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  103090. rotationMesh.color = coloredMaterial.emissiveColor;
  103091. // Position arrow pointing in its drag axis
  103092. rotationMesh.scaling.scaleInPlace(0.26);
  103093. rotationMesh.material = coloredMaterial;
  103094. rotationMesh.rotation.x = Math.PI / 2;
  103095. parentMesh.addChild(rotationMesh);
  103096. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  103097. _this._rootMesh.addChild(parentMesh);
  103098. parentMesh.scaling.scaleInPlace(1 / 3);
  103099. // Add drag behavior to handle events when the gizmo is dragged
  103100. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  103101. _this.dragBehavior.moveAttached = false;
  103102. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  103103. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  103104. _this._rootMesh.addBehavior(_this.dragBehavior);
  103105. var lastDragPosition = new BABYLON.Vector3();
  103106. _this.dragBehavior.onDragStartObservable.add(function (e) {
  103107. if (_this.attachedMesh) {
  103108. lastDragPosition.copyFrom(e.dragPlanePoint);
  103109. }
  103110. });
  103111. var rotationMatrix = new BABYLON.Matrix();
  103112. var planeNormalTowardsCamera = new BABYLON.Vector3();
  103113. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  103114. var tmpSnapEvent = { snapDistance: 0 };
  103115. var currentSnapDragDistance = 0;
  103116. var tmpMatrix = new BABYLON.Matrix();
  103117. var tmpVector = new BABYLON.Vector3();
  103118. var amountToRotate = new BABYLON.Quaternion();
  103119. _this.dragBehavior.onDragObservable.add(function (event) {
  103120. if (_this.attachedMesh) {
  103121. if (!_this.attachedMesh.rotationQuaternion) {
  103122. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103123. }
  103124. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  103125. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  103126. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  103127. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  103128. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  103129. var angle = Math.atan2(cross.length(), dot);
  103130. planeNormalTowardsCamera.copyFrom(planeNormal);
  103131. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  103132. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103133. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  103134. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  103135. }
  103136. // Flip up vector depending on which side the camera is on
  103137. if (gizmoLayer.utilityLayerScene.activeCamera) {
  103138. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  103139. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  103140. planeNormalTowardsCamera.scaleInPlace(-1);
  103141. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  103142. }
  103143. }
  103144. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  103145. if (halfCircleSide) {
  103146. angle = -angle;
  103147. }
  103148. // Snapping logic
  103149. var snapped = false;
  103150. if (_this.snapDistance != 0) {
  103151. currentSnapDragDistance += angle;
  103152. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103153. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103154. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103155. angle = _this.snapDistance * dragSteps;
  103156. snapped = true;
  103157. }
  103158. else {
  103159. angle = 0;
  103160. }
  103161. }
  103162. // If the mesh has a parent, convert needed world rotation to local rotation
  103163. tmpMatrix.reset();
  103164. if (_this.attachedMesh.parent) {
  103165. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103166. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  103167. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  103168. }
  103169. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  103170. var quaternionCoefficient = Math.sin(angle / 2);
  103171. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  103172. // 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
  103173. if (tmpMatrix.determinant() > 0) {
  103174. amountToRotate.toEulerAnglesToRef(tmpVector);
  103175. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  103176. }
  103177. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103178. // Rotate selected mesh quaternion over fixed axis
  103179. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  103180. }
  103181. else {
  103182. // Rotate selected mesh quaternion over rotated axis
  103183. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  103184. }
  103185. lastDragPosition.copyFrom(event.dragPlanePoint);
  103186. if (snapped) {
  103187. tmpSnapEvent.snapDistance = angle;
  103188. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103189. }
  103190. }
  103191. });
  103192. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103193. if (_this._customMeshSet) {
  103194. return;
  103195. }
  103196. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103197. var material = isHovered ? hoverMaterial : coloredMaterial;
  103198. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103199. m.material = material;
  103200. if (m.color) {
  103201. m.color = material.emissiveColor;
  103202. }
  103203. });
  103204. });
  103205. return _this;
  103206. }
  103207. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  103208. if (this.dragBehavior) {
  103209. this.dragBehavior.enabled = value ? true : false;
  103210. }
  103211. };
  103212. /**
  103213. * Disposes of the gizmo
  103214. */
  103215. PlaneRotationGizmo.prototype.dispose = function () {
  103216. this.onSnapObservable.clear();
  103217. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103218. this.dragBehavior.detach();
  103219. _super.prototype.dispose.call(this);
  103220. };
  103221. return PlaneRotationGizmo;
  103222. }(BABYLON.Gizmo));
  103223. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  103224. })(BABYLON || (BABYLON = {}));
  103225. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  103226. var BABYLON;
  103227. (function (BABYLON) {
  103228. /**
  103229. * Gizmo that enables dragging a mesh along 3 axis
  103230. */
  103231. var PositionGizmo = /** @class */ (function (_super) {
  103232. __extends(PositionGizmo, _super);
  103233. /**
  103234. * Creates a PositionGizmo
  103235. * @param gizmoLayer The utility layer the gizmo will be added to
  103236. */
  103237. function PositionGizmo(gizmoLayer) {
  103238. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103239. var _this = _super.call(this, gizmoLayer) || this;
  103240. /** Fires an event when any of it's sub gizmos are dragged */
  103241. _this.onDragStartObservable = new BABYLON.Observable();
  103242. /** Fires an event when any of it's sub gizmos are released from dragging */
  103243. _this.onDragEndObservable = new BABYLON.Observable();
  103244. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103245. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103246. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103247. // Relay drag events
  103248. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103249. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103250. _this.onDragStartObservable.notifyObservers({});
  103251. });
  103252. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103253. _this.onDragEndObservable.notifyObservers({});
  103254. });
  103255. });
  103256. _this.attachedMesh = null;
  103257. return _this;
  103258. }
  103259. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  103260. set: function (mesh) {
  103261. if (this.xGizmo) {
  103262. this.xGizmo.attachedMesh = mesh;
  103263. this.yGizmo.attachedMesh = mesh;
  103264. this.zGizmo.attachedMesh = mesh;
  103265. }
  103266. },
  103267. enumerable: true,
  103268. configurable: true
  103269. });
  103270. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103271. get: function () {
  103272. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103273. },
  103274. set: function (value) {
  103275. if (this.xGizmo) {
  103276. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103277. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103278. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103279. }
  103280. },
  103281. enumerable: true,
  103282. configurable: true
  103283. });
  103284. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  103285. get: function () {
  103286. return this.xGizmo.snapDistance;
  103287. },
  103288. /**
  103289. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103290. */
  103291. set: function (value) {
  103292. if (this.xGizmo) {
  103293. this.xGizmo.snapDistance = value;
  103294. this.yGizmo.snapDistance = value;
  103295. this.zGizmo.snapDistance = value;
  103296. }
  103297. },
  103298. enumerable: true,
  103299. configurable: true
  103300. });
  103301. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  103302. get: function () {
  103303. return this.xGizmo.scaleRatio;
  103304. },
  103305. /**
  103306. * Ratio for the scale of the gizmo (Default: 1)
  103307. */
  103308. set: function (value) {
  103309. if (this.xGizmo) {
  103310. this.xGizmo.scaleRatio = value;
  103311. this.yGizmo.scaleRatio = value;
  103312. this.zGizmo.scaleRatio = value;
  103313. }
  103314. },
  103315. enumerable: true,
  103316. configurable: true
  103317. });
  103318. /**
  103319. * Disposes of the gizmo
  103320. */
  103321. PositionGizmo.prototype.dispose = function () {
  103322. this.xGizmo.dispose();
  103323. this.yGizmo.dispose();
  103324. this.zGizmo.dispose();
  103325. this.onDragStartObservable.clear();
  103326. this.onDragEndObservable.clear();
  103327. };
  103328. /**
  103329. * CustomMeshes are not supported by this gizmo
  103330. * @param mesh The mesh to replace the default mesh of the gizmo
  103331. */
  103332. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  103333. 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)");
  103334. };
  103335. return PositionGizmo;
  103336. }(BABYLON.Gizmo));
  103337. BABYLON.PositionGizmo = PositionGizmo;
  103338. })(BABYLON || (BABYLON = {}));
  103339. //# sourceMappingURL=babylon.positionGizmo.js.map
  103340. var BABYLON;
  103341. (function (BABYLON) {
  103342. /**
  103343. * Gizmo that enables rotating a mesh along 3 axis
  103344. */
  103345. var RotationGizmo = /** @class */ (function (_super) {
  103346. __extends(RotationGizmo, _super);
  103347. /**
  103348. * Creates a RotationGizmo
  103349. * @param gizmoLayer The utility layer the gizmo will be added to
  103350. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103351. */
  103352. function RotationGizmo(gizmoLayer, tessellation) {
  103353. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103354. if (tessellation === void 0) { tessellation = 32; }
  103355. var _this = _super.call(this, gizmoLayer) || this;
  103356. /** Fires an event when any of it's sub gizmos are dragged */
  103357. _this.onDragStartObservable = new BABYLON.Observable();
  103358. /** Fires an event when any of it's sub gizmos are released from dragging */
  103359. _this.onDragEndObservable = new BABYLON.Observable();
  103360. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  103361. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  103362. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  103363. // Relay drag events
  103364. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103365. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103366. _this.onDragStartObservable.notifyObservers({});
  103367. });
  103368. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103369. _this.onDragEndObservable.notifyObservers({});
  103370. });
  103371. });
  103372. _this.attachedMesh = null;
  103373. return _this;
  103374. }
  103375. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  103376. set: function (mesh) {
  103377. if (this.xGizmo) {
  103378. this.xGizmo.attachedMesh = mesh;
  103379. this.yGizmo.attachedMesh = mesh;
  103380. this.zGizmo.attachedMesh = mesh;
  103381. }
  103382. },
  103383. enumerable: true,
  103384. configurable: true
  103385. });
  103386. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103387. get: function () {
  103388. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103389. },
  103390. set: function (value) {
  103391. if (this.xGizmo) {
  103392. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103393. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103394. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103395. }
  103396. },
  103397. enumerable: true,
  103398. configurable: true
  103399. });
  103400. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  103401. get: function () {
  103402. return this.xGizmo.snapDistance;
  103403. },
  103404. /**
  103405. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103406. */
  103407. set: function (value) {
  103408. if (this.xGizmo) {
  103409. this.xGizmo.snapDistance = value;
  103410. this.yGizmo.snapDistance = value;
  103411. this.zGizmo.snapDistance = value;
  103412. }
  103413. },
  103414. enumerable: true,
  103415. configurable: true
  103416. });
  103417. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  103418. get: function () {
  103419. return this.xGizmo.scaleRatio;
  103420. },
  103421. /**
  103422. * Ratio for the scale of the gizmo (Default: 1)
  103423. */
  103424. set: function (value) {
  103425. if (this.xGizmo) {
  103426. this.xGizmo.scaleRatio = value;
  103427. this.yGizmo.scaleRatio = value;
  103428. this.zGizmo.scaleRatio = value;
  103429. }
  103430. },
  103431. enumerable: true,
  103432. configurable: true
  103433. });
  103434. /**
  103435. * Disposes of the gizmo
  103436. */
  103437. RotationGizmo.prototype.dispose = function () {
  103438. this.xGizmo.dispose();
  103439. this.yGizmo.dispose();
  103440. this.zGizmo.dispose();
  103441. this.onDragStartObservable.clear();
  103442. this.onDragEndObservable.clear();
  103443. };
  103444. /**
  103445. * CustomMeshes are not supported by this gizmo
  103446. * @param mesh The mesh to replace the default mesh of the gizmo
  103447. */
  103448. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  103449. 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)");
  103450. };
  103451. return RotationGizmo;
  103452. }(BABYLON.Gizmo));
  103453. BABYLON.RotationGizmo = RotationGizmo;
  103454. })(BABYLON || (BABYLON = {}));
  103455. //# sourceMappingURL=babylon.rotationGizmo.js.map
  103456. var BABYLON;
  103457. (function (BABYLON) {
  103458. /**
  103459. * Gizmo that enables scaling a mesh along 3 axis
  103460. */
  103461. var ScaleGizmo = /** @class */ (function (_super) {
  103462. __extends(ScaleGizmo, _super);
  103463. /**
  103464. * Creates a ScaleGizmo
  103465. * @param gizmoLayer The utility layer the gizmo will be added to
  103466. */
  103467. function ScaleGizmo(gizmoLayer) {
  103468. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103469. var _this = _super.call(this, gizmoLayer) || this;
  103470. /** Fires an event when any of it's sub gizmos are dragged */
  103471. _this.onDragStartObservable = new BABYLON.Observable();
  103472. /** Fires an event when any of it's sub gizmos are released from dragging */
  103473. _this.onDragEndObservable = new BABYLON.Observable();
  103474. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103475. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103476. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103477. // Create uniform scale gizmo
  103478. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  103479. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  103480. _this.uniformScaleGizmo.uniformScaling = true;
  103481. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103482. uniformScalingMesh.scaling.scaleInPlace(0.02);
  103483. uniformScalingMesh.visibility = 0;
  103484. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103485. octahedron.scaling.scaleInPlace(0.007);
  103486. uniformScalingMesh.addChild(octahedron);
  103487. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  103488. // Relay drag events
  103489. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  103490. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103491. _this.onDragStartObservable.notifyObservers({});
  103492. });
  103493. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103494. _this.onDragEndObservable.notifyObservers({});
  103495. });
  103496. });
  103497. _this.attachedMesh = null;
  103498. return _this;
  103499. }
  103500. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  103501. set: function (mesh) {
  103502. if (this.xGizmo) {
  103503. this.xGizmo.attachedMesh = mesh;
  103504. this.yGizmo.attachedMesh = mesh;
  103505. this.zGizmo.attachedMesh = mesh;
  103506. this.uniformScaleGizmo.attachedMesh = mesh;
  103507. }
  103508. },
  103509. enumerable: true,
  103510. configurable: true
  103511. });
  103512. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103513. get: function () {
  103514. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103515. },
  103516. set: function (value) {
  103517. if (!value) {
  103518. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  103519. }
  103520. if (this.xGizmo) {
  103521. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103522. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103523. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103524. }
  103525. },
  103526. enumerable: true,
  103527. configurable: true
  103528. });
  103529. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  103530. get: function () {
  103531. return this.xGizmo.snapDistance;
  103532. },
  103533. /**
  103534. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103535. */
  103536. set: function (value) {
  103537. if (this.xGizmo) {
  103538. this.xGizmo.snapDistance = value;
  103539. this.yGizmo.snapDistance = value;
  103540. this.zGizmo.snapDistance = value;
  103541. this.uniformScaleGizmo.snapDistance = value;
  103542. }
  103543. },
  103544. enumerable: true,
  103545. configurable: true
  103546. });
  103547. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  103548. get: function () {
  103549. return this.xGizmo.scaleRatio;
  103550. },
  103551. /**
  103552. * Ratio for the scale of the gizmo (Default: 1)
  103553. */
  103554. set: function (value) {
  103555. if (this.xGizmo) {
  103556. this.xGizmo.scaleRatio = value;
  103557. this.yGizmo.scaleRatio = value;
  103558. this.zGizmo.scaleRatio = value;
  103559. this.uniformScaleGizmo.scaleRatio = value;
  103560. }
  103561. },
  103562. enumerable: true,
  103563. configurable: true
  103564. });
  103565. /**
  103566. * Disposes of the gizmo
  103567. */
  103568. ScaleGizmo.prototype.dispose = function () {
  103569. this.xGizmo.dispose();
  103570. this.yGizmo.dispose();
  103571. this.zGizmo.dispose();
  103572. this.uniformScaleGizmo.dispose();
  103573. this.onDragStartObservable.clear();
  103574. this.onDragEndObservable.clear();
  103575. };
  103576. return ScaleGizmo;
  103577. }(BABYLON.Gizmo));
  103578. BABYLON.ScaleGizmo = ScaleGizmo;
  103579. })(BABYLON || (BABYLON = {}));
  103580. //# sourceMappingURL=babylon.scaleGizmo.js.map
  103581. var BABYLON;
  103582. (function (BABYLON) {
  103583. /**
  103584. * Bounding box gizmo
  103585. */
  103586. var BoundingBoxGizmo = /** @class */ (function (_super) {
  103587. __extends(BoundingBoxGizmo, _super);
  103588. /**
  103589. * Creates an BoundingBoxGizmo
  103590. * @param gizmoLayer The utility layer the gizmo will be added to
  103591. * @param color The color of the gizmo
  103592. */
  103593. function BoundingBoxGizmo(color, gizmoLayer) {
  103594. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103595. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103596. var _this = _super.call(this, gizmoLayer) || this;
  103597. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103598. _this._renderObserver = null;
  103599. _this._pointerObserver = null;
  103600. _this._scaleDragSpeed = 0.2;
  103601. _this._tmpQuaternion = new BABYLON.Quaternion();
  103602. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103603. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103604. /**
  103605. * 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)
  103606. */
  103607. _this.ignoreChildren = false;
  103608. /**
  103609. * 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)
  103610. */
  103611. _this.includeChildPredicate = null;
  103612. /**
  103613. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103614. */
  103615. _this.rotationSphereSize = 0.1;
  103616. /**
  103617. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103618. */
  103619. _this.scaleBoxSize = 0.1;
  103620. /**
  103621. * 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)
  103622. */
  103623. _this.fixedDragMeshScreenSize = false;
  103624. /**
  103625. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103626. */
  103627. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103628. /**
  103629. * Fired when a rotation sphere or scale box is dragged
  103630. */
  103631. _this.onDragStartObservable = new BABYLON.Observable();
  103632. /**
  103633. * Fired when a scale box is dragged
  103634. */
  103635. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103636. /**
  103637. * Fired when a scale box drag is ended
  103638. */
  103639. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103640. /**
  103641. * Fired when a rotation sphere is dragged
  103642. */
  103643. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103644. /**
  103645. * Fired when a rotation sphere drag is ended
  103646. */
  103647. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103648. /**
  103649. * 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)
  103650. */
  103651. _this.scalePivot = null;
  103652. _this._existingMeshScale = new BABYLON.Vector3();
  103653. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103654. _this._updateScale = false;
  103655. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103656. // Create Materials
  103657. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103658. coloredMaterial.disableLighting = true;
  103659. coloredMaterial.emissiveColor = color;
  103660. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103661. hoverColoredMaterial.disableLighting = true;
  103662. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103663. // Build bounding box out of lines
  103664. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103665. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103666. var lines = [];
  103667. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103668. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103669. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103670. 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));
  103671. 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));
  103672. 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));
  103673. 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));
  103674. 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));
  103675. 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));
  103676. 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));
  103677. 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));
  103678. 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));
  103679. lines.forEach(function (l) {
  103680. l.color = color;
  103681. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103682. l.isPickable = false;
  103683. _this._lineBoundingBox.addChild(l);
  103684. });
  103685. _this._rootMesh.addChild(_this._lineBoundingBox);
  103686. // Create rotation spheres
  103687. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103688. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103689. var _loop_1 = function (i_1) {
  103690. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103691. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103692. sphere.material = coloredMaterial;
  103693. // Drag behavior
  103694. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103695. _dragBehavior.moveAttached = false;
  103696. _dragBehavior.updateDragPlane = false;
  103697. sphere.addBehavior(_dragBehavior);
  103698. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103699. var totalTurnAmountOfDrag = 0;
  103700. _dragBehavior.onDragStartObservable.add(function (event) {
  103701. startingTurnDirection.copyFrom(sphere.forward);
  103702. totalTurnAmountOfDrag = 0;
  103703. });
  103704. _dragBehavior.onDragObservable.add(function (event) {
  103705. _this.onRotationSphereDragObservable.notifyObservers({});
  103706. if (_this.attachedMesh) {
  103707. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103708. var worldDragDirection = startingTurnDirection;
  103709. // Project the world right on to the drag plane
  103710. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103711. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103712. // project drag delta on to the resulting drag axis and rotate based on that
  103713. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  103714. // Make rotation relative to size of mesh.
  103715. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103716. // Rotate based on axis
  103717. if (!_this.attachedMesh.rotationQuaternion) {
  103718. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103719. }
  103720. if (!_this._anchorMesh.rotationQuaternion) {
  103721. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103722. }
  103723. // Do not allow the object to turn more than a full circle
  103724. totalTurnAmountOfDrag += projectDist;
  103725. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103726. if (i_1 >= 8) {
  103727. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103728. }
  103729. else if (i_1 >= 4) {
  103730. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103731. }
  103732. else {
  103733. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103734. }
  103735. // Rotate around center of bounding box
  103736. _this._anchorMesh.addChild(_this.attachedMesh);
  103737. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103738. _this._anchorMesh.removeChild(_this.attachedMesh);
  103739. }
  103740. _this.updateBoundingBox();
  103741. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103742. }
  103743. });
  103744. // Selection/deselection
  103745. _dragBehavior.onDragStartObservable.add(function () {
  103746. _this.onDragStartObservable.notifyObservers({});
  103747. _this._selectNode(sphere);
  103748. });
  103749. _dragBehavior.onDragEndObservable.add(function () {
  103750. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103751. _this._selectNode(null);
  103752. });
  103753. this_1._rotateSpheresParent.addChild(sphere);
  103754. };
  103755. var this_1 = this, _dragBehavior;
  103756. for (var i_1 = 0; i_1 < 12; i_1++) {
  103757. _loop_1(i_1);
  103758. }
  103759. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103760. // Create scale cubes
  103761. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103762. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103763. for (var i = 0; i < 2; i++) {
  103764. for (var j = 0; j < 2; j++) {
  103765. var _loop_2 = function () {
  103766. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103767. box.material = coloredMaterial;
  103768. // Dragging logic
  103769. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103770. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103771. _dragBehavior.moveAttached = false;
  103772. box.addBehavior(_dragBehavior);
  103773. _dragBehavior.onDragObservable.add(function (event) {
  103774. _this.onScaleBoxDragObservable.notifyObservers({});
  103775. if (_this.attachedMesh) {
  103776. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103777. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103778. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103779. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103780. _this.updateBoundingBox();
  103781. if (_this.scalePivot) {
  103782. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103783. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103784. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103785. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103786. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103787. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103788. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103789. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103790. }
  103791. else {
  103792. // Scale from the position of the opposite corner
  103793. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103794. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103795. }
  103796. _this._anchorMesh.addChild(_this.attachedMesh);
  103797. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103798. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103799. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103800. }
  103801. _this._anchorMesh.removeChild(_this.attachedMesh);
  103802. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103803. }
  103804. });
  103805. // Selection/deselection
  103806. _dragBehavior.onDragStartObservable.add(function () {
  103807. _this.onDragStartObservable.notifyObservers({});
  103808. _this._selectNode(box);
  103809. });
  103810. _dragBehavior.onDragEndObservable.add(function () {
  103811. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103812. _this._selectNode(null);
  103813. });
  103814. this_2._scaleBoxesParent.addChild(box);
  103815. };
  103816. var this_2 = this, _dragBehavior;
  103817. for (var k = 0; k < 2; k++) {
  103818. _loop_2();
  103819. }
  103820. }
  103821. }
  103822. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103823. // Hover color change
  103824. var pointerIds = new Array();
  103825. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103826. if (!pointerIds[pointerInfo.event.pointerId]) {
  103827. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103828. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103829. pointerIds[pointerInfo.event.pointerId] = mesh;
  103830. mesh.material = hoverColoredMaterial;
  103831. }
  103832. });
  103833. }
  103834. else {
  103835. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103836. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103837. delete pointerIds[pointerInfo.event.pointerId];
  103838. }
  103839. }
  103840. });
  103841. // Update bounding box positions
  103842. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103843. // Only update the bouding box if scaling has changed
  103844. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103845. _this.updateBoundingBox();
  103846. }
  103847. else if (_this.fixedDragMeshScreenSize) {
  103848. _this._updateRotationSpheres();
  103849. _this._updateScaleBoxes();
  103850. }
  103851. });
  103852. _this.updateBoundingBox();
  103853. return _this;
  103854. }
  103855. /** @hidden */
  103856. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103857. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103858. // Save old pivot and set pivot to 0,0,0
  103859. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103860. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103861. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103862. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103863. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103864. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103865. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103866. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103867. }
  103868. }
  103869. BoundingBoxGizmo._PivotCached++;
  103870. };
  103871. /** @hidden */
  103872. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103873. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103874. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103875. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103876. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103877. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103878. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103879. }
  103880. this._PivotCached--;
  103881. };
  103882. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103883. if (value) {
  103884. // Reset anchor mesh to match attached mesh's scale
  103885. // This is needed to avoid invalid box/sphere position on first drag
  103886. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103887. this._anchorMesh.addChild(value);
  103888. this._anchorMesh.removeChild(value);
  103889. BoundingBoxGizmo._RestorePivotPoint(value);
  103890. this.updateBoundingBox();
  103891. }
  103892. };
  103893. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103894. this._rotateSpheresParent.getChildMeshes()
  103895. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103896. m.isVisible = (!selectedMesh || m == selectedMesh);
  103897. });
  103898. };
  103899. /**
  103900. * Updates the bounding box information for the Gizmo
  103901. */
  103902. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103903. if (this.attachedMesh) {
  103904. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103905. this._update();
  103906. // Rotate based on axis
  103907. if (!this.attachedMesh.rotationQuaternion) {
  103908. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103909. }
  103910. if (!this._anchorMesh.rotationQuaternion) {
  103911. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103912. }
  103913. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103914. // Store original position and reset mesh to origin before computing the bounding box
  103915. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103916. this._tmpVector.copyFrom(this.attachedMesh.position);
  103917. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103918. this.attachedMesh.position.set(0, 0, 0);
  103919. // Update bounding dimensions/positions
  103920. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103921. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103922. // Update gizmo to match bounding box scaling and rotation
  103923. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103924. 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);
  103925. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103926. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103927. this._lineBoundingBox.computeWorldMatrix();
  103928. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103929. // restore position/rotation values
  103930. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103931. this.attachedMesh.position.copyFrom(this._tmpVector);
  103932. }
  103933. this._updateRotationSpheres();
  103934. this._updateScaleBoxes();
  103935. if (this.attachedMesh) {
  103936. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103937. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103938. }
  103939. };
  103940. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  103941. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103942. for (var i = 0; i < 3; i++) {
  103943. for (var j = 0; j < 2; j++) {
  103944. for (var k = 0; k < 2; k++) {
  103945. var index = ((i * 4) + (j * 2)) + k;
  103946. if (i == 0) {
  103947. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103948. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103949. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103950. }
  103951. if (i == 1) {
  103952. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103953. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103954. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103955. }
  103956. if (i == 2) {
  103957. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103958. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103959. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103960. }
  103961. if (this.fixedDragMeshScreenSize) {
  103962. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103963. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103964. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103965. }
  103966. else {
  103967. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103968. }
  103969. }
  103970. }
  103971. }
  103972. };
  103973. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  103974. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103975. for (var i = 0; i < 2; i++) {
  103976. for (var j = 0; j < 2; j++) {
  103977. for (var k = 0; k < 2; k++) {
  103978. var index = ((i * 4) + (j * 2)) + k;
  103979. if (scaleBoxes[index]) {
  103980. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103981. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103982. if (this.fixedDragMeshScreenSize) {
  103983. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103984. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103985. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103986. }
  103987. else {
  103988. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103989. }
  103990. }
  103991. }
  103992. }
  103993. }
  103994. };
  103995. /**
  103996. * Enables rotation on the specified axis and disables rotation on the others
  103997. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103998. */
  103999. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104000. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104001. if (i < 4) {
  104002. m.setEnabled(axis.indexOf("x") != -1);
  104003. }
  104004. else if (i < 8) {
  104005. m.setEnabled(axis.indexOf("y") != -1);
  104006. }
  104007. else {
  104008. m.setEnabled(axis.indexOf("z") != -1);
  104009. }
  104010. });
  104011. };
  104012. /**
  104013. * Disposes of the gizmo
  104014. */
  104015. BoundingBoxGizmo.prototype.dispose = function () {
  104016. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104017. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  104018. this._lineBoundingBox.dispose();
  104019. this._rotateSpheresParent.dispose();
  104020. this._scaleBoxesParent.dispose();
  104021. _super.prototype.dispose.call(this);
  104022. };
  104023. /**
  104024. * 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)
  104025. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  104026. * @returns the bounding box mesh with the passed in mesh as a child
  104027. */
  104028. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  104029. var makeNotPickable = function (root) {
  104030. root.isPickable = false;
  104031. root.getChildMeshes().forEach(function (c) {
  104032. makeNotPickable(c);
  104033. });
  104034. };
  104035. makeNotPickable(mesh);
  104036. // Reset position to get boudning box from origin with no rotation
  104037. if (!mesh.rotationQuaternion) {
  104038. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  104039. }
  104040. var oldPos = mesh.position.clone();
  104041. var oldRot = mesh.rotationQuaternion.clone();
  104042. mesh.rotationQuaternion.set(0, 0, 0, 1);
  104043. mesh.position.set(0, 0, 0);
  104044. // Update bounding dimensions/positions
  104045. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  104046. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  104047. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  104048. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104049. // Restore original positions
  104050. mesh.addChild(box);
  104051. mesh.rotationQuaternion.copyFrom(oldRot);
  104052. mesh.position.copyFrom(oldPos);
  104053. // Reverse parenting
  104054. mesh.removeChild(box);
  104055. // Adjust scale to avoid undefined behavior when adding child
  104056. if (box.scaling.y === 0) {
  104057. box.scaling.y = BABYLON.Epsilon;
  104058. }
  104059. if (box.scaling.x === 0) {
  104060. box.scaling.x = BABYLON.Epsilon;
  104061. }
  104062. if (box.scaling.z === 0) {
  104063. box.scaling.z = BABYLON.Epsilon;
  104064. }
  104065. box.addChild(mesh);
  104066. box.visibility = 0;
  104067. return box;
  104068. };
  104069. /**
  104070. * CustomMeshes are not supported by this gizmo
  104071. * @param mesh The mesh to replace the default mesh of the gizmo
  104072. */
  104073. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  104074. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  104075. };
  104076. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  104077. // store/remove pivot point should only be applied during their outermost calls
  104078. BoundingBoxGizmo._PivotCached = 0;
  104079. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  104080. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  104081. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  104082. return BoundingBoxGizmo;
  104083. }(BABYLON.Gizmo));
  104084. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  104085. })(BABYLON || (BABYLON = {}));
  104086. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  104087. var BABYLON;
  104088. (function (BABYLON) {
  104089. /**
  104090. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  104091. */
  104092. var GizmoManager = /** @class */ (function () {
  104093. /**
  104094. * Instatiates a gizmo manager
  104095. * @param scene the scene to overlay the gizmos on top of
  104096. */
  104097. function GizmoManager(scene) {
  104098. var _this = this;
  104099. this.scene = scene;
  104100. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  104101. this.clearGizmoOnEmptyPointerEvent = false;
  104102. /** Fires an event when the manager is attached to a mesh */
  104103. this.onAttachedToMeshObservable = new BABYLON.Observable();
  104104. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  104105. this._pointerObserver = null;
  104106. this._attachedMesh = null;
  104107. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  104108. /**
  104109. * When bounding box gizmo is enabled, this can be used to track drag/end events
  104110. */
  104111. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  104112. /**
  104113. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  104114. */
  104115. this.attachableMeshes = null;
  104116. /**
  104117. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  104118. */
  104119. this.usePointerToAttachGizmos = true;
  104120. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104121. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  104122. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104123. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  104124. // Instatiate/dispose gizmos based on pointer actions
  104125. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  104126. if (!_this.usePointerToAttachGizmos) {
  104127. return;
  104128. }
  104129. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  104130. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  104131. var node = pointerInfo.pickInfo.pickedMesh;
  104132. if (_this.attachableMeshes == null) {
  104133. // Attach to the most parent node
  104134. while (node && node.parent != null) {
  104135. node = node.parent;
  104136. }
  104137. }
  104138. else {
  104139. // Attach to the parent node that is an attachableMesh
  104140. var found = false;
  104141. _this.attachableMeshes.forEach(function (mesh) {
  104142. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  104143. node = mesh;
  104144. found = true;
  104145. }
  104146. });
  104147. if (!found) {
  104148. node = null;
  104149. }
  104150. }
  104151. if (node instanceof BABYLON.AbstractMesh) {
  104152. if (_this._attachedMesh != node) {
  104153. _this.attachToMesh(node);
  104154. }
  104155. }
  104156. else {
  104157. if (_this.clearGizmoOnEmptyPointerEvent) {
  104158. _this.attachToMesh(null);
  104159. }
  104160. }
  104161. }
  104162. else {
  104163. if (_this.clearGizmoOnEmptyPointerEvent) {
  104164. _this.attachToMesh(null);
  104165. }
  104166. }
  104167. }
  104168. });
  104169. }
  104170. /**
  104171. * Attaches a set of gizmos to the specified mesh
  104172. * @param mesh The mesh the gizmo's should be attached to
  104173. */
  104174. GizmoManager.prototype.attachToMesh = function (mesh) {
  104175. if (this._attachedMesh) {
  104176. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104177. }
  104178. this._attachedMesh = mesh;
  104179. for (var key in this.gizmos) {
  104180. var gizmo = (this.gizmos[key]);
  104181. if (gizmo && this._gizmosEnabled[key]) {
  104182. gizmo.attachedMesh = mesh;
  104183. }
  104184. }
  104185. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  104186. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104187. }
  104188. this.onAttachedToMeshObservable.notifyObservers(mesh);
  104189. };
  104190. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  104191. get: function () {
  104192. return this._gizmosEnabled.positionGizmo;
  104193. },
  104194. /**
  104195. * If the position gizmo is enabled
  104196. */
  104197. set: function (value) {
  104198. if (value) {
  104199. if (!this.gizmos.positionGizmo) {
  104200. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  104201. }
  104202. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  104203. }
  104204. else if (this.gizmos.positionGizmo) {
  104205. this.gizmos.positionGizmo.attachedMesh = null;
  104206. }
  104207. this._gizmosEnabled.positionGizmo = value;
  104208. },
  104209. enumerable: true,
  104210. configurable: true
  104211. });
  104212. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  104213. get: function () {
  104214. return this._gizmosEnabled.rotationGizmo;
  104215. },
  104216. /**
  104217. * If the rotation gizmo is enabled
  104218. */
  104219. set: function (value) {
  104220. if (value) {
  104221. if (!this.gizmos.rotationGizmo) {
  104222. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  104223. }
  104224. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  104225. }
  104226. else if (this.gizmos.rotationGizmo) {
  104227. this.gizmos.rotationGizmo.attachedMesh = null;
  104228. }
  104229. this._gizmosEnabled.rotationGizmo = value;
  104230. },
  104231. enumerable: true,
  104232. configurable: true
  104233. });
  104234. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  104235. get: function () {
  104236. return this._gizmosEnabled.scaleGizmo;
  104237. },
  104238. /**
  104239. * If the scale gizmo is enabled
  104240. */
  104241. set: function (value) {
  104242. if (value) {
  104243. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  104244. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  104245. }
  104246. else if (this.gizmos.scaleGizmo) {
  104247. this.gizmos.scaleGizmo.attachedMesh = null;
  104248. }
  104249. this._gizmosEnabled.scaleGizmo = value;
  104250. },
  104251. enumerable: true,
  104252. configurable: true
  104253. });
  104254. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  104255. get: function () {
  104256. return this._gizmosEnabled.boundingBoxGizmo;
  104257. },
  104258. /**
  104259. * If the boundingBox gizmo is enabled
  104260. */
  104261. set: function (value) {
  104262. if (value) {
  104263. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  104264. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  104265. if (this._attachedMesh) {
  104266. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104267. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104268. }
  104269. }
  104270. else if (this.gizmos.boundingBoxGizmo) {
  104271. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  104272. }
  104273. this._gizmosEnabled.boundingBoxGizmo = value;
  104274. },
  104275. enumerable: true,
  104276. configurable: true
  104277. });
  104278. /**
  104279. * Disposes of the gizmo manager
  104280. */
  104281. GizmoManager.prototype.dispose = function () {
  104282. this.scene.onPointerObservable.remove(this._pointerObserver);
  104283. for (var key in this.gizmos) {
  104284. var gizmo = (this.gizmos[key]);
  104285. if (gizmo) {
  104286. gizmo.dispose();
  104287. }
  104288. }
  104289. this._defaultKeepDepthUtilityLayer.dispose();
  104290. this._defaultUtilityLayer.dispose();
  104291. this.boundingBoxDragBehavior.detach();
  104292. this.onAttachedToMeshObservable.clear();
  104293. };
  104294. return GizmoManager;
  104295. }());
  104296. BABYLON.GizmoManager = GizmoManager;
  104297. })(BABYLON || (BABYLON = {}));
  104298. //# sourceMappingURL=babylon.gizmoManager.js.map
  104299. var BABYLON;
  104300. (function (BABYLON) {
  104301. /**
  104302. * Defines a target to use with MorphTargetManager
  104303. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104304. */
  104305. var MorphTarget = /** @class */ (function () {
  104306. /**
  104307. * Creates a new MorphTarget
  104308. * @param name defines the name of the target
  104309. * @param influence defines the influence to use
  104310. */
  104311. function MorphTarget(
  104312. /** defines the name of the target */
  104313. name, influence, scene) {
  104314. if (influence === void 0) { influence = 0; }
  104315. if (scene === void 0) { scene = null; }
  104316. this.name = name;
  104317. /**
  104318. * Gets or sets the list of animations
  104319. */
  104320. this.animations = new Array();
  104321. this._positions = null;
  104322. this._normals = null;
  104323. this._tangents = null;
  104324. /**
  104325. * Observable raised when the influence changes
  104326. */
  104327. this.onInfluenceChanged = new BABYLON.Observable();
  104328. /** @hidden */
  104329. this._onDataLayoutChanged = new BABYLON.Observable();
  104330. this._animationPropertiesOverride = null;
  104331. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  104332. this.influence = influence;
  104333. }
  104334. Object.defineProperty(MorphTarget.prototype, "influence", {
  104335. /**
  104336. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  104337. */
  104338. get: function () {
  104339. return this._influence;
  104340. },
  104341. set: function (influence) {
  104342. if (this._influence === influence) {
  104343. return;
  104344. }
  104345. var previous = this._influence;
  104346. this._influence = influence;
  104347. if (this.onInfluenceChanged.hasObservers) {
  104348. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  104349. }
  104350. },
  104351. enumerable: true,
  104352. configurable: true
  104353. });
  104354. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  104355. /**
  104356. * Gets or sets the animation properties override
  104357. */
  104358. get: function () {
  104359. if (!this._animationPropertiesOverride && this._scene) {
  104360. return this._scene.animationPropertiesOverride;
  104361. }
  104362. return this._animationPropertiesOverride;
  104363. },
  104364. set: function (value) {
  104365. this._animationPropertiesOverride = value;
  104366. },
  104367. enumerable: true,
  104368. configurable: true
  104369. });
  104370. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  104371. /**
  104372. * Gets a boolean defining if the target contains position data
  104373. */
  104374. get: function () {
  104375. return !!this._positions;
  104376. },
  104377. enumerable: true,
  104378. configurable: true
  104379. });
  104380. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  104381. /**
  104382. * Gets a boolean defining if the target contains normal data
  104383. */
  104384. get: function () {
  104385. return !!this._normals;
  104386. },
  104387. enumerable: true,
  104388. configurable: true
  104389. });
  104390. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  104391. /**
  104392. * Gets a boolean defining if the target contains tangent data
  104393. */
  104394. get: function () {
  104395. return !!this._tangents;
  104396. },
  104397. enumerable: true,
  104398. configurable: true
  104399. });
  104400. /**
  104401. * Affects position data to this target
  104402. * @param data defines the position data to use
  104403. */
  104404. MorphTarget.prototype.setPositions = function (data) {
  104405. var hadPositions = this.hasPositions;
  104406. this._positions = data;
  104407. if (hadPositions !== this.hasPositions) {
  104408. this._onDataLayoutChanged.notifyObservers(undefined);
  104409. }
  104410. };
  104411. /**
  104412. * Gets the position data stored in this target
  104413. * @returns a FloatArray containing the position data (or null if not present)
  104414. */
  104415. MorphTarget.prototype.getPositions = function () {
  104416. return this._positions;
  104417. };
  104418. /**
  104419. * Affects normal data to this target
  104420. * @param data defines the normal data to use
  104421. */
  104422. MorphTarget.prototype.setNormals = function (data) {
  104423. var hadNormals = this.hasNormals;
  104424. this._normals = data;
  104425. if (hadNormals !== this.hasNormals) {
  104426. this._onDataLayoutChanged.notifyObservers(undefined);
  104427. }
  104428. };
  104429. /**
  104430. * Gets the normal data stored in this target
  104431. * @returns a FloatArray containing the normal data (or null if not present)
  104432. */
  104433. MorphTarget.prototype.getNormals = function () {
  104434. return this._normals;
  104435. };
  104436. /**
  104437. * Affects tangent data to this target
  104438. * @param data defines the tangent data to use
  104439. */
  104440. MorphTarget.prototype.setTangents = function (data) {
  104441. var hadTangents = this.hasTangents;
  104442. this._tangents = data;
  104443. if (hadTangents !== this.hasTangents) {
  104444. this._onDataLayoutChanged.notifyObservers(undefined);
  104445. }
  104446. };
  104447. /**
  104448. * Gets the tangent data stored in this target
  104449. * @returns a FloatArray containing the tangent data (or null if not present)
  104450. */
  104451. MorphTarget.prototype.getTangents = function () {
  104452. return this._tangents;
  104453. };
  104454. /**
  104455. * Serializes the current target into a Serialization object
  104456. * @returns the serialized object
  104457. */
  104458. MorphTarget.prototype.serialize = function () {
  104459. var serializationObject = {};
  104460. serializationObject.name = this.name;
  104461. serializationObject.influence = this.influence;
  104462. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  104463. if (this.id != null) {
  104464. serializationObject.id = this.id;
  104465. }
  104466. if (this.hasNormals) {
  104467. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  104468. }
  104469. if (this.hasTangents) {
  104470. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  104471. }
  104472. // Animations
  104473. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  104474. return serializationObject;
  104475. };
  104476. /**
  104477. * Returns the string "MorphTarget"
  104478. * @returns "MorphTarget"
  104479. */
  104480. MorphTarget.prototype.getClassName = function () {
  104481. return "MorphTarget";
  104482. };
  104483. // Statics
  104484. /**
  104485. * Creates a new target from serialized data
  104486. * @param serializationObject defines the serialized data to use
  104487. * @returns a new MorphTarget
  104488. */
  104489. MorphTarget.Parse = function (serializationObject) {
  104490. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  104491. result.setPositions(serializationObject.positions);
  104492. if (serializationObject.id != null) {
  104493. result.id = serializationObject.id;
  104494. }
  104495. if (serializationObject.normals) {
  104496. result.setNormals(serializationObject.normals);
  104497. }
  104498. if (serializationObject.tangents) {
  104499. result.setTangents(serializationObject.tangents);
  104500. }
  104501. // Animations
  104502. if (serializationObject.animations) {
  104503. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  104504. var parsedAnimation = serializationObject.animations[animationIndex];
  104505. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  104506. }
  104507. }
  104508. return result;
  104509. };
  104510. /**
  104511. * Creates a MorphTarget from mesh data
  104512. * @param mesh defines the source mesh
  104513. * @param name defines the name to use for the new target
  104514. * @param influence defines the influence to attach to the target
  104515. * @returns a new MorphTarget
  104516. */
  104517. MorphTarget.FromMesh = function (mesh, name, influence) {
  104518. if (!name) {
  104519. name = mesh.name;
  104520. }
  104521. var result = new MorphTarget(name, influence, mesh.getScene());
  104522. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  104523. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  104524. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  104525. }
  104526. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  104527. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  104528. }
  104529. return result;
  104530. };
  104531. __decorate([
  104532. BABYLON.serialize()
  104533. ], MorphTarget.prototype, "id", void 0);
  104534. return MorphTarget;
  104535. }());
  104536. BABYLON.MorphTarget = MorphTarget;
  104537. })(BABYLON || (BABYLON = {}));
  104538. //# sourceMappingURL=babylon.morphTarget.js.map
  104539. var BABYLON;
  104540. (function (BABYLON) {
  104541. /**
  104542. * This class is used to deform meshes using morphing between different targets
  104543. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104544. */
  104545. var MorphTargetManager = /** @class */ (function () {
  104546. /**
  104547. * Creates a new MorphTargetManager
  104548. * @param scene defines the current scene
  104549. */
  104550. function MorphTargetManager(scene) {
  104551. if (scene === void 0) { scene = null; }
  104552. this._targets = new Array();
  104553. this._targetInfluenceChangedObservers = new Array();
  104554. this._targetDataLayoutChangedObservers = new Array();
  104555. this._activeTargets = new BABYLON.SmartArray(16);
  104556. this._supportsNormals = false;
  104557. this._supportsTangents = false;
  104558. this._vertexCount = 0;
  104559. this._uniqueId = 0;
  104560. this._tempInfluences = new Array();
  104561. if (!scene) {
  104562. scene = BABYLON.Engine.LastCreatedScene;
  104563. }
  104564. this._scene = scene;
  104565. if (this._scene) {
  104566. this._scene.morphTargetManagers.push(this);
  104567. this._uniqueId = this._scene.getUniqueId();
  104568. }
  104569. }
  104570. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  104571. /**
  104572. * Gets the unique ID of this manager
  104573. */
  104574. get: function () {
  104575. return this._uniqueId;
  104576. },
  104577. enumerable: true,
  104578. configurable: true
  104579. });
  104580. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  104581. /**
  104582. * Gets the number of vertices handled by this manager
  104583. */
  104584. get: function () {
  104585. return this._vertexCount;
  104586. },
  104587. enumerable: true,
  104588. configurable: true
  104589. });
  104590. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  104591. /**
  104592. * Gets a boolean indicating if this manager supports morphing of normals
  104593. */
  104594. get: function () {
  104595. return this._supportsNormals;
  104596. },
  104597. enumerable: true,
  104598. configurable: true
  104599. });
  104600. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  104601. /**
  104602. * Gets a boolean indicating if this manager supports morphing of tangents
  104603. */
  104604. get: function () {
  104605. return this._supportsTangents;
  104606. },
  104607. enumerable: true,
  104608. configurable: true
  104609. });
  104610. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  104611. /**
  104612. * Gets the number of targets stored in this manager
  104613. */
  104614. get: function () {
  104615. return this._targets.length;
  104616. },
  104617. enumerable: true,
  104618. configurable: true
  104619. });
  104620. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  104621. /**
  104622. * Gets the number of influencers (ie. the number of targets with influences > 0)
  104623. */
  104624. get: function () {
  104625. return this._activeTargets.length;
  104626. },
  104627. enumerable: true,
  104628. configurable: true
  104629. });
  104630. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104631. /**
  104632. * Gets the list of influences (one per target)
  104633. */
  104634. get: function () {
  104635. return this._influences;
  104636. },
  104637. enumerable: true,
  104638. configurable: true
  104639. });
  104640. /**
  104641. * Gets the active target at specified index. An active target is a target with an influence > 0
  104642. * @param index defines the index to check
  104643. * @returns the requested target
  104644. */
  104645. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104646. return this._activeTargets.data[index];
  104647. };
  104648. /**
  104649. * Gets the target at specified index
  104650. * @param index defines the index to check
  104651. * @returns the requested target
  104652. */
  104653. MorphTargetManager.prototype.getTarget = function (index) {
  104654. return this._targets[index];
  104655. };
  104656. /**
  104657. * Add a new target to this manager
  104658. * @param target defines the target to add
  104659. */
  104660. MorphTargetManager.prototype.addTarget = function (target) {
  104661. var _this = this;
  104662. this._targets.push(target);
  104663. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104664. _this._syncActiveTargets(needUpdate);
  104665. }));
  104666. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104667. _this._syncActiveTargets(true);
  104668. }));
  104669. this._syncActiveTargets(true);
  104670. };
  104671. /**
  104672. * Removes a target from the manager
  104673. * @param target defines the target to remove
  104674. */
  104675. MorphTargetManager.prototype.removeTarget = function (target) {
  104676. var index = this._targets.indexOf(target);
  104677. if (index >= 0) {
  104678. this._targets.splice(index, 1);
  104679. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104680. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104681. this._syncActiveTargets(true);
  104682. }
  104683. };
  104684. /**
  104685. * Serializes the current manager into a Serialization object
  104686. * @returns the serialized object
  104687. */
  104688. MorphTargetManager.prototype.serialize = function () {
  104689. var serializationObject = {};
  104690. serializationObject.id = this.uniqueId;
  104691. serializationObject.targets = [];
  104692. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104693. var target = _a[_i];
  104694. serializationObject.targets.push(target.serialize());
  104695. }
  104696. return serializationObject;
  104697. };
  104698. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104699. var influenceCount = 0;
  104700. this._activeTargets.reset();
  104701. this._supportsNormals = true;
  104702. this._supportsTangents = true;
  104703. this._vertexCount = 0;
  104704. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104705. var target = _a[_i];
  104706. if (target.influence === 0) {
  104707. continue;
  104708. }
  104709. this._activeTargets.push(target);
  104710. this._tempInfluences[influenceCount++] = target.influence;
  104711. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104712. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104713. var positions = target.getPositions();
  104714. if (positions) {
  104715. var vertexCount = positions.length / 3;
  104716. if (this._vertexCount === 0) {
  104717. this._vertexCount = vertexCount;
  104718. }
  104719. else if (this._vertexCount !== vertexCount) {
  104720. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104721. return;
  104722. }
  104723. }
  104724. }
  104725. if (!this._influences || this._influences.length !== influenceCount) {
  104726. this._influences = new Float32Array(influenceCount);
  104727. }
  104728. for (var index = 0; index < influenceCount; index++) {
  104729. this._influences[index] = this._tempInfluences[index];
  104730. }
  104731. if (needUpdate) {
  104732. this.synchronize();
  104733. }
  104734. };
  104735. /**
  104736. * Syncrhonize the targets with all the meshes using this morph target manager
  104737. */
  104738. MorphTargetManager.prototype.synchronize = function () {
  104739. if (!this._scene) {
  104740. return;
  104741. }
  104742. // Flag meshes as dirty to resync with the active targets
  104743. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104744. var mesh = _a[_i];
  104745. if (mesh.morphTargetManager === this) {
  104746. mesh._syncGeometryWithMorphTargetManager();
  104747. }
  104748. }
  104749. };
  104750. // Statics
  104751. /**
  104752. * Creates a new MorphTargetManager from serialized data
  104753. * @param serializationObject defines the serialized data
  104754. * @param scene defines the hosting scene
  104755. * @returns the new MorphTargetManager
  104756. */
  104757. MorphTargetManager.Parse = function (serializationObject, scene) {
  104758. var result = new MorphTargetManager(scene);
  104759. result._uniqueId = serializationObject.id;
  104760. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104761. var targetData = _a[_i];
  104762. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104763. }
  104764. return result;
  104765. };
  104766. return MorphTargetManager;
  104767. }());
  104768. BABYLON.MorphTargetManager = MorphTargetManager;
  104769. })(BABYLON || (BABYLON = {}));
  104770. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104771. var BABYLON;
  104772. (function (BABYLON) {
  104773. /**
  104774. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104775. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104776. */
  104777. var Octree = /** @class */ (function () {
  104778. /**
  104779. * Creates a octree
  104780. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104781. * @param creationFunc function to be used to instatiate the octree
  104782. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104783. * @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.)
  104784. */
  104785. function Octree(creationFunc, maxBlockCapacity,
  104786. /** 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.) */
  104787. maxDepth) {
  104788. if (maxDepth === void 0) { maxDepth = 2; }
  104789. this.maxDepth = maxDepth;
  104790. /**
  104791. * Content stored in the octree
  104792. */
  104793. this.dynamicContent = new Array();
  104794. this._maxBlockCapacity = maxBlockCapacity || 64;
  104795. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104796. this._creationFunc = creationFunc;
  104797. }
  104798. // Methods
  104799. /**
  104800. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104801. * @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);
  104802. * @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);
  104803. * @param entries meshes to be added to the octree blocks
  104804. */
  104805. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104806. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104807. };
  104808. /**
  104809. * Adds a mesh to the octree
  104810. * @param entry Mesh to add to the octree
  104811. */
  104812. Octree.prototype.addMesh = function (entry) {
  104813. for (var index = 0; index < this.blocks.length; index++) {
  104814. var block = this.blocks[index];
  104815. block.addEntry(entry);
  104816. }
  104817. };
  104818. /**
  104819. * Selects an array of meshes within the frustum
  104820. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104821. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104822. * @returns array of meshes within the frustum
  104823. */
  104824. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104825. this._selectionContent.reset();
  104826. for (var index = 0; index < this.blocks.length; index++) {
  104827. var block = this.blocks[index];
  104828. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104829. }
  104830. if (allowDuplicate) {
  104831. this._selectionContent.concat(this.dynamicContent);
  104832. }
  104833. else {
  104834. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104835. }
  104836. return this._selectionContent;
  104837. };
  104838. /**
  104839. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104840. * @param sphereCenter defines the bounding sphere center
  104841. * @param sphereRadius defines the bounding sphere radius
  104842. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104843. * @returns an array of objects that intersect the sphere
  104844. */
  104845. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104846. this._selectionContent.reset();
  104847. for (var index = 0; index < this.blocks.length; index++) {
  104848. var block = this.blocks[index];
  104849. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104850. }
  104851. if (allowDuplicate) {
  104852. this._selectionContent.concat(this.dynamicContent);
  104853. }
  104854. else {
  104855. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104856. }
  104857. return this._selectionContent;
  104858. };
  104859. /**
  104860. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104861. * @param ray defines the ray to test with
  104862. * @returns array of intersected objects
  104863. */
  104864. Octree.prototype.intersectsRay = function (ray) {
  104865. this._selectionContent.reset();
  104866. for (var index = 0; index < this.blocks.length; index++) {
  104867. var block = this.blocks[index];
  104868. block.intersectsRay(ray, this._selectionContent);
  104869. }
  104870. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104871. return this._selectionContent;
  104872. };
  104873. /**
  104874. * @hidden
  104875. */
  104876. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104877. target.blocks = new Array();
  104878. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104879. // Segmenting space
  104880. for (var x = 0; x < 2; x++) {
  104881. for (var y = 0; y < 2; y++) {
  104882. for (var z = 0; z < 2; z++) {
  104883. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104884. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104885. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104886. block.addEntries(entries);
  104887. target.blocks.push(block);
  104888. }
  104889. }
  104890. }
  104891. };
  104892. /**
  104893. * Adds a mesh into the octree block if it intersects the block
  104894. */
  104895. Octree.CreationFuncForMeshes = function (entry, block) {
  104896. var boundingInfo = entry.getBoundingInfo();
  104897. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104898. block.entries.push(entry);
  104899. }
  104900. };
  104901. /**
  104902. * Adds a submesh into the octree block if it intersects the block
  104903. */
  104904. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104905. var boundingInfo = entry.getBoundingInfo();
  104906. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104907. block.entries.push(entry);
  104908. }
  104909. };
  104910. return Octree;
  104911. }());
  104912. BABYLON.Octree = Octree;
  104913. })(BABYLON || (BABYLON = {}));
  104914. //# sourceMappingURL=babylon.octree.js.map
  104915. var BABYLON;
  104916. (function (BABYLON) {
  104917. /**
  104918. * Class used to store a cell in an octree
  104919. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104920. */
  104921. var OctreeBlock = /** @class */ (function () {
  104922. /**
  104923. * Creates a new block
  104924. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104925. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104926. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104927. * @param depth defines the current depth of this block in the octree
  104928. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104929. * @param creationFunc defines a callback to call when an element is added to the block
  104930. */
  104931. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104932. /**
  104933. * Gets the content of the current block
  104934. */
  104935. this.entries = new Array();
  104936. this._boundingVectors = new Array();
  104937. this._capacity = capacity;
  104938. this._depth = depth;
  104939. this._maxDepth = maxDepth;
  104940. this._creationFunc = creationFunc;
  104941. this._minPoint = minPoint;
  104942. this._maxPoint = maxPoint;
  104943. this._boundingVectors.push(minPoint.clone());
  104944. this._boundingVectors.push(maxPoint.clone());
  104945. this._boundingVectors.push(minPoint.clone());
  104946. this._boundingVectors[2].x = maxPoint.x;
  104947. this._boundingVectors.push(minPoint.clone());
  104948. this._boundingVectors[3].y = maxPoint.y;
  104949. this._boundingVectors.push(minPoint.clone());
  104950. this._boundingVectors[4].z = maxPoint.z;
  104951. this._boundingVectors.push(maxPoint.clone());
  104952. this._boundingVectors[5].z = minPoint.z;
  104953. this._boundingVectors.push(maxPoint.clone());
  104954. this._boundingVectors[6].x = minPoint.x;
  104955. this._boundingVectors.push(maxPoint.clone());
  104956. this._boundingVectors[7].y = minPoint.y;
  104957. }
  104958. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104959. // Property
  104960. /**
  104961. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104962. */
  104963. get: function () {
  104964. return this._capacity;
  104965. },
  104966. enumerable: true,
  104967. configurable: true
  104968. });
  104969. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104970. /**
  104971. * Gets the minimum vector (in world space) of the block's bounding box
  104972. */
  104973. get: function () {
  104974. return this._minPoint;
  104975. },
  104976. enumerable: true,
  104977. configurable: true
  104978. });
  104979. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104980. /**
  104981. * Gets the maximum vector (in world space) of the block's bounding box
  104982. */
  104983. get: function () {
  104984. return this._maxPoint;
  104985. },
  104986. enumerable: true,
  104987. configurable: true
  104988. });
  104989. // Methods
  104990. /**
  104991. * Add a new element to this block
  104992. * @param entry defines the element to add
  104993. */
  104994. OctreeBlock.prototype.addEntry = function (entry) {
  104995. if (this.blocks) {
  104996. for (var index = 0; index < this.blocks.length; index++) {
  104997. var block = this.blocks[index];
  104998. block.addEntry(entry);
  104999. }
  105000. return;
  105001. }
  105002. this._creationFunc(entry, this);
  105003. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  105004. this.createInnerBlocks();
  105005. }
  105006. };
  105007. /**
  105008. * Add an array of elements to this block
  105009. * @param entries defines the array of elements to add
  105010. */
  105011. OctreeBlock.prototype.addEntries = function (entries) {
  105012. for (var index = 0; index < entries.length; index++) {
  105013. var mesh = entries[index];
  105014. this.addEntry(mesh);
  105015. }
  105016. };
  105017. /**
  105018. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105019. * @param frustumPlanes defines the frustum planes to test
  105020. * @param selection defines the array to store current content if selection is positive
  105021. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105022. */
  105023. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  105024. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  105025. if (this.blocks) {
  105026. for (var index = 0; index < this.blocks.length; index++) {
  105027. var block = this.blocks[index];
  105028. block.select(frustumPlanes, selection, allowDuplicate);
  105029. }
  105030. return;
  105031. }
  105032. if (allowDuplicate) {
  105033. selection.concat(this.entries);
  105034. }
  105035. else {
  105036. selection.concatWithNoDuplicate(this.entries);
  105037. }
  105038. }
  105039. };
  105040. /**
  105041. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105042. * @param sphereCenter defines the bounding sphere center
  105043. * @param sphereRadius defines the bounding sphere radius
  105044. * @param selection defines the array to store current content if selection is positive
  105045. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105046. */
  105047. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  105048. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  105049. if (this.blocks) {
  105050. for (var index = 0; index < this.blocks.length; index++) {
  105051. var block = this.blocks[index];
  105052. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  105053. }
  105054. return;
  105055. }
  105056. if (allowDuplicate) {
  105057. selection.concat(this.entries);
  105058. }
  105059. else {
  105060. selection.concatWithNoDuplicate(this.entries);
  105061. }
  105062. }
  105063. };
  105064. /**
  105065. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105066. * @param ray defines the ray to test with
  105067. * @param selection defines the array to store current content if selection is positive
  105068. */
  105069. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  105070. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  105071. if (this.blocks) {
  105072. for (var index = 0; index < this.blocks.length; index++) {
  105073. var block = this.blocks[index];
  105074. block.intersectsRay(ray, selection);
  105075. }
  105076. return;
  105077. }
  105078. selection.concatWithNoDuplicate(this.entries);
  105079. }
  105080. };
  105081. /**
  105082. * Subdivide the content into child blocks (this block will then be empty)
  105083. */
  105084. OctreeBlock.prototype.createInnerBlocks = function () {
  105085. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  105086. };
  105087. return OctreeBlock;
  105088. }());
  105089. BABYLON.OctreeBlock = OctreeBlock;
  105090. })(BABYLON || (BABYLON = {}));
  105091. //# sourceMappingURL=babylon.octreeBlock.js.map
  105092. var BABYLON;
  105093. (function (BABYLON) {
  105094. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  105095. if (maxCapacity === void 0) { maxCapacity = 64; }
  105096. if (maxDepth === void 0) { maxDepth = 2; }
  105097. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105098. if (!component) {
  105099. component = new OctreeSceneComponent(this);
  105100. this._addComponent(component);
  105101. }
  105102. if (!this._selectionOctree) {
  105103. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  105104. }
  105105. var worldExtends = this.getWorldExtends();
  105106. // Update octree
  105107. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  105108. return this._selectionOctree;
  105109. };
  105110. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  105111. get: function () {
  105112. return this._selectionOctree;
  105113. },
  105114. enumerable: true,
  105115. configurable: true
  105116. });
  105117. /**
  105118. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105119. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105120. * @param maxCapacity defines the maximum size of each block (64 by default)
  105121. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105122. * @returns the new octree
  105123. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105124. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105125. */
  105126. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  105127. if (maxCapacity === void 0) { maxCapacity = 64; }
  105128. if (maxDepth === void 0) { maxDepth = 2; }
  105129. var scene = this.getScene();
  105130. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105131. if (!component) {
  105132. component = new OctreeSceneComponent(scene);
  105133. scene._addComponent(component);
  105134. }
  105135. if (!this._submeshesOctree) {
  105136. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  105137. }
  105138. this.computeWorldMatrix(true);
  105139. var boundingInfo = this.getBoundingInfo();
  105140. // Update octree
  105141. var bbox = boundingInfo.boundingBox;
  105142. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  105143. return this._submeshesOctree;
  105144. };
  105145. /**
  105146. * Defines the octree scene component responsible to manage any octrees
  105147. * in a given scene.
  105148. */
  105149. var OctreeSceneComponent = /** @class */ (function () {
  105150. /**
  105151. * Creates a new instance of the component for the given scene
  105152. * @param scene Defines the scene to register the component in
  105153. */
  105154. function OctreeSceneComponent(scene) {
  105155. /**
  105156. * The component name helpfull to identify the component in the list of scene components.
  105157. */
  105158. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  105159. /**
  105160. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105161. */
  105162. this.checksIsEnabled = true;
  105163. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  105164. this.scene = scene;
  105165. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  105166. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  105167. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  105168. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  105169. }
  105170. /**
  105171. * Registers the component in a given scene
  105172. */
  105173. OctreeSceneComponent.prototype.register = function () {
  105174. var _this = this;
  105175. this.scene.onMeshRemovedObservable.add(function (mesh) {
  105176. var sceneOctree = _this.scene.selectionOctree;
  105177. if (sceneOctree !== undefined && sceneOctree !== null) {
  105178. var index = sceneOctree.dynamicContent.indexOf(mesh);
  105179. if (index !== -1) {
  105180. sceneOctree.dynamicContent.splice(index, 1);
  105181. }
  105182. }
  105183. });
  105184. this.scene.onMeshImportedObservable.add(function (mesh) {
  105185. var sceneOctree = _this.scene.selectionOctree;
  105186. if (sceneOctree !== undefined && sceneOctree !== null) {
  105187. sceneOctree.addMesh(mesh);
  105188. }
  105189. });
  105190. };
  105191. /**
  105192. * Return the list of active meshes
  105193. * @returns the list of active meshes
  105194. */
  105195. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  105196. if (this.scene._selectionOctree) {
  105197. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  105198. return selection;
  105199. }
  105200. return this.scene._getDefaultMeshCandidates();
  105201. };
  105202. /**
  105203. * Return the list of active sub meshes
  105204. * @param mesh The mesh to get the candidates sub meshes from
  105205. * @returns the list of active sub meshes
  105206. */
  105207. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  105208. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  105209. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  105210. return intersections;
  105211. }
  105212. return this.scene._getDefaultSubMeshCandidates(mesh);
  105213. };
  105214. /**
  105215. * Return the list of sub meshes intersecting with a given local ray
  105216. * @param mesh defines the mesh to find the submesh for
  105217. * @param localRay defines the ray in local space
  105218. * @returns the list of intersecting sub meshes
  105219. */
  105220. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  105221. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  105222. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  105223. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  105224. return intersections;
  105225. }
  105226. return this.scene._getDefaultSubMeshCandidates(mesh);
  105227. };
  105228. /**
  105229. * Return the list of sub meshes colliding with a collider
  105230. * @param mesh defines the mesh to find the submesh for
  105231. * @param collider defines the collider to evaluate the collision against
  105232. * @returns the list of colliding sub meshes
  105233. */
  105234. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  105235. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  105236. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  105237. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  105238. return intersections;
  105239. }
  105240. return this.scene._getDefaultSubMeshCandidates(mesh);
  105241. };
  105242. /**
  105243. * Rebuilds the elements related to this component in case of
  105244. * context lost for instance.
  105245. */
  105246. OctreeSceneComponent.prototype.rebuild = function () {
  105247. // Nothing to do here.
  105248. };
  105249. /**
  105250. * Disposes the component and the associated ressources.
  105251. */
  105252. OctreeSceneComponent.prototype.dispose = function () {
  105253. // Nothing to do here.
  105254. };
  105255. return OctreeSceneComponent;
  105256. }());
  105257. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  105258. })(BABYLON || (BABYLON = {}));
  105259. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  105260. var BABYLON;
  105261. (function (BABYLON) {
  105262. /**
  105263. * Postprocess used to generate anaglyphic rendering
  105264. */
  105265. var AnaglyphPostProcess = /** @class */ (function (_super) {
  105266. __extends(AnaglyphPostProcess, _super);
  105267. /**
  105268. * Creates a new AnaglyphPostProcess
  105269. * @param name defines postprocess name
  105270. * @param options defines creation options or target ratio scale
  105271. * @param rigCameras defines cameras using this postprocess
  105272. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  105273. * @param engine defines hosting engine
  105274. * @param reusable defines if the postprocess will be reused multiple times per frame
  105275. */
  105276. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  105277. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  105278. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105279. _this.onApplyObservable.add(function (effect) {
  105280. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  105281. });
  105282. return _this;
  105283. }
  105284. return AnaglyphPostProcess;
  105285. }(BABYLON.PostProcess));
  105286. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  105287. })(BABYLON || (BABYLON = {}));
  105288. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  105289. var BABYLON;
  105290. (function (BABYLON) {
  105291. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  105292. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105293. });
  105294. /**
  105295. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  105296. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105297. */
  105298. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  105299. __extends(AnaglyphArcRotateCamera, _super);
  105300. /**
  105301. * Creates a new AnaglyphArcRotateCamera
  105302. * @param name defines camera name
  105303. * @param alpha defines alpha angle (in radians)
  105304. * @param beta defines beta angle (in radians)
  105305. * @param radius defines radius
  105306. * @param target defines camera target
  105307. * @param interaxialDistance defines distance between each color axis
  105308. * @param scene defines the hosting scene
  105309. */
  105310. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  105311. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105312. _this.interaxialDistance = interaxialDistance;
  105313. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105314. return _this;
  105315. }
  105316. /**
  105317. * Gets camera class name
  105318. * @returns AnaglyphArcRotateCamera
  105319. */
  105320. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  105321. return "AnaglyphArcRotateCamera";
  105322. };
  105323. return AnaglyphArcRotateCamera;
  105324. }(BABYLON.ArcRotateCamera));
  105325. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  105326. })(BABYLON || (BABYLON = {}));
  105327. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  105328. var BABYLON;
  105329. (function (BABYLON) {
  105330. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  105331. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105332. });
  105333. /**
  105334. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  105335. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105336. */
  105337. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  105338. __extends(AnaglyphFreeCamera, _super);
  105339. /**
  105340. * Creates a new AnaglyphFreeCamera
  105341. * @param name defines camera name
  105342. * @param position defines initial position
  105343. * @param interaxialDistance defines distance between each color axis
  105344. * @param scene defines the hosting scene
  105345. */
  105346. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  105347. var _this = _super.call(this, name, position, scene) || this;
  105348. _this.interaxialDistance = interaxialDistance;
  105349. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105350. return _this;
  105351. }
  105352. /**
  105353. * Gets camera class name
  105354. * @returns AnaglyphFreeCamera
  105355. */
  105356. AnaglyphFreeCamera.prototype.getClassName = function () {
  105357. return "AnaglyphFreeCamera";
  105358. };
  105359. return AnaglyphFreeCamera;
  105360. }(BABYLON.FreeCamera));
  105361. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  105362. })(BABYLON || (BABYLON = {}));
  105363. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  105364. var BABYLON;
  105365. (function (BABYLON) {
  105366. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  105367. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105368. });
  105369. /**
  105370. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  105371. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105372. */
  105373. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  105374. __extends(AnaglyphGamepadCamera, _super);
  105375. /**
  105376. * Creates a new AnaglyphGamepadCamera
  105377. * @param name defines camera name
  105378. * @param position defines initial position
  105379. * @param interaxialDistance defines distance between each color axis
  105380. * @param scene defines the hosting scene
  105381. */
  105382. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  105383. var _this = _super.call(this, name, position, scene) || this;
  105384. _this.interaxialDistance = interaxialDistance;
  105385. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105386. return _this;
  105387. }
  105388. /**
  105389. * Gets camera class name
  105390. * @returns AnaglyphGamepadCamera
  105391. */
  105392. AnaglyphGamepadCamera.prototype.getClassName = function () {
  105393. return "AnaglyphGamepadCamera";
  105394. };
  105395. return AnaglyphGamepadCamera;
  105396. }(BABYLON.GamepadCamera));
  105397. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  105398. })(BABYLON || (BABYLON = {}));
  105399. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  105400. var BABYLON;
  105401. (function (BABYLON) {
  105402. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  105403. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105404. });
  105405. /**
  105406. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  105407. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105408. */
  105409. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  105410. __extends(AnaglyphUniversalCamera, _super);
  105411. /**
  105412. * Creates a new AnaglyphUniversalCamera
  105413. * @param name defines camera name
  105414. * @param position defines initial position
  105415. * @param interaxialDistance defines distance between each color axis
  105416. * @param scene defines the hosting scene
  105417. */
  105418. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  105419. var _this = _super.call(this, name, position, scene) || this;
  105420. _this.interaxialDistance = interaxialDistance;
  105421. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105422. return _this;
  105423. }
  105424. /**
  105425. * Gets camera class name
  105426. * @returns AnaglyphUniversalCamera
  105427. */
  105428. AnaglyphUniversalCamera.prototype.getClassName = function () {
  105429. return "AnaglyphUniversalCamera";
  105430. };
  105431. return AnaglyphUniversalCamera;
  105432. }(BABYLON.UniversalCamera));
  105433. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  105434. })(BABYLON || (BABYLON = {}));
  105435. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  105436. var BABYLON;
  105437. (function (BABYLON) {
  105438. /**
  105439. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  105440. */
  105441. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  105442. __extends(StereoscopicInterlacePostProcess, _super);
  105443. /**
  105444. * Initializes a StereoscopicInterlacePostProcess
  105445. * @param name The name of the effect.
  105446. * @param rigCameras The rig cameras to be appled to the post process
  105447. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  105448. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  105449. * @param engine The engine which the post process will be applied. (default: current engine)
  105450. * @param reusable If the post process can be reused on the same frame. (default: false)
  105451. */
  105452. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  105453. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  105454. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105455. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105456. _this.onSizeChangedObservable.add(function () {
  105457. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105458. });
  105459. _this.onApplyObservable.add(function (effect) {
  105460. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  105461. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  105462. });
  105463. return _this;
  105464. }
  105465. return StereoscopicInterlacePostProcess;
  105466. }(BABYLON.PostProcess));
  105467. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  105468. })(BABYLON || (BABYLON = {}));
  105469. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  105470. var BABYLON;
  105471. (function (BABYLON) {
  105472. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  105473. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105474. });
  105475. /**
  105476. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  105477. * @see http://doc.babylonjs.com/features/cameras
  105478. */
  105479. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  105480. __extends(StereoscopicArcRotateCamera, _super);
  105481. /**
  105482. * Creates a new StereoscopicArcRotateCamera
  105483. * @param name defines camera name
  105484. * @param alpha defines alpha angle (in radians)
  105485. * @param beta defines beta angle (in radians)
  105486. * @param radius defines radius
  105487. * @param target defines camera target
  105488. * @param interaxialDistance defines distance between each color axis
  105489. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105490. * @param scene defines the hosting scene
  105491. */
  105492. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  105493. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105494. _this.interaxialDistance = interaxialDistance;
  105495. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105496. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105497. return _this;
  105498. }
  105499. /**
  105500. * Gets camera class name
  105501. * @returns StereoscopicArcRotateCamera
  105502. */
  105503. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  105504. return "StereoscopicArcRotateCamera";
  105505. };
  105506. return StereoscopicArcRotateCamera;
  105507. }(BABYLON.ArcRotateCamera));
  105508. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  105509. })(BABYLON || (BABYLON = {}));
  105510. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  105511. var BABYLON;
  105512. (function (BABYLON) {
  105513. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105514. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105515. });
  105516. /**
  105517. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105518. * @see http://doc.babylonjs.com/features/cameras
  105519. */
  105520. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  105521. __extends(StereoscopicFreeCamera, _super);
  105522. /**
  105523. * Creates a new StereoscopicFreeCamera
  105524. * @param name defines camera name
  105525. * @param position defines initial position
  105526. * @param interaxialDistance defines distance between each color axis
  105527. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105528. * @param scene defines the hosting scene
  105529. */
  105530. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105531. var _this = _super.call(this, name, position, scene) || this;
  105532. _this.interaxialDistance = interaxialDistance;
  105533. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105534. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105535. return _this;
  105536. }
  105537. /**
  105538. * Gets camera class name
  105539. * @returns StereoscopicFreeCamera
  105540. */
  105541. StereoscopicFreeCamera.prototype.getClassName = function () {
  105542. return "StereoscopicFreeCamera";
  105543. };
  105544. return StereoscopicFreeCamera;
  105545. }(BABYLON.FreeCamera));
  105546. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  105547. })(BABYLON || (BABYLON = {}));
  105548. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  105549. var BABYLON;
  105550. (function (BABYLON) {
  105551. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  105552. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105553. });
  105554. /**
  105555. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105556. * @see http://doc.babylonjs.com/features/cameras
  105557. */
  105558. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  105559. __extends(StereoscopicGamepadCamera, _super);
  105560. /**
  105561. * Creates a new StereoscopicGamepadCamera
  105562. * @param name defines camera name
  105563. * @param position defines initial position
  105564. * @param interaxialDistance defines distance between each color axis
  105565. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105566. * @param scene defines the hosting scene
  105567. */
  105568. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105569. var _this = _super.call(this, name, position, scene) || this;
  105570. _this.interaxialDistance = interaxialDistance;
  105571. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105572. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105573. return _this;
  105574. }
  105575. /**
  105576. * Gets camera class name
  105577. * @returns StereoscopicGamepadCamera
  105578. */
  105579. StereoscopicGamepadCamera.prototype.getClassName = function () {
  105580. return "StereoscopicGamepadCamera";
  105581. };
  105582. return StereoscopicGamepadCamera;
  105583. }(BABYLON.GamepadCamera));
  105584. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  105585. })(BABYLON || (BABYLON = {}));
  105586. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  105587. var BABYLON;
  105588. (function (BABYLON) {
  105589. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105590. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105591. });
  105592. /**
  105593. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105594. * @see http://doc.babylonjs.com/features/cameras
  105595. */
  105596. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  105597. __extends(StereoscopicUniversalCamera, _super);
  105598. /**
  105599. * Creates a new StereoscopicUniversalCamera
  105600. * @param name defines camera name
  105601. * @param position defines initial position
  105602. * @param interaxialDistance defines distance between each color axis
  105603. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105604. * @param scene defines the hosting scene
  105605. */
  105606. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105607. var _this = _super.call(this, name, position, scene) || this;
  105608. _this.interaxialDistance = interaxialDistance;
  105609. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105610. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105611. return _this;
  105612. }
  105613. /**
  105614. * Gets camera class name
  105615. * @returns StereoscopicUniversalCamera
  105616. */
  105617. StereoscopicUniversalCamera.prototype.getClassName = function () {
  105618. return "StereoscopicUniversalCamera";
  105619. };
  105620. return StereoscopicUniversalCamera;
  105621. }(BABYLON.UniversalCamera));
  105622. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  105623. })(BABYLON || (BABYLON = {}));
  105624. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  105625. var BABYLON;
  105626. (function (BABYLON) {
  105627. /**
  105628. * VRDistortionCorrectionPostProcess used for mobile VR
  105629. */
  105630. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105631. __extends(VRDistortionCorrectionPostProcess, _super);
  105632. /**
  105633. * Initializes the VRDistortionCorrectionPostProcess
  105634. * @param name The name of the effect.
  105635. * @param camera The camera to apply the render pass to.
  105636. * @param isRightEye If this is for the right eye distortion
  105637. * @param vrMetrics All the required metrics for the VR camera
  105638. */
  105639. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105640. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105641. 'LensCenter',
  105642. 'Scale',
  105643. 'ScaleIn',
  105644. 'HmdWarpParam'
  105645. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105646. _this._isRightEye = isRightEye;
  105647. _this._distortionFactors = vrMetrics.distortionK;
  105648. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105649. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105650. _this.adaptScaleToCurrentViewport = true;
  105651. _this.onSizeChangedObservable.add(function () {
  105652. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105653. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105654. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105655. });
  105656. _this.onApplyObservable.add(function (effect) {
  105657. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105658. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105659. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105660. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105661. });
  105662. return _this;
  105663. }
  105664. return VRDistortionCorrectionPostProcess;
  105665. }(BABYLON.PostProcess));
  105666. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105667. })(BABYLON || (BABYLON = {}));
  105668. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  105669. var BABYLON;
  105670. (function (BABYLON) {
  105671. /**
  105672. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105673. * Screen rotation is taken into account.
  105674. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105675. */
  105676. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105677. /**
  105678. * Instantiates a new input
  105679. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105680. */
  105681. function FreeCameraDeviceOrientationInput() {
  105682. var _this = this;
  105683. this._screenOrientationAngle = 0;
  105684. this._screenQuaternion = new BABYLON.Quaternion();
  105685. this._alpha = 0;
  105686. this._beta = 0;
  105687. this._gamma = 0;
  105688. this._orientationChanged = function () {
  105689. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105690. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105691. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105692. };
  105693. this._deviceOrientation = function (evt) {
  105694. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105695. _this._beta = evt.beta !== null ? evt.beta : 0;
  105696. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105697. };
  105698. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105699. this._orientationChanged();
  105700. }
  105701. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105702. /**
  105703. * Define the camera controlled by the input.
  105704. */
  105705. get: function () {
  105706. return this._camera;
  105707. },
  105708. set: function (camera) {
  105709. this._camera = camera;
  105710. if (this._camera != null && !this._camera.rotationQuaternion) {
  105711. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105712. }
  105713. },
  105714. enumerable: true,
  105715. configurable: true
  105716. });
  105717. /**
  105718. * Attach the input controls to a specific dom element to get the input from.
  105719. * @param element Defines the element the controls should be listened from
  105720. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105721. */
  105722. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105723. window.addEventListener("orientationchange", this._orientationChanged);
  105724. window.addEventListener("deviceorientation", this._deviceOrientation);
  105725. //In certain cases, the attach control is called AFTER orientation was changed,
  105726. //So this is needed.
  105727. this._orientationChanged();
  105728. };
  105729. /**
  105730. * Detach the current controls from the specified dom element.
  105731. * @param element Defines the element to stop listening the inputs from
  105732. */
  105733. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105734. window.removeEventListener("orientationchange", this._orientationChanged);
  105735. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105736. };
  105737. /**
  105738. * Update the current camera state depending on the inputs that have been used this frame.
  105739. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105740. */
  105741. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105742. //if no device orientation provided, don't update the rotation.
  105743. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105744. if (!this._alpha) {
  105745. return;
  105746. }
  105747. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105748. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105749. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105750. //Mirror on XY Plane
  105751. this._camera.rotationQuaternion.z *= -1;
  105752. this._camera.rotationQuaternion.w *= -1;
  105753. };
  105754. /**
  105755. * Gets the class name of the current intput.
  105756. * @returns the class name
  105757. */
  105758. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105759. return "FreeCameraDeviceOrientationInput";
  105760. };
  105761. /**
  105762. * Get the friendly name associated with the input class.
  105763. * @returns the input friendly name
  105764. */
  105765. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105766. return "deviceOrientation";
  105767. };
  105768. return FreeCameraDeviceOrientationInput;
  105769. }());
  105770. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105771. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105772. })(BABYLON || (BABYLON = {}));
  105773. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105774. var BABYLON;
  105775. (function (BABYLON) {
  105776. /**
  105777. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105778. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105779. */
  105780. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105781. /**
  105782. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105783. */
  105784. function ArcRotateCameraVRDeviceOrientationInput() {
  105785. /**
  105786. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105787. */
  105788. this.alphaCorrection = 1;
  105789. /**
  105790. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105791. */
  105792. this.gammaCorrection = 1;
  105793. this._alpha = 0;
  105794. this._gamma = 0;
  105795. this._dirty = false;
  105796. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105797. }
  105798. /**
  105799. * Attach the input controls to a specific dom element to get the input from.
  105800. * @param element Defines the element the controls should be listened from
  105801. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105802. */
  105803. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105804. this.camera.attachControl(element, noPreventDefault);
  105805. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105806. };
  105807. /** @hidden */
  105808. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105809. if (evt.alpha !== null) {
  105810. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105811. }
  105812. if (evt.gamma !== null) {
  105813. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105814. }
  105815. this._dirty = true;
  105816. };
  105817. /**
  105818. * Update the current camera state depending on the inputs that have been used this frame.
  105819. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105820. */
  105821. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105822. if (this._dirty) {
  105823. this._dirty = false;
  105824. if (this._gamma < 0) {
  105825. this._gamma = 180 + this._gamma;
  105826. }
  105827. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105828. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105829. }
  105830. };
  105831. /**
  105832. * Detach the current controls from the specified dom element.
  105833. * @param element Defines the element to stop listening the inputs from
  105834. */
  105835. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105836. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105837. };
  105838. /**
  105839. * Gets the class name of the current intput.
  105840. * @returns the class name
  105841. */
  105842. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105843. return "ArcRotateCameraVRDeviceOrientationInput";
  105844. };
  105845. /**
  105846. * Get the friendly name associated with the input class.
  105847. * @returns the input friendly name
  105848. */
  105849. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105850. return "VRDeviceOrientation";
  105851. };
  105852. return ArcRotateCameraVRDeviceOrientationInput;
  105853. }());
  105854. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105855. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105856. })(BABYLON || (BABYLON = {}));
  105857. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105858. var BABYLON;
  105859. (function (BABYLON) {
  105860. /**
  105861. * This represents all the required metrics to create a VR camera.
  105862. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105863. */
  105864. var VRCameraMetrics = /** @class */ (function () {
  105865. function VRCameraMetrics() {
  105866. /**
  105867. * Define if the current vr camera should compensate the distortion of the lense or not.
  105868. */
  105869. this.compensateDistortion = true;
  105870. }
  105871. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105872. /**
  105873. * Gets the rendering aspect ratio based on the provided resolutions.
  105874. */
  105875. get: function () {
  105876. return this.hResolution / (2 * this.vResolution);
  105877. },
  105878. enumerable: true,
  105879. configurable: true
  105880. });
  105881. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105882. /**
  105883. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105884. */
  105885. get: function () {
  105886. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105887. },
  105888. enumerable: true,
  105889. configurable: true
  105890. });
  105891. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105892. /**
  105893. * @hidden
  105894. */
  105895. get: function () {
  105896. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105897. var h = (4 * meters) / this.hScreenSize;
  105898. return BABYLON.Matrix.Translation(h, 0, 0);
  105899. },
  105900. enumerable: true,
  105901. configurable: true
  105902. });
  105903. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105904. /**
  105905. * @hidden
  105906. */
  105907. get: function () {
  105908. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105909. var h = (4 * meters) / this.hScreenSize;
  105910. return BABYLON.Matrix.Translation(-h, 0, 0);
  105911. },
  105912. enumerable: true,
  105913. configurable: true
  105914. });
  105915. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105916. /**
  105917. * @hidden
  105918. */
  105919. get: function () {
  105920. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105921. },
  105922. enumerable: true,
  105923. configurable: true
  105924. });
  105925. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105926. /**
  105927. * @hidden
  105928. */
  105929. get: function () {
  105930. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105931. },
  105932. enumerable: true,
  105933. configurable: true
  105934. });
  105935. /**
  105936. * Get the default VRMetrics based on the most generic setup.
  105937. * @returns the default vr metrics
  105938. */
  105939. VRCameraMetrics.GetDefault = function () {
  105940. var result = new VRCameraMetrics();
  105941. result.hResolution = 1280;
  105942. result.vResolution = 800;
  105943. result.hScreenSize = 0.149759993;
  105944. result.vScreenSize = 0.0935999975;
  105945. result.vScreenCenter = 0.0467999987;
  105946. result.eyeToScreenDistance = 0.0410000011;
  105947. result.lensSeparationDistance = 0.0635000020;
  105948. result.interpupillaryDistance = 0.0640000030;
  105949. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105950. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105951. result.postProcessScaleFactor = 1.714605507808412;
  105952. result.lensCenterOffset = 0.151976421;
  105953. return result;
  105954. };
  105955. return VRCameraMetrics;
  105956. }());
  105957. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105958. })(BABYLON || (BABYLON = {}));
  105959. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105960. var BABYLON;
  105961. (function (BABYLON) {
  105962. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105963. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105964. });
  105965. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105966. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105967. });
  105968. /**
  105969. * This represents a WebVR camera.
  105970. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105971. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105972. */
  105973. var WebVRFreeCamera = /** @class */ (function (_super) {
  105974. __extends(WebVRFreeCamera, _super);
  105975. /**
  105976. * Instantiates a WebVRFreeCamera.
  105977. * @param name The name of the WebVRFreeCamera
  105978. * @param position The starting anchor position for the camera
  105979. * @param scene The scene the camera belongs to
  105980. * @param webVROptions a set of customizable options for the webVRCamera
  105981. */
  105982. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105983. if (webVROptions === void 0) { webVROptions = {}; }
  105984. var _this = _super.call(this, name, position, scene) || this;
  105985. _this.webVROptions = webVROptions;
  105986. /**
  105987. * @hidden
  105988. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105989. */
  105990. _this._vrDevice = null;
  105991. /**
  105992. * The rawPose of the vrDevice.
  105993. */
  105994. _this.rawPose = null;
  105995. _this._specsVersion = "1.1";
  105996. _this._attached = false;
  105997. _this._descendants = [];
  105998. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105999. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  106000. /** @hidden */
  106001. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  106002. _this._standingMatrix = null;
  106003. /**
  106004. * Represents device position in babylon space.
  106005. */
  106006. _this.devicePosition = BABYLON.Vector3.Zero();
  106007. /**
  106008. * Represents device rotation in babylon space.
  106009. */
  106010. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  106011. /**
  106012. * The scale of the device to be used when translating from device space to babylon space.
  106013. */
  106014. _this.deviceScaleFactor = 1;
  106015. _this._deviceToWorld = BABYLON.Matrix.Identity();
  106016. _this._worldToDevice = BABYLON.Matrix.Identity();
  106017. /**
  106018. * References to the webVR controllers for the vrDevice.
  106019. */
  106020. _this.controllers = [];
  106021. /**
  106022. * Emits an event when a controller is attached.
  106023. */
  106024. _this.onControllersAttachedObservable = new BABYLON.Observable();
  106025. /**
  106026. * Emits an event when a controller's mesh has been loaded;
  106027. */
  106028. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106029. /**
  106030. * Emits an event when the HMD's pose has been updated.
  106031. */
  106032. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  106033. _this._poseSet = false;
  106034. /**
  106035. * If the rig cameras be used as parent instead of this camera.
  106036. */
  106037. _this.rigParenting = true;
  106038. _this._defaultHeight = undefined;
  106039. _this._htmlElementAttached = null;
  106040. _this._detachIfAttached = function () {
  106041. var vrDisplay = _this.getEngine().getVRDevice();
  106042. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  106043. _this.detachControl(_this._htmlElementAttached);
  106044. }
  106045. };
  106046. _this._workingVector = BABYLON.Vector3.Zero();
  106047. _this._oneVector = BABYLON.Vector3.One();
  106048. _this._workingMatrix = BABYLON.Matrix.Identity();
  106049. _this._tmpMatrix = new BABYLON.Matrix();
  106050. _this._cache.position = BABYLON.Vector3.Zero();
  106051. if (webVROptions.defaultHeight) {
  106052. _this._defaultHeight = webVROptions.defaultHeight;
  106053. _this.position.y = _this._defaultHeight;
  106054. }
  106055. _this.minZ = 0.1;
  106056. //legacy support - the compensation boolean was removed.
  106057. if (arguments.length === 5) {
  106058. _this.webVROptions = arguments[4];
  106059. }
  106060. // default webVR options
  106061. if (_this.webVROptions.trackPosition == undefined) {
  106062. _this.webVROptions.trackPosition = true;
  106063. }
  106064. if (_this.webVROptions.controllerMeshes == undefined) {
  106065. _this.webVROptions.controllerMeshes = true;
  106066. }
  106067. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  106068. _this.webVROptions.defaultLightingOnControllers = true;
  106069. }
  106070. _this.rotationQuaternion = new BABYLON.Quaternion();
  106071. if (_this.webVROptions && _this.webVROptions.positionScale) {
  106072. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  106073. }
  106074. //enable VR
  106075. var engine = _this.getEngine();
  106076. _this._onVREnabled = function (success) { if (success) {
  106077. _this.initControllers();
  106078. } };
  106079. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  106080. engine.initWebVR().add(function (event) {
  106081. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  106082. return;
  106083. }
  106084. _this._vrDevice = event.vrDisplay;
  106085. //reset the rig parameters.
  106086. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  106087. if (_this._attached) {
  106088. _this.getEngine().enableVR();
  106089. }
  106090. });
  106091. if (typeof (VRFrameData) !== "undefined") {
  106092. _this._frameData = new VRFrameData();
  106093. }
  106094. /**
  106095. * The idea behind the following lines:
  106096. * objects that have the camera as parent should actually have the rig cameras as a parent.
  106097. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  106098. * the second will not show it correctly.
  106099. *
  106100. * To solve this - each object that has the camera as parent will be added to a protected array.
  106101. * When the rig camera renders, it will take this array and set all of those to be its children.
  106102. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  106103. * Amazing!
  106104. */
  106105. scene.onBeforeCameraRenderObservable.add(function (camera) {
  106106. if (camera.parent === _this && _this.rigParenting) {
  106107. _this._descendants = _this.getDescendants(true, function (n) {
  106108. // don't take the cameras or the controllers!
  106109. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  106110. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  106111. return !isController && !isRigCamera;
  106112. });
  106113. _this._descendants.forEach(function (node) {
  106114. node.parent = camera;
  106115. });
  106116. }
  106117. });
  106118. scene.onAfterCameraRenderObservable.add(function (camera) {
  106119. if (camera.parent === _this && _this.rigParenting) {
  106120. _this._descendants.forEach(function (node) {
  106121. node.parent = _this;
  106122. });
  106123. }
  106124. });
  106125. return _this;
  106126. }
  106127. /**
  106128. * Gets the device distance from the ground in meters.
  106129. * @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.
  106130. */
  106131. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  106132. if (this._standingMatrix) {
  106133. // Add standing matrix offset to get real offset from ground in room
  106134. this._standingMatrix.getTranslationToRef(this._workingVector);
  106135. return this._deviceRoomPosition.y + this._workingVector.y;
  106136. }
  106137. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  106138. return this._defaultHeight || 0;
  106139. };
  106140. /**
  106141. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106142. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  106143. */
  106144. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  106145. var _this = this;
  106146. if (callback === void 0) { callback = function (bool) { }; }
  106147. // Use standing matrix if available
  106148. this.getEngine().initWebVRAsync().then(function (result) {
  106149. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  106150. callback(false);
  106151. }
  106152. else {
  106153. _this._standingMatrix = new BABYLON.Matrix();
  106154. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  106155. if (!_this.getScene().useRightHandedSystem) {
  106156. if (_this._standingMatrix) {
  106157. _this._standingMatrix.toggleModelMatrixHandInPlace();
  106158. }
  106159. }
  106160. callback(true);
  106161. }
  106162. });
  106163. };
  106164. /**
  106165. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106166. * @returns A promise with a boolean set to if the standing matrix is supported.
  106167. */
  106168. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  106169. var _this = this;
  106170. return new Promise(function (res, rej) {
  106171. _this.useStandingMatrix(function (supported) {
  106172. res(supported);
  106173. });
  106174. });
  106175. };
  106176. /**
  106177. * Disposes the camera
  106178. */
  106179. WebVRFreeCamera.prototype.dispose = function () {
  106180. this._detachIfAttached();
  106181. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  106182. if (this._updateCacheWhenTrackingDisabledObserver) {
  106183. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  106184. }
  106185. _super.prototype.dispose.call(this);
  106186. };
  106187. /**
  106188. * Gets a vrController by name.
  106189. * @param name The name of the controller to retreive
  106190. * @returns the controller matching the name specified or null if not found
  106191. */
  106192. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  106193. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  106194. var gp = _a[_i];
  106195. if (gp.hand === name) {
  106196. return gp;
  106197. }
  106198. }
  106199. return null;
  106200. };
  106201. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  106202. /**
  106203. * The controller corrisponding to the users left hand.
  106204. */
  106205. get: function () {
  106206. if (!this._leftController) {
  106207. this._leftController = this.getControllerByName("left");
  106208. }
  106209. return this._leftController;
  106210. },
  106211. enumerable: true,
  106212. configurable: true
  106213. });
  106214. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  106215. /**
  106216. * The controller corrisponding to the users right hand.
  106217. */
  106218. get: function () {
  106219. if (!this._rightController) {
  106220. this._rightController = this.getControllerByName("right");
  106221. }
  106222. return this._rightController;
  106223. },
  106224. enumerable: true,
  106225. configurable: true
  106226. });
  106227. /**
  106228. * Casts a ray forward from the vrCamera's gaze.
  106229. * @param length Length of the ray (default: 100)
  106230. * @returns the ray corrisponding to the gaze
  106231. */
  106232. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  106233. if (length === void 0) { length = 100; }
  106234. if (this.leftCamera) {
  106235. // Use left eye to avoid computation to compute center on every call
  106236. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  106237. }
  106238. else {
  106239. return _super.prototype.getForwardRay.call(this, length);
  106240. }
  106241. };
  106242. /**
  106243. * @hidden
  106244. * Updates the camera based on device's frame data
  106245. */
  106246. WebVRFreeCamera.prototype._checkInputs = function () {
  106247. if (this._vrDevice && this._vrDevice.isPresenting) {
  106248. this._vrDevice.getFrameData(this._frameData);
  106249. this.updateFromDevice(this._frameData.pose);
  106250. }
  106251. _super.prototype._checkInputs.call(this);
  106252. };
  106253. /**
  106254. * Updates the poseControlled values based on the input device pose.
  106255. * @param poseData Pose coming from the device
  106256. */
  106257. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  106258. if (poseData && poseData.orientation) {
  106259. this.rawPose = poseData;
  106260. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  106261. if (this.getScene().useRightHandedSystem) {
  106262. this._deviceRoomRotationQuaternion.z *= -1;
  106263. this._deviceRoomRotationQuaternion.w *= -1;
  106264. }
  106265. if (this.webVROptions.trackPosition && this.rawPose.position) {
  106266. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  106267. if (this.getScene().useRightHandedSystem) {
  106268. this._deviceRoomPosition.z *= -1;
  106269. }
  106270. }
  106271. this._poseSet = true;
  106272. }
  106273. };
  106274. /**
  106275. * WebVR's attach control will start broadcasting frames to the device.
  106276. * Note that in certain browsers (chrome for example) this function must be called
  106277. * within a user-interaction callback. Example:
  106278. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  106279. *
  106280. * @param element html element to attach the vrDevice to
  106281. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  106282. */
  106283. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  106284. _super.prototype.attachControl.call(this, element, noPreventDefault);
  106285. this._attached = true;
  106286. this._htmlElementAttached = element;
  106287. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  106288. if (this._vrDevice) {
  106289. this.getEngine().enableVR();
  106290. }
  106291. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106292. };
  106293. /**
  106294. * Detaches the camera from the html element and disables VR
  106295. *
  106296. * @param element html element to detach from
  106297. */
  106298. WebVRFreeCamera.prototype.detachControl = function (element) {
  106299. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  106300. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  106301. _super.prototype.detachControl.call(this, element);
  106302. this._attached = false;
  106303. this.getEngine().disableVR();
  106304. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  106305. };
  106306. /**
  106307. * @returns the name of this class
  106308. */
  106309. WebVRFreeCamera.prototype.getClassName = function () {
  106310. return "WebVRFreeCamera";
  106311. };
  106312. /**
  106313. * Calls resetPose on the vrDisplay
  106314. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  106315. */
  106316. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  106317. //uses the vrDisplay's "resetPose()".
  106318. //pitch and roll won't be affected.
  106319. this._vrDevice.resetPose();
  106320. };
  106321. /**
  106322. * @hidden
  106323. * Updates the rig cameras (left and right eye)
  106324. */
  106325. WebVRFreeCamera.prototype._updateRigCameras = function () {
  106326. var camLeft = this._rigCameras[0];
  106327. var camRight = this._rigCameras[1];
  106328. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106329. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  106330. camLeft.position.copyFrom(this._deviceRoomPosition);
  106331. camRight.position.copyFrom(this._deviceRoomPosition);
  106332. };
  106333. // Remove translation from 6dof headset if trackposition is set to false
  106334. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  106335. if (isViewMatrix === void 0) { isViewMatrix = false; }
  106336. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  106337. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  106338. if (!isViewMatrix) {
  106339. this._tmpMatrix.invert();
  106340. }
  106341. this._tmpMatrix.multiplyToRef(matrix, matrix);
  106342. }
  106343. };
  106344. /**
  106345. * @hidden
  106346. * Updates the cached values of the camera
  106347. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  106348. */
  106349. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  106350. var _this = this;
  106351. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  106352. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  106353. if (!this.updateCacheCalled) {
  106354. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  106355. this.updateCacheCalled = true;
  106356. this.update();
  106357. }
  106358. // Set working vector to the device position in room space rotated by the new rotation
  106359. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  106360. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  106361. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  106362. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  106363. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  106364. // Add translation from anchor position
  106365. this._deviceToWorld.getTranslationToRef(this._workingVector);
  106366. this._workingVector.addInPlace(this.position);
  106367. this._workingVector.subtractInPlace(this._cache.position);
  106368. this._deviceToWorld.setTranslation(this._workingVector);
  106369. // Set an inverted matrix to be used when updating the camera
  106370. this._deviceToWorld.invertToRef(this._worldToDevice);
  106371. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  106372. this.controllers.forEach(function (controller) {
  106373. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  106374. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  106375. controller.update();
  106376. });
  106377. }
  106378. if (!ignoreParentClass) {
  106379. _super.prototype._updateCache.call(this);
  106380. }
  106381. this.updateCacheCalled = false;
  106382. };
  106383. /**
  106384. * @hidden
  106385. * Get current device position in babylon world
  106386. */
  106387. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  106388. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  106389. };
  106390. /**
  106391. * Updates the current device position and rotation in the babylon world
  106392. */
  106393. WebVRFreeCamera.prototype.update = function () {
  106394. this._computeDevicePosition();
  106395. // Get current device rotation in babylon world
  106396. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  106397. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  106398. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  106399. if (this._poseSet) {
  106400. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  106401. }
  106402. _super.prototype.update.call(this);
  106403. };
  106404. /**
  106405. * @hidden
  106406. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  106407. * @returns an identity matrix
  106408. */
  106409. WebVRFreeCamera.prototype._getViewMatrix = function () {
  106410. return BABYLON.Matrix.Identity();
  106411. };
  106412. /**
  106413. * This function is called by the two RIG cameras.
  106414. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  106415. */
  106416. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  106417. // Update the parent camera prior to using a child camera to avoid desynchronization
  106418. var parentCamera = this._cameraRigParams["parentCamera"];
  106419. parentCamera._updateCache();
  106420. //WebVR 1.1
  106421. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  106422. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  106423. if (!this.getScene().useRightHandedSystem) {
  106424. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  106425. }
  106426. // update the camera rotation matrix
  106427. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  106428. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  106429. // Computing target and final matrix
  106430. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  106431. // should the view matrix be updated with scale and position offset?
  106432. if (parentCamera.deviceScaleFactor !== 1) {
  106433. this._webvrViewMatrix.invert();
  106434. // scale the position, if set
  106435. if (parentCamera.deviceScaleFactor) {
  106436. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  106437. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  106438. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  106439. }
  106440. this._webvrViewMatrix.invert();
  106441. }
  106442. // Remove translation from 6dof headset if trackposition is set to false
  106443. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  106444. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  106445. // Compute global position
  106446. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  106447. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  106448. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  106449. this._workingMatrix.getTranslationToRef(this._globalPosition);
  106450. this._markSyncedWithParent();
  106451. return this._webvrViewMatrix;
  106452. };
  106453. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  106454. var parentCamera = this.parent;
  106455. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  106456. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  106457. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  106458. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  106459. //babylon compatible matrix
  106460. if (!this.getScene().useRightHandedSystem) {
  106461. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  106462. }
  106463. return this._projectionMatrix;
  106464. };
  106465. /**
  106466. * Initializes the controllers and their meshes
  106467. */
  106468. WebVRFreeCamera.prototype.initControllers = function () {
  106469. var _this = this;
  106470. this.controllers = [];
  106471. var manager = this.getScene().gamepadManager;
  106472. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  106473. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106474. var webVrController = gamepad;
  106475. if (webVrController.defaultModel) {
  106476. webVrController.defaultModel.setEnabled(false);
  106477. }
  106478. if (webVrController.hand === "right") {
  106479. _this._rightController = null;
  106480. }
  106481. if (webVrController.hand === "left") {
  106482. _this._leftController = null;
  106483. }
  106484. var controllerIndex = _this.controllers.indexOf(webVrController);
  106485. if (controllerIndex !== -1) {
  106486. _this.controllers.splice(controllerIndex, 1);
  106487. }
  106488. }
  106489. });
  106490. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  106491. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106492. var webVrController_1 = gamepad;
  106493. if (!_this.webVROptions.trackPosition) {
  106494. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  106495. // Cache must be updated before rendering controllers to avoid them being one frame behind
  106496. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  106497. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  106498. _this._updateCache();
  106499. });
  106500. }
  106501. }
  106502. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  106503. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  106504. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  106505. if (_this.webVROptions.controllerMeshes) {
  106506. if (webVrController_1.defaultModel) {
  106507. webVrController_1.defaultModel.setEnabled(true);
  106508. }
  106509. else {
  106510. // Load the meshes
  106511. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  106512. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  106513. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  106514. if (_this.webVROptions.defaultLightingOnControllers) {
  106515. if (!_this._lightOnControllers) {
  106516. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  106517. }
  106518. var activateLightOnSubMeshes_1 = function (mesh, light) {
  106519. var children = mesh.getChildren();
  106520. if (children && children.length !== 0) {
  106521. children.forEach(function (mesh) {
  106522. light.includedOnlyMeshes.push(mesh);
  106523. activateLightOnSubMeshes_1(mesh, light);
  106524. });
  106525. }
  106526. };
  106527. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  106528. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  106529. }
  106530. });
  106531. }
  106532. }
  106533. webVrController_1.attachToPoseControlledCamera(_this);
  106534. // since this is async - sanity check. Is the controller already stored?
  106535. if (_this.controllers.indexOf(webVrController_1) === -1) {
  106536. //add to the controllers array
  106537. _this.controllers.push(webVrController_1);
  106538. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  106539. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  106540. // So we're overriding setting left & right manually to be sure
  106541. var firstViveWandDetected = false;
  106542. for (var i = 0; i < _this.controllers.length; i++) {
  106543. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106544. if (!firstViveWandDetected) {
  106545. firstViveWandDetected = true;
  106546. _this.controllers[i].hand = "left";
  106547. }
  106548. else {
  106549. _this.controllers[i].hand = "right";
  106550. }
  106551. }
  106552. }
  106553. //did we find enough controllers? Great! let the developer know.
  106554. if (_this.controllers.length >= 2) {
  106555. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  106556. }
  106557. }
  106558. }
  106559. });
  106560. };
  106561. return WebVRFreeCamera;
  106562. }(BABYLON.FreeCamera));
  106563. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  106564. })(BABYLON || (BABYLON = {}));
  106565. //# sourceMappingURL=babylon.webVRCamera.js.map
  106566. var BABYLON;
  106567. (function (BABYLON) {
  106568. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  106569. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  106570. });
  106571. // We're mainly based on the logic defined into the FreeCamera code
  106572. /**
  106573. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106574. * being tilted forward or back and left or right.
  106575. */
  106576. var DeviceOrientationCamera = /** @class */ (function (_super) {
  106577. __extends(DeviceOrientationCamera, _super);
  106578. /**
  106579. * Creates a new device orientation camera
  106580. * @param name The name of the camera
  106581. * @param position The start position camera
  106582. * @param scene The scene the camera belongs to
  106583. */
  106584. function DeviceOrientationCamera(name, position, scene) {
  106585. var _this = _super.call(this, name, position, scene) || this;
  106586. _this._quaternionCache = new BABYLON.Quaternion();
  106587. _this.inputs.addDeviceOrientation();
  106588. return _this;
  106589. }
  106590. /**
  106591. * Gets the current instance class name ("DeviceOrientationCamera").
  106592. * This helps avoiding instanceof at run time.
  106593. * @returns the class name
  106594. */
  106595. DeviceOrientationCamera.prototype.getClassName = function () {
  106596. return "DeviceOrientationCamera";
  106597. };
  106598. /**
  106599. * @hidden
  106600. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106601. */
  106602. DeviceOrientationCamera.prototype._checkInputs = function () {
  106603. _super.prototype._checkInputs.call(this);
  106604. this._quaternionCache.copyFrom(this.rotationQuaternion);
  106605. if (this._initialQuaternion) {
  106606. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106607. }
  106608. };
  106609. /**
  106610. * Reset the camera to its default orientation on the specified axis only.
  106611. * @param axis The axis to reset
  106612. */
  106613. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  106614. var _this = this;
  106615. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  106616. //can only work if this camera has a rotation quaternion already.
  106617. if (!this.rotationQuaternion) {
  106618. return;
  106619. }
  106620. if (!this._initialQuaternion) {
  106621. this._initialQuaternion = new BABYLON.Quaternion();
  106622. }
  106623. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  106624. ['x', 'y', 'z'].forEach(function (axisName) {
  106625. if (!axis[axisName]) {
  106626. _this._initialQuaternion[axisName] = 0;
  106627. }
  106628. else {
  106629. _this._initialQuaternion[axisName] *= -1;
  106630. }
  106631. });
  106632. this._initialQuaternion.normalize();
  106633. //force rotation update
  106634. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106635. };
  106636. return DeviceOrientationCamera;
  106637. }(BABYLON.FreeCamera));
  106638. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106639. })(BABYLON || (BABYLON = {}));
  106640. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  106641. var BABYLON;
  106642. (function (BABYLON) {
  106643. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106644. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106645. });
  106646. /**
  106647. * Camera used to simulate VR rendering (based on FreeCamera)
  106648. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106649. */
  106650. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106651. __extends(VRDeviceOrientationFreeCamera, _super);
  106652. /**
  106653. * Creates a new VRDeviceOrientationFreeCamera
  106654. * @param name defines camera name
  106655. * @param position defines the start position of the camera
  106656. * @param scene defines the scene the camera belongs to
  106657. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106658. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106659. */
  106660. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106661. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106662. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106663. var _this = _super.call(this, name, position, scene) || this;
  106664. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106665. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106666. return _this;
  106667. }
  106668. /**
  106669. * Gets camera class name
  106670. * @returns VRDeviceOrientationFreeCamera
  106671. */
  106672. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106673. return "VRDeviceOrientationFreeCamera";
  106674. };
  106675. return VRDeviceOrientationFreeCamera;
  106676. }(BABYLON.DeviceOrientationCamera));
  106677. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106678. })(BABYLON || (BABYLON = {}));
  106679. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106680. var BABYLON;
  106681. (function (BABYLON) {
  106682. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106683. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106684. });
  106685. /**
  106686. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106687. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106688. */
  106689. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106690. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106691. /**
  106692. * Creates a new VRDeviceOrientationArcRotateCamera
  106693. * @param name defines camera name
  106694. * @param alpha defines the camera rotation along the logitudinal axis
  106695. * @param beta defines the camera rotation along the latitudinal axis
  106696. * @param radius defines the camera distance from its target
  106697. * @param target defines the camera target
  106698. * @param scene defines the scene the camera belongs to
  106699. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106700. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106701. */
  106702. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106703. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106704. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106705. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106706. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106707. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106708. _this.inputs.addVRDeviceOrientation();
  106709. return _this;
  106710. }
  106711. /**
  106712. * Gets camera class name
  106713. * @returns VRDeviceOrientationArcRotateCamera
  106714. */
  106715. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106716. return "VRDeviceOrientationArcRotateCamera";
  106717. };
  106718. return VRDeviceOrientationArcRotateCamera;
  106719. }(BABYLON.ArcRotateCamera));
  106720. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106721. })(BABYLON || (BABYLON = {}));
  106722. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106723. var BABYLON;
  106724. (function (BABYLON) {
  106725. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106726. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106727. });
  106728. /**
  106729. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106730. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106731. */
  106732. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106733. __extends(VRDeviceOrientationGamepadCamera, _super);
  106734. /**
  106735. * Creates a new VRDeviceOrientationGamepadCamera
  106736. * @param name defines camera name
  106737. * @param position defines the start position of the camera
  106738. * @param scene defines the scene the camera belongs to
  106739. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106740. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106741. */
  106742. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106743. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106744. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106745. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106746. _this.inputs.addGamepad();
  106747. return _this;
  106748. }
  106749. /**
  106750. * Gets camera class name
  106751. * @returns VRDeviceOrientationGamepadCamera
  106752. */
  106753. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106754. return "VRDeviceOrientationGamepadCamera";
  106755. };
  106756. return VRDeviceOrientationGamepadCamera;
  106757. }(BABYLON.VRDeviceOrientationFreeCamera));
  106758. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106759. })(BABYLON || (BABYLON = {}));
  106760. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106761. var BABYLON;
  106762. (function (BABYLON) {
  106763. var VRExperienceHelperGazer = /** @class */ (function () {
  106764. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106765. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106766. this.scene = scene;
  106767. /** @hidden */
  106768. this._pointerDownOnMeshAsked = false;
  106769. /** @hidden */
  106770. this._isActionableMesh = false;
  106771. /** @hidden */
  106772. this._teleportationRequestInitiated = false;
  106773. /** @hidden */
  106774. this._teleportationBackRequestInitiated = false;
  106775. /** @hidden */
  106776. this._rotationRightAsked = false;
  106777. /** @hidden */
  106778. this._rotationLeftAsked = false;
  106779. /** @hidden */
  106780. this._dpadPressed = true;
  106781. /** @hidden */
  106782. this._activePointer = false;
  106783. this._id = VRExperienceHelperGazer._idCounter++;
  106784. // Gaze tracker
  106785. if (!gazeTrackerToClone) {
  106786. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106787. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106788. this._gazeTracker.isPickable = false;
  106789. this._gazeTracker.isVisible = false;
  106790. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106791. targetMat.specularColor = BABYLON.Color3.Black();
  106792. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106793. targetMat.backFaceCulling = false;
  106794. this._gazeTracker.material = targetMat;
  106795. }
  106796. else {
  106797. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106798. }
  106799. }
  106800. /** @hidden */
  106801. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106802. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106803. };
  106804. /** @hidden */
  106805. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106806. this._pointerDownOnMeshAsked = true;
  106807. if (this._currentHit) {
  106808. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106809. }
  106810. };
  106811. /** @hidden */
  106812. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106813. if (this._currentHit) {
  106814. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106815. }
  106816. this._pointerDownOnMeshAsked = false;
  106817. };
  106818. /** @hidden */
  106819. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106820. this._activePointer = true;
  106821. };
  106822. /** @hidden */
  106823. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106824. this._activePointer = false;
  106825. };
  106826. /** @hidden */
  106827. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106828. if (distance === void 0) { distance = 100; }
  106829. };
  106830. VRExperienceHelperGazer.prototype.dispose = function () {
  106831. this._interactionsEnabled = false;
  106832. this._teleportationEnabled = false;
  106833. if (this._gazeTracker) {
  106834. this._gazeTracker.dispose();
  106835. }
  106836. };
  106837. VRExperienceHelperGazer._idCounter = 0;
  106838. return VRExperienceHelperGazer;
  106839. }());
  106840. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106841. __extends(VRExperienceHelperControllerGazer, _super);
  106842. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106843. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106844. _this.webVRController = webVRController;
  106845. // Laser pointer
  106846. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106847. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106848. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106849. laserPointerMaterial.alpha = 0.6;
  106850. _this._laserPointer.material = laserPointerMaterial;
  106851. _this._laserPointer.rotation.x = Math.PI / 2;
  106852. _this._laserPointer.position.z = -0.5;
  106853. _this._laserPointer.isVisible = false;
  106854. _this._laserPointer.isPickable = false;
  106855. if (!webVRController.mesh) {
  106856. // Create an empty mesh that is used prior to loading the high quality model
  106857. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106858. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106859. preloadPointerPose.rotation.x = -0.7;
  106860. preloadMesh.addChild(preloadPointerPose);
  106861. webVRController.attachToMesh(preloadMesh);
  106862. }
  106863. _this._setLaserPointerParent(webVRController.mesh);
  106864. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106865. _this._setLaserPointerParent(mesh);
  106866. });
  106867. return _this;
  106868. }
  106869. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106870. return this.webVRController.getForwardRay(length);
  106871. };
  106872. /** @hidden */
  106873. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106874. _super.prototype._activatePointer.call(this);
  106875. this._laserPointer.isVisible = true;
  106876. };
  106877. /** @hidden */
  106878. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106879. _super.prototype._deactivatePointer.call(this);
  106880. this._laserPointer.isVisible = false;
  106881. };
  106882. /** @hidden */
  106883. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106884. this._laserPointer.material.emissiveColor = color;
  106885. };
  106886. /** @hidden */
  106887. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106888. var makeNotPick = function (root) {
  106889. root.isPickable = false;
  106890. root.getChildMeshes().forEach(function (c) {
  106891. makeNotPick(c);
  106892. });
  106893. };
  106894. makeNotPick(mesh);
  106895. var meshChildren = mesh.getChildren(undefined, false);
  106896. var laserParent = mesh;
  106897. this.webVRController._pointingPoseNode = null;
  106898. for (var i = 0; i < meshChildren.length; i++) {
  106899. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106900. laserParent = meshChildren[i];
  106901. this.webVRController._pointingPoseNode = laserParent;
  106902. break;
  106903. }
  106904. }
  106905. this._laserPointer.parent = laserParent;
  106906. };
  106907. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106908. if (distance === void 0) { distance = 100; }
  106909. this._laserPointer.scaling.y = distance;
  106910. this._laserPointer.position.z = -distance / 2;
  106911. };
  106912. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106913. _super.prototype.dispose.call(this);
  106914. this._laserPointer.dispose();
  106915. if (this._meshAttachedObserver) {
  106916. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106917. }
  106918. };
  106919. return VRExperienceHelperControllerGazer;
  106920. }(VRExperienceHelperGazer));
  106921. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106922. __extends(VRExperienceHelperCameraGazer, _super);
  106923. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106924. var _this = _super.call(this, scene) || this;
  106925. _this.getCamera = getCamera;
  106926. return _this;
  106927. }
  106928. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106929. var camera = this.getCamera();
  106930. if (camera) {
  106931. return camera.getForwardRay(length);
  106932. }
  106933. else {
  106934. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106935. }
  106936. };
  106937. return VRExperienceHelperCameraGazer;
  106938. }(VRExperienceHelperGazer));
  106939. /**
  106940. * Helps to quickly add VR support to an existing scene.
  106941. * See http://doc.babylonjs.com/how_to/webvr_helper
  106942. */
  106943. var VRExperienceHelper = /** @class */ (function () {
  106944. /**
  106945. * Instantiates a VRExperienceHelper.
  106946. * Helps to quickly add VR support to an existing scene.
  106947. * @param scene The scene the VRExperienceHelper belongs to.
  106948. * @param webVROptions Options to modify the vr experience helper's behavior.
  106949. */
  106950. function VRExperienceHelper(scene,
  106951. /** Options to modify the vr experience helper's behavior. */
  106952. webVROptions) {
  106953. if (webVROptions === void 0) { webVROptions = {}; }
  106954. var _this = this;
  106955. this.webVROptions = webVROptions;
  106956. // Can the system support WebVR, even if a headset isn't plugged in?
  106957. this._webVRsupported = false;
  106958. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106959. this._webVRready = false;
  106960. // Are we waiting for the requestPresent callback to complete?
  106961. this._webVRrequesting = false;
  106962. // Are we presenting to the headset right now? (this is the vrDevice state)
  106963. this._webVRpresenting = false;
  106964. // Are we presenting in the fullscreen fallback?
  106965. this._fullscreenVRpresenting = false;
  106966. /**
  106967. * Observable raised when entering VR.
  106968. */
  106969. this.onEnteringVRObservable = new BABYLON.Observable();
  106970. /**
  106971. * Observable raised when exiting VR.
  106972. */
  106973. this.onExitingVRObservable = new BABYLON.Observable();
  106974. /**
  106975. * Observable raised when controller mesh is loaded.
  106976. */
  106977. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106978. this._useCustomVRButton = false;
  106979. this._teleportationRequested = false;
  106980. this._teleportActive = false;
  106981. this._floorMeshesCollection = [];
  106982. this._rotationAllowed = true;
  106983. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106984. this._isDefaultTeleportationTarget = true;
  106985. this._teleportationFillColor = "#444444";
  106986. this._teleportationBorderColor = "#FFFFFF";
  106987. this._rotationAngle = 0;
  106988. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106989. this._padSensibilityUp = 0.65;
  106990. this._padSensibilityDown = 0.35;
  106991. this._leftController = null;
  106992. this._rightController = null;
  106993. /**
  106994. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106995. */
  106996. this.onNewMeshSelected = new BABYLON.Observable();
  106997. /**
  106998. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106999. */
  107000. this.onNewMeshPicked = new BABYLON.Observable();
  107001. /**
  107002. * Observable raised before camera teleportation
  107003. */
  107004. this.onBeforeCameraTeleport = new BABYLON.Observable();
  107005. /**
  107006. * Observable raised after camera teleportation
  107007. */
  107008. this.onAfterCameraTeleport = new BABYLON.Observable();
  107009. /**
  107010. * Observable raised when current selected mesh gets unselected
  107011. */
  107012. this.onSelectedMeshUnselected = new BABYLON.Observable();
  107013. /**
  107014. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  107015. */
  107016. this.teleportationEnabled = true;
  107017. this._teleportationInitialized = false;
  107018. this._interactionsEnabled = false;
  107019. this._interactionsRequested = false;
  107020. this._displayGaze = true;
  107021. this._displayLaserPointer = true;
  107022. /**
  107023. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  107024. */
  107025. this.updateGazeTrackerScale = true;
  107026. this._onResize = function () {
  107027. _this.moveButtonToBottomRight();
  107028. if (_this._fullscreenVRpresenting && _this._webVRready) {
  107029. _this.exitVR();
  107030. }
  107031. };
  107032. this._onFullscreenChange = function () {
  107033. if (document.fullscreen !== undefined) {
  107034. _this._fullscreenVRpresenting = document.fullscreen;
  107035. }
  107036. else if (document.mozFullScreen !== undefined) {
  107037. _this._fullscreenVRpresenting = document.mozFullScreen;
  107038. }
  107039. else if (document.webkitIsFullScreen !== undefined) {
  107040. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  107041. }
  107042. else if (document.msIsFullScreen !== undefined) {
  107043. _this._fullscreenVRpresenting = document.msIsFullScreen;
  107044. }
  107045. else if (document.msFullscreenElement !== undefined) {
  107046. _this._fullscreenVRpresenting = document.msFullscreenElement;
  107047. }
  107048. if (!_this._fullscreenVRpresenting && _this._canvas) {
  107049. _this.exitVR();
  107050. if (!_this._useCustomVRButton) {
  107051. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  107052. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  107053. }
  107054. }
  107055. };
  107056. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  107057. this.beforeRender = function () {
  107058. if (_this._leftController && _this._leftController._activePointer) {
  107059. _this._castRayAndSelectObject(_this._leftController);
  107060. }
  107061. if (_this._rightController && _this._rightController._activePointer) {
  107062. _this._castRayAndSelectObject(_this._rightController);
  107063. }
  107064. if (_this._noControllerIsActive) {
  107065. _this._castRayAndSelectObject(_this._cameraGazer);
  107066. }
  107067. else {
  107068. _this._cameraGazer._gazeTracker.isVisible = false;
  107069. }
  107070. };
  107071. this._onNewGamepadConnected = function (gamepad) {
  107072. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  107073. if (gamepad.leftStick) {
  107074. gamepad.onleftstickchanged(function (stickValues) {
  107075. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  107076. // Listening to classic/xbox gamepad only if no VR controller is active
  107077. if ((!_this._leftController && !_this._rightController) ||
  107078. ((_this._leftController && !_this._leftController._activePointer) &&
  107079. (_this._rightController && !_this._rightController._activePointer))) {
  107080. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  107081. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  107082. }
  107083. }
  107084. });
  107085. }
  107086. if (gamepad.rightStick) {
  107087. gamepad.onrightstickchanged(function (stickValues) {
  107088. if (_this._teleportationInitialized) {
  107089. _this._checkRotate(stickValues, _this._cameraGazer);
  107090. }
  107091. });
  107092. }
  107093. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  107094. gamepad.onbuttondown(function (buttonPressed) {
  107095. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107096. _this._cameraGazer._selectionPointerDown();
  107097. }
  107098. });
  107099. gamepad.onbuttonup(function (buttonPressed) {
  107100. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107101. _this._cameraGazer._selectionPointerUp();
  107102. }
  107103. });
  107104. }
  107105. }
  107106. else {
  107107. var webVRController = gamepad;
  107108. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  107109. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  107110. _this._rightController = controller;
  107111. }
  107112. else {
  107113. _this._leftController = controller;
  107114. }
  107115. _this._tryEnableInteractionOnController(controller);
  107116. }
  107117. };
  107118. // 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
  107119. this._tryEnableInteractionOnController = function (controller) {
  107120. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  107121. _this._enableInteractionOnController(controller);
  107122. }
  107123. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  107124. _this._enableTeleportationOnController(controller);
  107125. }
  107126. };
  107127. this._onNewGamepadDisconnected = function (gamepad) {
  107128. if (gamepad instanceof BABYLON.WebVRController) {
  107129. if (gamepad.hand === "left" && _this._leftController != null) {
  107130. _this._leftController.dispose();
  107131. _this._leftController = null;
  107132. }
  107133. if (gamepad.hand === "right" && _this._rightController != null) {
  107134. _this._rightController.dispose();
  107135. _this._rightController = null;
  107136. }
  107137. }
  107138. };
  107139. this._workingVector = BABYLON.Vector3.Zero();
  107140. this._workingQuaternion = BABYLON.Quaternion.Identity();
  107141. this._workingMatrix = BABYLON.Matrix.Identity();
  107142. this._scene = scene;
  107143. this._canvas = scene.getEngine().getRenderingCanvas();
  107144. // Parse options
  107145. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  107146. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  107147. }
  107148. if (webVROptions.createDeviceOrientationCamera === undefined) {
  107149. webVROptions.createDeviceOrientationCamera = true;
  107150. }
  107151. if (webVROptions.laserToggle === undefined) {
  107152. webVROptions.laserToggle = true;
  107153. }
  107154. if (webVROptions.defaultHeight === undefined) {
  107155. webVROptions.defaultHeight = 1.7;
  107156. }
  107157. if (webVROptions.useCustomVRButton) {
  107158. this._useCustomVRButton = true;
  107159. if (webVROptions.customVRButton) {
  107160. this._btnVR = webVROptions.customVRButton;
  107161. }
  107162. }
  107163. if (webVROptions.rayLength) {
  107164. this._rayLength = webVROptions.rayLength;
  107165. }
  107166. this._defaultHeight = webVROptions.defaultHeight;
  107167. if (webVROptions.positionScale) {
  107168. this._rayLength *= webVROptions.positionScale;
  107169. this._defaultHeight *= webVROptions.positionScale;
  107170. }
  107171. this._hasEnteredVR = false;
  107172. // Set position
  107173. if (this._scene.activeCamera) {
  107174. this._position = this._scene.activeCamera.position.clone();
  107175. }
  107176. else {
  107177. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  107178. }
  107179. // Set non-vr camera
  107180. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  107181. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  107182. // Copy data from existing camera
  107183. if (this._scene.activeCamera) {
  107184. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107185. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  107186. // Set rotation from previous camera
  107187. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  107188. var targetCamera = this._scene.activeCamera;
  107189. if (targetCamera.rotationQuaternion) {
  107190. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  107191. }
  107192. else {
  107193. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  107194. }
  107195. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  107196. }
  107197. }
  107198. this._scene.activeCamera = this._deviceOrientationCamera;
  107199. if (this._canvas) {
  107200. this._scene.activeCamera.attachControl(this._canvas);
  107201. }
  107202. }
  107203. else {
  107204. this._existingCamera = this._scene.activeCamera;
  107205. }
  107206. // Create VR cameras
  107207. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107208. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  107209. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107210. }
  107211. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  107212. this._webVRCamera.useStandingMatrix();
  107213. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  107214. // Create default button
  107215. if (!this._useCustomVRButton) {
  107216. this._btnVR = document.createElement("BUTTON");
  107217. this._btnVR.className = "babylonVRicon";
  107218. this._btnVR.id = "babylonVRiconbtn";
  107219. this._btnVR.title = "Click to switch to VR";
  107220. 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) }";
  107221. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  107222. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  107223. // css += ".babylonVRicon.vrdisplaysupported { }";
  107224. // css += ".babylonVRicon.vrdisplayready { }";
  107225. // css += ".babylonVRicon.vrdisplayrequesting { }";
  107226. var style = document.createElement('style');
  107227. style.appendChild(document.createTextNode(css));
  107228. document.getElementsByTagName('head')[0].appendChild(style);
  107229. this.moveButtonToBottomRight();
  107230. }
  107231. // VR button click event
  107232. if (this._btnVR) {
  107233. this._btnVR.addEventListener("click", function () {
  107234. if (!_this.isInVRMode) {
  107235. _this.enterVR();
  107236. }
  107237. else {
  107238. _this.exitVR();
  107239. }
  107240. });
  107241. }
  107242. // Window events
  107243. window.addEventListener("resize", this._onResize);
  107244. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  107245. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  107246. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  107247. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  107248. document.onmsfullscreenchange = this._onFullscreenChange;
  107249. // Display vr button when headset is connected
  107250. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107251. this.displayVRButton();
  107252. }
  107253. else {
  107254. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  107255. if (e.vrDisplay) {
  107256. _this.displayVRButton();
  107257. }
  107258. });
  107259. }
  107260. // Exiting VR mode using 'ESC' key on desktop
  107261. this._onKeyDown = function (event) {
  107262. if (event.keyCode === 27 && _this.isInVRMode) {
  107263. _this.exitVR();
  107264. }
  107265. };
  107266. document.addEventListener("keydown", this._onKeyDown);
  107267. // Exiting VR mode double tapping the touch screen
  107268. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  107269. if (_this.isInVRMode) {
  107270. _this.exitVR();
  107271. if (_this._fullscreenVRpresenting) {
  107272. _this._scene.getEngine().switchFullscreen(true);
  107273. }
  107274. }
  107275. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  107276. // Listen for WebVR display changes
  107277. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  107278. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  107279. this._onVRRequestPresentStart = function () {
  107280. _this._webVRrequesting = true;
  107281. _this.updateButtonVisibility();
  107282. };
  107283. this._onVRRequestPresentComplete = function (success) {
  107284. _this._webVRrequesting = false;
  107285. _this.updateButtonVisibility();
  107286. };
  107287. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  107288. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  107289. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  107290. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107291. scene.onDisposeObservable.add(function () {
  107292. _this.dispose();
  107293. });
  107294. // Gamepad connection events
  107295. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  107296. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  107297. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  107298. this.updateButtonVisibility();
  107299. //create easing functions
  107300. this._circleEase = new BABYLON.CircleEase();
  107301. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107302. if (this.webVROptions.floorMeshes) {
  107303. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  107304. }
  107305. }
  107306. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  107307. /** Return this.onEnteringVRObservable
  107308. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  107309. */
  107310. get: function () {
  107311. return this.onEnteringVRObservable;
  107312. },
  107313. enumerable: true,
  107314. configurable: true
  107315. });
  107316. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  107317. /** Return this.onExitingVRObservable
  107318. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  107319. */
  107320. get: function () {
  107321. return this.onExitingVRObservable;
  107322. },
  107323. enumerable: true,
  107324. configurable: true
  107325. });
  107326. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  107327. /** Return this.onControllerMeshLoadedObservable
  107328. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  107329. */
  107330. get: function () {
  107331. return this.onControllerMeshLoadedObservable;
  107332. },
  107333. enumerable: true,
  107334. configurable: true
  107335. });
  107336. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  107337. /**
  107338. * The mesh used to display where the user is going to teleport.
  107339. */
  107340. get: function () {
  107341. return this._teleportationTarget;
  107342. },
  107343. /**
  107344. * Sets the mesh to be used to display where the user is going to teleport.
  107345. */
  107346. set: function (value) {
  107347. if (value) {
  107348. value.name = "teleportationTarget";
  107349. this._isDefaultTeleportationTarget = false;
  107350. this._teleportationTarget = value;
  107351. }
  107352. },
  107353. enumerable: true,
  107354. configurable: true
  107355. });
  107356. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  107357. /**
  107358. * 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
  107359. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  107360. * See http://doc.babylonjs.com/resources/baking_transformations
  107361. */
  107362. get: function () {
  107363. return this._cameraGazer._gazeTracker;
  107364. },
  107365. set: function (value) {
  107366. if (value) {
  107367. // Dispose of existing meshes
  107368. if (this._cameraGazer._gazeTracker) {
  107369. this._cameraGazer._gazeTracker.dispose();
  107370. }
  107371. if (this._leftController && this._leftController._gazeTracker) {
  107372. this._leftController._gazeTracker.dispose();
  107373. }
  107374. if (this._rightController && this._rightController._gazeTracker) {
  107375. this._rightController._gazeTracker.dispose();
  107376. }
  107377. // Set and create gaze trackers on head and controllers
  107378. this._cameraGazer._gazeTracker = value;
  107379. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  107380. this._cameraGazer._gazeTracker.isPickable = false;
  107381. this._cameraGazer._gazeTracker.isVisible = false;
  107382. this._cameraGazer._gazeTracker.name = "gazeTracker";
  107383. if (this._leftController) {
  107384. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107385. }
  107386. if (this._rightController) {
  107387. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107388. }
  107389. }
  107390. },
  107391. enumerable: true,
  107392. configurable: true
  107393. });
  107394. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  107395. /**
  107396. * The gaze tracking mesh corresponding to the left controller
  107397. */
  107398. get: function () {
  107399. if (this._leftController) {
  107400. return this._leftController._gazeTracker;
  107401. }
  107402. return null;
  107403. },
  107404. enumerable: true,
  107405. configurable: true
  107406. });
  107407. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  107408. /**
  107409. * The gaze tracking mesh corresponding to the right controller
  107410. */
  107411. get: function () {
  107412. if (this._rightController) {
  107413. return this._rightController._gazeTracker;
  107414. }
  107415. return null;
  107416. },
  107417. enumerable: true,
  107418. configurable: true
  107419. });
  107420. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  107421. /**
  107422. * If the ray of the gaze should be displayed.
  107423. */
  107424. get: function () {
  107425. return this._displayGaze;
  107426. },
  107427. /**
  107428. * Sets if the ray of the gaze should be displayed.
  107429. */
  107430. set: function (value) {
  107431. this._displayGaze = value;
  107432. if (!value) {
  107433. this._cameraGazer._gazeTracker.isVisible = false;
  107434. if (this._leftController) {
  107435. this._leftController._gazeTracker.isVisible = false;
  107436. }
  107437. if (this._rightController) {
  107438. this._rightController._gazeTracker.isVisible = false;
  107439. }
  107440. }
  107441. },
  107442. enumerable: true,
  107443. configurable: true
  107444. });
  107445. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  107446. /**
  107447. * If the ray of the LaserPointer should be displayed.
  107448. */
  107449. get: function () {
  107450. return this._displayLaserPointer;
  107451. },
  107452. /**
  107453. * Sets if the ray of the LaserPointer should be displayed.
  107454. */
  107455. set: function (value) {
  107456. this._displayLaserPointer = value;
  107457. if (!value) {
  107458. if (this._rightController) {
  107459. this._rightController._deactivatePointer();
  107460. this._rightController._gazeTracker.isVisible = false;
  107461. }
  107462. if (this._leftController) {
  107463. this._leftController._deactivatePointer();
  107464. this._leftController._gazeTracker.isVisible = false;
  107465. }
  107466. }
  107467. else {
  107468. if (this._rightController) {
  107469. this._rightController._activatePointer();
  107470. }
  107471. if (this._leftController) {
  107472. this._leftController._activatePointer();
  107473. }
  107474. }
  107475. },
  107476. enumerable: true,
  107477. configurable: true
  107478. });
  107479. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  107480. /**
  107481. * The deviceOrientationCamera used as the camera when not in VR.
  107482. */
  107483. get: function () {
  107484. return this._deviceOrientationCamera;
  107485. },
  107486. enumerable: true,
  107487. configurable: true
  107488. });
  107489. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  107490. /**
  107491. * Based on the current WebVR support, returns the current VR camera used.
  107492. */
  107493. get: function () {
  107494. if (this._webVRready) {
  107495. return this._webVRCamera;
  107496. }
  107497. else {
  107498. return this._scene.activeCamera;
  107499. }
  107500. },
  107501. enumerable: true,
  107502. configurable: true
  107503. });
  107504. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  107505. /**
  107506. * The webVRCamera which is used when in VR.
  107507. */
  107508. get: function () {
  107509. return this._webVRCamera;
  107510. },
  107511. enumerable: true,
  107512. configurable: true
  107513. });
  107514. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  107515. /**
  107516. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  107517. */
  107518. get: function () {
  107519. return this._vrDeviceOrientationCamera;
  107520. },
  107521. enumerable: true,
  107522. configurable: true
  107523. });
  107524. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  107525. get: function () {
  107526. var result = this._cameraGazer._teleportationRequestInitiated
  107527. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  107528. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  107529. return result;
  107530. },
  107531. enumerable: true,
  107532. configurable: true
  107533. });
  107534. // Raised when one of the controller has loaded successfully its associated default mesh
  107535. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  107536. if (this._leftController && this._leftController.webVRController == webVRController) {
  107537. if (webVRController.mesh) {
  107538. this._leftController._setLaserPointerParent(webVRController.mesh);
  107539. }
  107540. }
  107541. if (this._rightController && this._rightController.webVRController == webVRController) {
  107542. if (webVRController.mesh) {
  107543. this._rightController._setLaserPointerParent(webVRController.mesh);
  107544. }
  107545. }
  107546. try {
  107547. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  107548. }
  107549. catch (err) {
  107550. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  107551. }
  107552. };
  107553. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  107554. /**
  107555. * Gets a value indicating if we are currently in VR mode.
  107556. */
  107557. get: function () {
  107558. return this._webVRpresenting || this._fullscreenVRpresenting;
  107559. },
  107560. enumerable: true,
  107561. configurable: true
  107562. });
  107563. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  107564. var vrDisplay = this._scene.getEngine().getVRDevice();
  107565. if (vrDisplay) {
  107566. var wasPresenting = this._webVRpresenting;
  107567. this._webVRpresenting = vrDisplay.isPresenting;
  107568. if (wasPresenting && !this._webVRpresenting) {
  107569. this.exitVR();
  107570. }
  107571. }
  107572. else {
  107573. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  107574. }
  107575. this.updateButtonVisibility();
  107576. };
  107577. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  107578. this._webVRsupported = eventArgs.vrSupported;
  107579. this._webVRready = !!eventArgs.vrDisplay;
  107580. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  107581. this.updateButtonVisibility();
  107582. };
  107583. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  107584. if (this._canvas && !this._useCustomVRButton) {
  107585. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  107586. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  107587. }
  107588. };
  107589. VRExperienceHelper.prototype.displayVRButton = function () {
  107590. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  107591. document.body.appendChild(this._btnVR);
  107592. this._btnVRDisplayed = true;
  107593. }
  107594. };
  107595. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  107596. if (!this._btnVR || this._useCustomVRButton) {
  107597. return;
  107598. }
  107599. this._btnVR.className = "babylonVRicon";
  107600. if (this.isInVRMode) {
  107601. this._btnVR.className += " vrdisplaypresenting";
  107602. }
  107603. else {
  107604. if (this._webVRready) {
  107605. this._btnVR.className += " vrdisplayready";
  107606. }
  107607. if (this._webVRsupported) {
  107608. this._btnVR.className += " vrdisplaysupported";
  107609. }
  107610. if (this._webVRrequesting) {
  107611. this._btnVR.className += " vrdisplayrequesting";
  107612. }
  107613. }
  107614. };
  107615. /**
  107616. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  107617. * Otherwise, will use the fullscreen API.
  107618. */
  107619. VRExperienceHelper.prototype.enterVR = function () {
  107620. if (this.onEnteringVRObservable) {
  107621. try {
  107622. this.onEnteringVRObservable.notifyObservers(this);
  107623. }
  107624. catch (err) {
  107625. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  107626. }
  107627. }
  107628. if (this._scene.activeCamera) {
  107629. this._position = this._scene.activeCamera.position.clone();
  107630. if (this.vrDeviceOrientationCamera) {
  107631. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107632. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107633. }
  107634. if (this.webVRCamera) {
  107635. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107636. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107637. var delta = desiredYRotation - currentYRotation;
  107638. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107639. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107640. }
  107641. // make sure that we return to the last active camera
  107642. this._existingCamera = this._scene.activeCamera;
  107643. // Remove and cache angular sensability to avoid camera rotation when in VR
  107644. if (this._existingCamera.angularSensibilityX) {
  107645. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107646. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107647. }
  107648. if (this._existingCamera.angularSensibilityY) {
  107649. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107650. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107651. }
  107652. if (this._existingCamera.angularSensibility) {
  107653. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107654. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107655. }
  107656. }
  107657. if (this._webVRrequesting) {
  107658. return;
  107659. }
  107660. // If WebVR is supported and a headset is connected
  107661. if (this._webVRready) {
  107662. if (!this._webVRpresenting) {
  107663. this._webVRCamera.position = this._position;
  107664. this._scene.activeCamera = this._webVRCamera;
  107665. }
  107666. }
  107667. else if (this._vrDeviceOrientationCamera) {
  107668. this._vrDeviceOrientationCamera.position = this._position;
  107669. if (this._scene.activeCamera) {
  107670. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107671. }
  107672. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107673. this._scene.getEngine().switchFullscreen(true);
  107674. this.updateButtonVisibility();
  107675. }
  107676. if (this._scene.activeCamera && this._canvas) {
  107677. this._scene.activeCamera.attachControl(this._canvas);
  107678. }
  107679. if (this._interactionsEnabled) {
  107680. this._scene.registerBeforeRender(this.beforeRender);
  107681. }
  107682. this._hasEnteredVR = true;
  107683. };
  107684. /**
  107685. * Attempt to exit VR, or fullscreen.
  107686. */
  107687. VRExperienceHelper.prototype.exitVR = function () {
  107688. if (this._hasEnteredVR) {
  107689. if (this.onExitingVRObservable) {
  107690. try {
  107691. this.onExitingVRObservable.notifyObservers(this);
  107692. }
  107693. catch (err) {
  107694. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107695. }
  107696. }
  107697. if (this._webVRpresenting) {
  107698. this._scene.getEngine().disableVR();
  107699. }
  107700. if (this._scene.activeCamera) {
  107701. this._position = this._scene.activeCamera.position.clone();
  107702. }
  107703. if (this.vrDeviceOrientationCamera) {
  107704. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107705. }
  107706. if (this._deviceOrientationCamera) {
  107707. this._deviceOrientationCamera.position = this._position;
  107708. this._scene.activeCamera = this._deviceOrientationCamera;
  107709. if (this._canvas) {
  107710. this._scene.activeCamera.attachControl(this._canvas);
  107711. }
  107712. // Restore angular sensibility
  107713. if (this._cachedAngularSensibility.angularSensibilityX) {
  107714. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107715. this._cachedAngularSensibility.angularSensibilityX = null;
  107716. }
  107717. if (this._cachedAngularSensibility.angularSensibilityY) {
  107718. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107719. this._cachedAngularSensibility.angularSensibilityY = null;
  107720. }
  107721. if (this._cachedAngularSensibility.angularSensibility) {
  107722. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107723. this._cachedAngularSensibility.angularSensibility = null;
  107724. }
  107725. }
  107726. else if (this._existingCamera) {
  107727. this._existingCamera.position = this._position;
  107728. this._scene.activeCamera = this._existingCamera;
  107729. // Restore angular sensibility
  107730. if (this._cachedAngularSensibility.angularSensibilityX) {
  107731. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107732. this._cachedAngularSensibility.angularSensibilityX = null;
  107733. }
  107734. if (this._cachedAngularSensibility.angularSensibilityY) {
  107735. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107736. this._cachedAngularSensibility.angularSensibilityY = null;
  107737. }
  107738. if (this._cachedAngularSensibility.angularSensibility) {
  107739. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107740. this._cachedAngularSensibility.angularSensibility = null;
  107741. }
  107742. }
  107743. this.updateButtonVisibility();
  107744. if (this._interactionsEnabled) {
  107745. this._scene.unregisterBeforeRender(this.beforeRender);
  107746. this._cameraGazer._gazeTracker.isVisible = false;
  107747. if (this._leftController) {
  107748. this._leftController._gazeTracker.isVisible = false;
  107749. }
  107750. if (this._rightController) {
  107751. this._rightController._gazeTracker.isVisible = false;
  107752. }
  107753. }
  107754. // resize to update width and height when exiting vr exits fullscreen
  107755. this._scene.getEngine().resize();
  107756. this._hasEnteredVR = false;
  107757. }
  107758. };
  107759. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107760. /**
  107761. * The position of the vr experience helper.
  107762. */
  107763. get: function () {
  107764. return this._position;
  107765. },
  107766. /**
  107767. * Sets the position of the vr experience helper.
  107768. */
  107769. set: function (value) {
  107770. this._position = value;
  107771. if (this._scene.activeCamera) {
  107772. this._scene.activeCamera.position = value;
  107773. }
  107774. },
  107775. enumerable: true,
  107776. configurable: true
  107777. });
  107778. /**
  107779. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107780. */
  107781. VRExperienceHelper.prototype.enableInteractions = function () {
  107782. var _this = this;
  107783. if (!this._interactionsEnabled) {
  107784. this._interactionsRequested = true;
  107785. if (this._leftController) {
  107786. this._enableInteractionOnController(this._leftController);
  107787. }
  107788. if (this._rightController) {
  107789. this._enableInteractionOnController(this._rightController);
  107790. }
  107791. this.raySelectionPredicate = function (mesh) {
  107792. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107793. };
  107794. this.meshSelectionPredicate = function (mesh) {
  107795. return true;
  107796. };
  107797. this._raySelectionPredicate = function (mesh) {
  107798. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107799. && mesh.name.indexOf("teleportationTarget") === -1
  107800. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107801. return _this.raySelectionPredicate(mesh);
  107802. }
  107803. return false;
  107804. };
  107805. this._interactionsEnabled = true;
  107806. }
  107807. };
  107808. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107809. get: function () {
  107810. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107811. },
  107812. enumerable: true,
  107813. configurable: true
  107814. });
  107815. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107816. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107817. if (this._floorMeshesCollection[i].id === mesh.id) {
  107818. return true;
  107819. }
  107820. }
  107821. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107822. return true;
  107823. }
  107824. return false;
  107825. };
  107826. /**
  107827. * Adds a floor mesh to be used for teleportation.
  107828. * @param floorMesh the mesh to be used for teleportation.
  107829. */
  107830. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107831. if (!this._floorMeshesCollection) {
  107832. return;
  107833. }
  107834. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107835. return;
  107836. }
  107837. this._floorMeshesCollection.push(floorMesh);
  107838. };
  107839. /**
  107840. * Removes a floor mesh from being used for teleportation.
  107841. * @param floorMesh the mesh to be removed.
  107842. */
  107843. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107844. if (!this._floorMeshesCollection) {
  107845. return;
  107846. }
  107847. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107848. if (meshIndex !== -1) {
  107849. this._floorMeshesCollection.splice(meshIndex, 1);
  107850. }
  107851. };
  107852. /**
  107853. * Enables interactions and teleportation using the VR controllers and gaze.
  107854. * @param vrTeleportationOptions options to modify teleportation behavior.
  107855. */
  107856. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107857. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107858. if (!this._teleportationInitialized) {
  107859. this._teleportationRequested = true;
  107860. this.enableInteractions();
  107861. if (vrTeleportationOptions.floorMeshName) {
  107862. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107863. }
  107864. if (vrTeleportationOptions.floorMeshes) {
  107865. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107866. }
  107867. if (this._leftController != null) {
  107868. this._enableTeleportationOnController(this._leftController);
  107869. }
  107870. if (this._rightController != null) {
  107871. this._enableTeleportationOnController(this._rightController);
  107872. }
  107873. // Creates an image processing post process for the vignette not relying
  107874. // on the main scene configuration for image processing to reduce setup and spaces
  107875. // (gamma/linear) conflicts.
  107876. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107877. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107878. imageProcessingConfiguration.vignetteEnabled = true;
  107879. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107880. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107881. this._teleportationInitialized = true;
  107882. if (this._isDefaultTeleportationTarget) {
  107883. this._createTeleportationCircles();
  107884. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107885. }
  107886. }
  107887. };
  107888. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107889. var _this = this;
  107890. var controllerMesh = controller.webVRController.mesh;
  107891. if (controllerMesh) {
  107892. controller._interactionsEnabled = true;
  107893. controller._activatePointer();
  107894. if (this.webVROptions.laserToggle) {
  107895. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107896. // Enabling / disabling laserPointer
  107897. if (_this._displayLaserPointer && stateObject.value === 1) {
  107898. if (controller._activePointer) {
  107899. controller._deactivatePointer();
  107900. }
  107901. else {
  107902. controller._activatePointer();
  107903. }
  107904. if (_this.displayGaze) {
  107905. controller._gazeTracker.isVisible = controller._activePointer;
  107906. }
  107907. }
  107908. });
  107909. }
  107910. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107911. var gazer = controller;
  107912. if (_this._noControllerIsActive) {
  107913. gazer = _this._cameraGazer;
  107914. }
  107915. if (!gazer._pointerDownOnMeshAsked) {
  107916. if (stateObject.value > _this._padSensibilityUp) {
  107917. gazer._selectionPointerDown();
  107918. }
  107919. }
  107920. else if (stateObject.value < _this._padSensibilityDown) {
  107921. gazer._selectionPointerUp();
  107922. }
  107923. });
  107924. }
  107925. };
  107926. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107927. // Dont teleport if another gaze already requested teleportation
  107928. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107929. return;
  107930. }
  107931. if (!gazer._teleportationRequestInitiated) {
  107932. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107933. gazer._activatePointer();
  107934. gazer._teleportationRequestInitiated = true;
  107935. }
  107936. }
  107937. else {
  107938. // Listening to the proper controller values changes to confirm teleportation
  107939. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107940. if (this._teleportActive) {
  107941. this.teleportCamera(this._haloCenter);
  107942. }
  107943. gazer._teleportationRequestInitiated = false;
  107944. }
  107945. }
  107946. };
  107947. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107948. // Only rotate when user is not currently selecting a teleportation location
  107949. if (gazer._teleportationRequestInitiated) {
  107950. return;
  107951. }
  107952. if (!gazer._rotationLeftAsked) {
  107953. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107954. gazer._rotationLeftAsked = true;
  107955. if (this._rotationAllowed) {
  107956. this._rotateCamera(false);
  107957. }
  107958. }
  107959. }
  107960. else {
  107961. if (stateObject.x > -this._padSensibilityDown) {
  107962. gazer._rotationLeftAsked = false;
  107963. }
  107964. }
  107965. if (!gazer._rotationRightAsked) {
  107966. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107967. gazer._rotationRightAsked = true;
  107968. if (this._rotationAllowed) {
  107969. this._rotateCamera(true);
  107970. }
  107971. }
  107972. }
  107973. else {
  107974. if (stateObject.x < this._padSensibilityDown) {
  107975. gazer._rotationRightAsked = false;
  107976. }
  107977. }
  107978. };
  107979. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107980. // Only teleport backwards when user is not currently selecting a teleportation location
  107981. if (gazer._teleportationRequestInitiated) {
  107982. return;
  107983. }
  107984. // Teleport backwards
  107985. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107986. if (!gazer._teleportationBackRequestInitiated) {
  107987. if (!this.currentVRCamera) {
  107988. return;
  107989. }
  107990. // Get rotation and position of the current camera
  107991. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107992. var position = this.currentVRCamera.position;
  107993. // If the camera has device position, use that instead
  107994. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107995. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107996. position = this.currentVRCamera.devicePosition;
  107997. }
  107998. // Get matrix with only the y rotation of the device rotation
  107999. rotation.toEulerAnglesToRef(this._workingVector);
  108000. this._workingVector.z = 0;
  108001. this._workingVector.x = 0;
  108002. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  108003. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  108004. // Rotate backwards ray by device rotation to cast at the ground behind the user
  108005. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  108006. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  108007. var ray = new BABYLON.Ray(position, this._workingVector);
  108008. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108009. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  108010. this.teleportCamera(hit.pickedPoint);
  108011. }
  108012. gazer._teleportationBackRequestInitiated = true;
  108013. }
  108014. }
  108015. else {
  108016. gazer._teleportationBackRequestInitiated = false;
  108017. }
  108018. };
  108019. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  108020. var _this = this;
  108021. var controllerMesh = controller.webVRController.mesh;
  108022. if (controllerMesh) {
  108023. if (!controller._interactionsEnabled) {
  108024. this._enableInteractionOnController(controller);
  108025. }
  108026. controller._interactionsEnabled = true;
  108027. controller._teleportationEnabled = true;
  108028. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  108029. controller._dpadPressed = false;
  108030. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  108031. controller._dpadPressed = stateObject.pressed;
  108032. if (!controller._dpadPressed) {
  108033. controller._rotationLeftAsked = false;
  108034. controller._rotationRightAsked = false;
  108035. controller._teleportationBackRequestInitiated = false;
  108036. }
  108037. });
  108038. }
  108039. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  108040. if (_this.teleportationEnabled) {
  108041. _this._checkTeleportBackwards(stateObject, controller);
  108042. _this._checkTeleportWithRay(stateObject, controller);
  108043. }
  108044. _this._checkRotate(stateObject, controller);
  108045. });
  108046. }
  108047. };
  108048. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  108049. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  108050. this._teleportationTarget.isPickable = false;
  108051. var length = 512;
  108052. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  108053. dynamicTexture.hasAlpha = true;
  108054. var context = dynamicTexture.getContext();
  108055. var centerX = length / 2;
  108056. var centerY = length / 2;
  108057. var radius = 200;
  108058. context.beginPath();
  108059. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  108060. context.fillStyle = this._teleportationFillColor;
  108061. context.fill();
  108062. context.lineWidth = 10;
  108063. context.strokeStyle = this._teleportationBorderColor;
  108064. context.stroke();
  108065. context.closePath();
  108066. dynamicTexture.update();
  108067. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  108068. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  108069. this._teleportationTarget.material = teleportationCircleMaterial;
  108070. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  108071. torus.isPickable = false;
  108072. torus.parent = this._teleportationTarget;
  108073. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  108074. var keys = [];
  108075. keys.push({
  108076. frame: 0,
  108077. value: 0
  108078. });
  108079. keys.push({
  108080. frame: 30,
  108081. value: 0.4
  108082. });
  108083. keys.push({
  108084. frame: 60,
  108085. value: 0
  108086. });
  108087. animationInnerCircle.setKeys(keys);
  108088. var easingFunction = new BABYLON.SineEase();
  108089. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108090. animationInnerCircle.setEasingFunction(easingFunction);
  108091. torus.animations = [];
  108092. torus.animations.push(animationInnerCircle);
  108093. this._scene.beginAnimation(torus, 0, 60, true);
  108094. this._hideTeleportationTarget();
  108095. };
  108096. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  108097. this._teleportActive = true;
  108098. if (this._teleportationInitialized) {
  108099. this._teleportationTarget.isVisible = true;
  108100. if (this._isDefaultTeleportationTarget) {
  108101. this._teleportationTarget.getChildren()[0].isVisible = true;
  108102. }
  108103. }
  108104. };
  108105. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  108106. this._teleportActive = false;
  108107. if (this._teleportationInitialized) {
  108108. this._teleportationTarget.isVisible = false;
  108109. if (this._isDefaultTeleportationTarget) {
  108110. this._teleportationTarget.getChildren()[0].isVisible = false;
  108111. }
  108112. }
  108113. };
  108114. VRExperienceHelper.prototype._rotateCamera = function (right) {
  108115. var _this = this;
  108116. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108117. return;
  108118. }
  108119. if (right) {
  108120. this._rotationAngle++;
  108121. }
  108122. else {
  108123. this._rotationAngle--;
  108124. }
  108125. this.currentVRCamera.animations = [];
  108126. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  108127. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108128. var animationRotationKeys = [];
  108129. animationRotationKeys.push({
  108130. frame: 0,
  108131. value: this.currentVRCamera.rotationQuaternion
  108132. });
  108133. animationRotationKeys.push({
  108134. frame: 6,
  108135. value: target
  108136. });
  108137. animationRotation.setKeys(animationRotationKeys);
  108138. animationRotation.setEasingFunction(this._circleEase);
  108139. this.currentVRCamera.animations.push(animationRotation);
  108140. this._postProcessMove.animations = [];
  108141. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108142. var vignetteWeightKeys = [];
  108143. vignetteWeightKeys.push({
  108144. frame: 0,
  108145. value: 0
  108146. });
  108147. vignetteWeightKeys.push({
  108148. frame: 3,
  108149. value: 4
  108150. });
  108151. vignetteWeightKeys.push({
  108152. frame: 6,
  108153. value: 0
  108154. });
  108155. animationPP.setKeys(vignetteWeightKeys);
  108156. animationPP.setEasingFunction(this._circleEase);
  108157. this._postProcessMove.animations.push(animationPP);
  108158. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108159. var vignetteStretchKeys = [];
  108160. vignetteStretchKeys.push({
  108161. frame: 0,
  108162. value: 0
  108163. });
  108164. vignetteStretchKeys.push({
  108165. frame: 3,
  108166. value: 10
  108167. });
  108168. vignetteStretchKeys.push({
  108169. frame: 6,
  108170. value: 0
  108171. });
  108172. animationPP2.setKeys(vignetteStretchKeys);
  108173. animationPP2.setEasingFunction(this._circleEase);
  108174. this._postProcessMove.animations.push(animationPP2);
  108175. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108176. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108177. this._postProcessMove.samples = 4;
  108178. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108179. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  108180. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108181. });
  108182. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  108183. };
  108184. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  108185. if (hit.pickedPoint) {
  108186. if (gazer._teleportationRequestInitiated) {
  108187. this._displayTeleportationTarget();
  108188. this._haloCenter.copyFrom(hit.pickedPoint);
  108189. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  108190. }
  108191. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  108192. if (pickNormal) {
  108193. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108194. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108195. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  108196. }
  108197. this._teleportationTarget.position.y += 0.1;
  108198. }
  108199. };
  108200. /**
  108201. * Teleports the users feet to the desired location
  108202. * @param location The location where the user's feet should be placed
  108203. */
  108204. VRExperienceHelper.prototype.teleportCamera = function (location) {
  108205. var _this = this;
  108206. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108207. return;
  108208. }
  108209. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  108210. // offset of the headset from the anchor.
  108211. if (this.webVRCamera.leftCamera) {
  108212. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  108213. this._workingVector.subtractInPlace(this.webVRCamera.position);
  108214. location.subtractToRef(this._workingVector, this._workingVector);
  108215. }
  108216. else {
  108217. this._workingVector.copyFrom(location);
  108218. }
  108219. // Add height to account for user's height offset
  108220. if (this.isInVRMode) {
  108221. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  108222. }
  108223. else {
  108224. this._workingVector.y += this._defaultHeight;
  108225. }
  108226. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  108227. // Create animation from the camera's position to the new location
  108228. this.currentVRCamera.animations = [];
  108229. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108230. var animationCameraTeleportationKeys = [{
  108231. frame: 0,
  108232. value: this.currentVRCamera.position
  108233. },
  108234. {
  108235. frame: 11,
  108236. value: this._workingVector
  108237. }
  108238. ];
  108239. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  108240. animationCameraTeleportation.setEasingFunction(this._circleEase);
  108241. this.currentVRCamera.animations.push(animationCameraTeleportation);
  108242. this._postProcessMove.animations = [];
  108243. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108244. var vignetteWeightKeys = [];
  108245. vignetteWeightKeys.push({
  108246. frame: 0,
  108247. value: 0
  108248. });
  108249. vignetteWeightKeys.push({
  108250. frame: 5,
  108251. value: 8
  108252. });
  108253. vignetteWeightKeys.push({
  108254. frame: 11,
  108255. value: 0
  108256. });
  108257. animationPP.setKeys(vignetteWeightKeys);
  108258. this._postProcessMove.animations.push(animationPP);
  108259. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108260. var vignetteStretchKeys = [];
  108261. vignetteStretchKeys.push({
  108262. frame: 0,
  108263. value: 0
  108264. });
  108265. vignetteStretchKeys.push({
  108266. frame: 5,
  108267. value: 10
  108268. });
  108269. vignetteStretchKeys.push({
  108270. frame: 11,
  108271. value: 0
  108272. });
  108273. animationPP2.setKeys(vignetteStretchKeys);
  108274. this._postProcessMove.animations.push(animationPP2);
  108275. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108276. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108277. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108278. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  108279. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108280. });
  108281. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  108282. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  108283. });
  108284. this._hideTeleportationTarget();
  108285. };
  108286. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  108287. if (normal) {
  108288. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  108289. if (angle < Math.PI / 2) {
  108290. normal.scaleInPlace(-1);
  108291. }
  108292. }
  108293. return normal;
  108294. };
  108295. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  108296. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108297. return;
  108298. }
  108299. var ray = gazer._getForwardRay(this._rayLength);
  108300. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108301. if (hit) {
  108302. // Populate the contrllers mesh that can be used for drag/drop
  108303. if (gazer._laserPointer) {
  108304. hit.originMesh = gazer._laserPointer.parent;
  108305. }
  108306. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  108307. }
  108308. gazer._currentHit = hit;
  108309. // Moving the gazeTracker on the mesh face targetted
  108310. if (hit && hit.pickedPoint) {
  108311. if (this._displayGaze) {
  108312. var multiplier = 1;
  108313. gazer._gazeTracker.isVisible = true;
  108314. if (gazer._isActionableMesh) {
  108315. multiplier = 3;
  108316. }
  108317. if (this.updateGazeTrackerScale) {
  108318. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  108319. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  108320. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  108321. }
  108322. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  108323. // To avoid z-fighting
  108324. var deltaFighting = 0.002;
  108325. if (pickNormal) {
  108326. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108327. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108328. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  108329. }
  108330. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  108331. if (gazer._gazeTracker.position.x < 0) {
  108332. gazer._gazeTracker.position.x += deltaFighting;
  108333. }
  108334. else {
  108335. gazer._gazeTracker.position.x -= deltaFighting;
  108336. }
  108337. if (gazer._gazeTracker.position.y < 0) {
  108338. gazer._gazeTracker.position.y += deltaFighting;
  108339. }
  108340. else {
  108341. gazer._gazeTracker.position.y -= deltaFighting;
  108342. }
  108343. if (gazer._gazeTracker.position.z < 0) {
  108344. gazer._gazeTracker.position.z += deltaFighting;
  108345. }
  108346. else {
  108347. gazer._gazeTracker.position.z -= deltaFighting;
  108348. }
  108349. }
  108350. // Changing the size of the laser pointer based on the distance from the targetted point
  108351. gazer._updatePointerDistance(hit.distance);
  108352. }
  108353. else {
  108354. gazer._updatePointerDistance();
  108355. gazer._gazeTracker.isVisible = false;
  108356. }
  108357. if (hit && hit.pickedMesh) {
  108358. // The object selected is the floor, we're in a teleportation scenario
  108359. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  108360. // Moving the teleportation area to this targetted point
  108361. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  108362. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  108363. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108364. }
  108365. gazer._currentMeshSelected = null;
  108366. if (gazer._teleportationRequestInitiated) {
  108367. this._moveTeleportationSelectorTo(hit, gazer, ray);
  108368. }
  108369. return;
  108370. }
  108371. // If not, we're in a selection scenario
  108372. //this._teleportationAllowed = false;
  108373. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  108374. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  108375. this.onNewMeshPicked.notifyObservers(hit);
  108376. gazer._currentMeshSelected = hit.pickedMesh;
  108377. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  108378. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  108379. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  108380. gazer._isActionableMesh = true;
  108381. }
  108382. else {
  108383. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108384. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108385. gazer._isActionableMesh = false;
  108386. }
  108387. try {
  108388. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  108389. }
  108390. catch (err) {
  108391. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  108392. }
  108393. }
  108394. else {
  108395. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108396. gazer._currentMeshSelected = null;
  108397. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108398. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108399. }
  108400. }
  108401. }
  108402. else {
  108403. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108404. gazer._currentMeshSelected = null;
  108405. //this._teleportationAllowed = false;
  108406. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108407. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108408. }
  108409. };
  108410. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  108411. if (mesh) {
  108412. this.onSelectedMeshUnselected.notifyObservers(mesh);
  108413. }
  108414. };
  108415. /**
  108416. * Sets the color of the laser ray from the vr controllers.
  108417. * @param color new color for the ray.
  108418. */
  108419. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  108420. if (this._leftController) {
  108421. this._leftController._setLaserPointerColor(color);
  108422. }
  108423. if (this._rightController) {
  108424. this._rightController._setLaserPointerColor(color);
  108425. }
  108426. };
  108427. /**
  108428. * Sets the color of the ray from the vr headsets gaze.
  108429. * @param color new color for the ray.
  108430. */
  108431. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  108432. if (!this._cameraGazer._gazeTracker.material) {
  108433. return;
  108434. }
  108435. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  108436. if (this._leftController) {
  108437. this._leftController._gazeTracker.material.emissiveColor = color;
  108438. }
  108439. if (this._rightController) {
  108440. this._rightController._gazeTracker.material.emissiveColor = color;
  108441. }
  108442. };
  108443. /**
  108444. * Exits VR and disposes of the vr experience helper
  108445. */
  108446. VRExperienceHelper.prototype.dispose = function () {
  108447. if (this.isInVRMode) {
  108448. this.exitVR();
  108449. }
  108450. if (this._postProcessMove) {
  108451. this._postProcessMove.dispose();
  108452. }
  108453. if (this._webVRCamera) {
  108454. this._webVRCamera.dispose();
  108455. }
  108456. if (this._vrDeviceOrientationCamera) {
  108457. this._vrDeviceOrientationCamera.dispose();
  108458. }
  108459. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  108460. document.body.removeChild(this._btnVR);
  108461. }
  108462. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  108463. this._deviceOrientationCamera.dispose();
  108464. }
  108465. if (this._cameraGazer) {
  108466. this._cameraGazer.dispose();
  108467. }
  108468. if (this._leftController) {
  108469. this._leftController.dispose();
  108470. }
  108471. if (this._rightController) {
  108472. this._rightController.dispose();
  108473. }
  108474. if (this._teleportationTarget) {
  108475. this._teleportationTarget.dispose();
  108476. }
  108477. this._floorMeshesCollection = [];
  108478. document.removeEventListener("keydown", this._onKeyDown);
  108479. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108480. window.removeEventListener("resize", this._onResize);
  108481. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  108482. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  108483. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  108484. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  108485. document.onmsfullscreenchange = null;
  108486. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  108487. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  108488. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  108489. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108490. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  108491. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  108492. this._scene.unregisterBeforeRender(this.beforeRender);
  108493. };
  108494. /**
  108495. * Gets the name of the VRExperienceHelper class
  108496. * @returns "VRExperienceHelper"
  108497. */
  108498. VRExperienceHelper.prototype.getClassName = function () {
  108499. return "VRExperienceHelper";
  108500. };
  108501. return VRExperienceHelper;
  108502. }());
  108503. BABYLON.VRExperienceHelper = VRExperienceHelper;
  108504. })(BABYLON || (BABYLON = {}));
  108505. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  108506. var BABYLON;
  108507. (function (BABYLON) {
  108508. /**
  108509. * WebXR Camera which holds the views for the xrSession
  108510. * @see https://doc.babylonjs.com/how_to/webxr
  108511. */
  108512. var WebXRCamera = /** @class */ (function (_super) {
  108513. __extends(WebXRCamera, _super);
  108514. /**
  108515. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  108516. * @param name the name of the camera
  108517. * @param scene the scene to add the camera to
  108518. */
  108519. function WebXRCamera(name, scene) {
  108520. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  108521. // Initial camera configuration
  108522. _this.minZ = 0;
  108523. _this.rotationQuaternion = new BABYLON.Quaternion();
  108524. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  108525. _this.updateUpVectorFromRotation = true;
  108526. _this._updateNumberOfRigCameras(1);
  108527. return _this;
  108528. }
  108529. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  108530. if (viewCount === void 0) { viewCount = 1; }
  108531. while (this.rigCameras.length < viewCount) {
  108532. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  108533. newCamera.minZ = 0;
  108534. newCamera.parent = this;
  108535. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  108536. newCamera.updateUpVectorFromRotation = true;
  108537. this.rigCameras.push(newCamera);
  108538. }
  108539. while (this.rigCameras.length > viewCount) {
  108540. var removedCamera = this.rigCameras.pop();
  108541. if (removedCamera) {
  108542. removedCamera.dispose();
  108543. }
  108544. }
  108545. };
  108546. /** @hidden */
  108547. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  108548. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  108549. // Create initial camera rigs
  108550. this._updateNumberOfRigCameras(2);
  108551. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  108552. this.rigCameras[0].position.x = -pupilDistance / 2;
  108553. this.rigCameras[0].outputRenderTarget = null;
  108554. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  108555. this.rigCameras[1].position.x = pupilDistance / 2;
  108556. this.rigCameras[1].outputRenderTarget = null;
  108557. };
  108558. /**
  108559. * Updates the cameras position from the current pose information of the XR session
  108560. * @param xrSessionManager the session containing pose information
  108561. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  108562. */
  108563. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  108564. var _this = this;
  108565. // Ensure all frame data is available
  108566. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  108567. return false;
  108568. }
  108569. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  108570. if (!pose || !pose.poseModelMatrix) {
  108571. return false;
  108572. }
  108573. // Update the parent cameras matrix
  108574. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  108575. if (!this._scene.useRightHandedSystem) {
  108576. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  108577. }
  108578. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  108579. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  108580. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  108581. this.computeWorldMatrix();
  108582. // Update camera rigs
  108583. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  108584. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  108585. // Update view/projection matrix
  108586. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  108587. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  108588. if (!_this._scene.useRightHandedSystem) {
  108589. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  108590. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  108591. }
  108592. // Update viewport
  108593. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  108594. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  108595. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  108596. _this.rigCameras[i].viewport.width = viewport.width / width;
  108597. _this.rigCameras[i].viewport.height = viewport.height / height;
  108598. _this.rigCameras[i].viewport.x = viewport.x / width;
  108599. _this.rigCameras[i].viewport.y = viewport.y / height;
  108600. // Set cameras to render to the session's render target
  108601. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  108602. });
  108603. return true;
  108604. };
  108605. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  108606. return WebXRCamera;
  108607. }(BABYLON.FreeCamera));
  108608. BABYLON.WebXRCamera = WebXRCamera;
  108609. })(BABYLON || (BABYLON = {}));
  108610. //# sourceMappingURL=babylon.webXRCamera.js.map
  108611. var BABYLON;
  108612. (function (BABYLON) {
  108613. /**
  108614. * Manages an XRSession
  108615. * @see https://doc.babylonjs.com/how_to/webxr
  108616. */
  108617. var WebXRSessionManager = /** @class */ (function () {
  108618. /**
  108619. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108620. * @param scene The scene which the session should be created for
  108621. */
  108622. function WebXRSessionManager(scene) {
  108623. this.scene = scene;
  108624. /**
  108625. * Fires every time a new xrFrame arrives which can be used to update the camera
  108626. */
  108627. this.onXRFrameObservable = new BABYLON.Observable();
  108628. /**
  108629. * Fires when the xr session is ended either by the device or manually done
  108630. */
  108631. this.onXRSessionEnded = new BABYLON.Observable();
  108632. /** @hidden */
  108633. this._sessionRenderTargetTexture = null;
  108634. this._tmpMatrix = new BABYLON.Matrix();
  108635. }
  108636. /**
  108637. * Initializes the manager
  108638. * After initialization enterXR can be called to start an XR session
  108639. * @returns Promise which resolves after it is initialized
  108640. */
  108641. WebXRSessionManager.prototype.initializeAsync = function () {
  108642. var _this = this;
  108643. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108644. // Check if the browser supports webXR
  108645. this._xrNavigator = navigator;
  108646. if (!this._xrNavigator.xr) {
  108647. return Promise.reject("webXR not supported by this browser");
  108648. }
  108649. // Request the webXR device
  108650. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108651. _this._xrDevice = device;
  108652. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108653. });
  108654. };
  108655. /**
  108656. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108657. * @param sessionCreationOptions xr options to create the session with
  108658. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108659. * @returns Promise which resolves after it enters XR
  108660. */
  108661. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108662. var _this = this;
  108663. // initialize session
  108664. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108665. _this._xrSession = session;
  108666. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108667. _this._xrSession.addEventListener("end", function () {
  108668. // Remove render target texture and notify frame obervers
  108669. _this._sessionRenderTargetTexture = null;
  108670. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108671. _this.scene.getEngine().restoreDefaultFramebuffer();
  108672. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108673. _this.scene.getEngine().customAnimationFrameRequester = null;
  108674. _this.onXRSessionEnded.notifyObservers(null);
  108675. _this.scene.getEngine()._renderLoop();
  108676. }, { once: true });
  108677. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108678. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108679. }).then(function (frameOfRef) {
  108680. _this._frameOfReference = frameOfRef;
  108681. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108682. _this.scene.getEngine().customAnimationFrameRequester = {
  108683. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108684. renderFunction: function (timestamp, xrFrame) {
  108685. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108686. _this._currentXRFrame = xrFrame;
  108687. _this.onXRFrameObservable.notifyObservers(null);
  108688. _this.scene.getEngine()._renderLoop();
  108689. }
  108690. };
  108691. // Create render target texture from xr's webgl render target
  108692. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108693. // Stop window's animation frame and trigger sessions animation frame
  108694. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108695. _this.scene.getEngine()._renderLoop();
  108696. });
  108697. };
  108698. /**
  108699. * Stops the xrSession and restores the renderloop
  108700. * @returns Promise which resolves after it exits XR
  108701. */
  108702. WebXRSessionManager.prototype.exitXRAsync = function () {
  108703. return this._xrSession.end();
  108704. };
  108705. /**
  108706. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108707. * @param ray ray to cast into the environment
  108708. * @returns Promise which resolves with a collision point in the environment if it exists
  108709. */
  108710. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108711. var _this = this;
  108712. return new Promise(function (res, rej) {
  108713. // Compute left handed inputs to request hit test
  108714. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108715. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108716. if (!_this.scene.useRightHandedSystem) {
  108717. origin[2] *= -1;
  108718. direction[2] *= -1;
  108719. }
  108720. // Fire hittest
  108721. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108722. .then(function (hits) {
  108723. if (hits.length > 0) {
  108724. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108725. var hitPoint = _this._tmpMatrix.getTranslation();
  108726. if (!_this.scene.useRightHandedSystem) {
  108727. hitPoint.z *= -1;
  108728. }
  108729. res(hitPoint);
  108730. }
  108731. else {
  108732. res(null);
  108733. }
  108734. }).catch(function (e) {
  108735. res(null);
  108736. });
  108737. });
  108738. };
  108739. /**
  108740. * Checks if a session would be supported for the creation options specified
  108741. * @param options creation options to check if they are supported
  108742. * @returns true if supported
  108743. */
  108744. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108745. return this._xrDevice.supportsSession(options).then(function () {
  108746. return true;
  108747. }).catch(function (e) {
  108748. return false;
  108749. });
  108750. };
  108751. /**
  108752. * @hidden
  108753. * Converts the render layer of xrSession to a render target
  108754. * @param session session to create render target for
  108755. * @param scene scene the new render target should be created for
  108756. */
  108757. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108758. // Create internal texture
  108759. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108760. internalTexture.width = session.baseLayer.framebufferWidth;
  108761. internalTexture.height = session.baseLayer.framebufferHeight;
  108762. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108763. // Create render target texture from the internal texture
  108764. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108765. renderTargetTexture._texture = internalTexture;
  108766. return renderTargetTexture;
  108767. };
  108768. /**
  108769. * Disposes of the session manager
  108770. */
  108771. WebXRSessionManager.prototype.dispose = function () {
  108772. this.onXRFrameObservable.clear();
  108773. this.onXRSessionEnded.clear();
  108774. };
  108775. return WebXRSessionManager;
  108776. }());
  108777. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108778. })(BABYLON || (BABYLON = {}));
  108779. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108780. var BABYLON;
  108781. (function (BABYLON) {
  108782. /**
  108783. * States of the webXR experience
  108784. */
  108785. var WebXRState;
  108786. (function (WebXRState) {
  108787. /**
  108788. * Transitioning to being in XR mode
  108789. */
  108790. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108791. /**
  108792. * Transitioning to non XR mode
  108793. */
  108794. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108795. /**
  108796. * In XR mode and presenting
  108797. */
  108798. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108799. /**
  108800. * Not entered XR mode
  108801. */
  108802. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108803. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108804. /**
  108805. * Helper class used to enable XR
  108806. * @see https://doc.babylonjs.com/how_to/webxr
  108807. */
  108808. var WebXRExperienceHelper = /** @class */ (function () {
  108809. /**
  108810. * Creates a WebXRExperienceHelper
  108811. * @param scene The scene the helper should be created in
  108812. */
  108813. function WebXRExperienceHelper(scene) {
  108814. this.scene = scene;
  108815. /**
  108816. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108817. */
  108818. this.state = WebXRState.NOT_IN_XR;
  108819. /**
  108820. * Fires when the state of the experience helper has changed
  108821. */
  108822. this.onStateChangedObservable = new BABYLON.Observable();
  108823. this._nonVRCamera = null;
  108824. this._originalSceneAutoClear = true;
  108825. this._supported = false;
  108826. this.camera = new BABYLON.WebXRCamera("", scene);
  108827. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108828. this.container = new BABYLON.AbstractMesh("", scene);
  108829. this.camera.parent = this.container;
  108830. }
  108831. WebXRExperienceHelper.prototype._setState = function (val) {
  108832. this.state = val;
  108833. this.onStateChangedObservable.notifyObservers(this.state);
  108834. };
  108835. /**
  108836. * Creates the experience helper
  108837. * @param scene the scene to attach the experience helper to
  108838. * @returns a promise for the experience helper
  108839. */
  108840. WebXRExperienceHelper.CreateAsync = function (scene) {
  108841. var helper = new WebXRExperienceHelper(scene);
  108842. return helper._sessionManager.initializeAsync().then(function () {
  108843. helper._supported = true;
  108844. return helper;
  108845. }).catch(function () {
  108846. return helper;
  108847. });
  108848. };
  108849. /**
  108850. * Exits XR mode and returns the scene to its original state
  108851. * @returns promise that resolves after xr mode has exited
  108852. */
  108853. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108854. this._setState(WebXRState.EXITING_XR);
  108855. return this._sessionManager.exitXRAsync();
  108856. };
  108857. /**
  108858. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108859. * @param sessionCreationOptions options for the XR session
  108860. * @param frameOfReference frame of reference of the XR session
  108861. * @returns promise that resolves after xr mode has entered
  108862. */
  108863. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108864. var _this = this;
  108865. if (!this._supported) {
  108866. throw "XR session not supported by this browser";
  108867. }
  108868. this._setState(WebXRState.ENTERING_XR);
  108869. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108870. // Cache pre xr scene settings
  108871. _this._originalSceneAutoClear = _this.scene.autoClear;
  108872. _this._nonVRCamera = _this.scene.activeCamera;
  108873. // Overwrite current scene settings
  108874. _this.scene.autoClear = false;
  108875. _this.scene.activeCamera = _this.camera;
  108876. _this._sessionManager.onXRFrameObservable.add(function () {
  108877. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108878. });
  108879. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108880. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108881. _this.camera.rigCameras.forEach(function (c) {
  108882. c.outputRenderTarget = null;
  108883. });
  108884. // Restore scene settings
  108885. _this.scene.autoClear = _this._originalSceneAutoClear;
  108886. _this.scene.activeCamera = _this._nonVRCamera;
  108887. _this._sessionManager.onXRFrameObservable.clear();
  108888. _this._setState(WebXRState.NOT_IN_XR);
  108889. });
  108890. _this._setState(WebXRState.IN_XR);
  108891. });
  108892. };
  108893. /**
  108894. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108895. * @param ray ray to cast into the environment
  108896. * @returns Promise which resolves with a collision point in the environment if it exists
  108897. */
  108898. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108899. return this._sessionManager.environmentPointHitTestAsync(ray);
  108900. };
  108901. /**
  108902. * Updates the global position of the camera by moving the camera's container
  108903. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108904. * @param position The desired global position of the camera
  108905. */
  108906. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108907. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108908. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108909. };
  108910. /**
  108911. * Rotates the xr camera by rotating the camera's container around the camera's position
  108912. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108913. * @param rotation the desired quaternion rotation to apply to the camera
  108914. */
  108915. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108916. if (!this.container.rotationQuaternion) {
  108917. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108918. }
  108919. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108920. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108921. };
  108922. /**
  108923. * Checks if the creation options are supported by the xr session
  108924. * @param options creation options
  108925. * @returns true if supported
  108926. */
  108927. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108928. if (!this._supported) {
  108929. return Promise.resolve(false);
  108930. }
  108931. return this._sessionManager.supportsSessionAsync(options);
  108932. };
  108933. /**
  108934. * Disposes of the experience helper
  108935. */
  108936. WebXRExperienceHelper.prototype.dispose = function () {
  108937. this.camera.dispose();
  108938. this.container.dispose();
  108939. this.onStateChangedObservable.clear();
  108940. this._sessionManager.dispose();
  108941. };
  108942. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108943. return WebXRExperienceHelper;
  108944. }());
  108945. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108946. })(BABYLON || (BABYLON = {}));
  108947. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108948. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108949. return new (P || (P = Promise))(function (resolve, reject) {
  108950. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108951. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108952. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108953. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108954. });
  108955. };
  108956. var __generator = (this && this.__generator) || function (thisArg, body) {
  108957. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108958. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108959. function verb(n) { return function (v) { return step([n, v]); }; }
  108960. function step(op) {
  108961. if (f) throw new TypeError("Generator is already executing.");
  108962. while (_) try {
  108963. 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;
  108964. if (y = 0, t) op = [op[0] & 2, t.value];
  108965. switch (op[0]) {
  108966. case 0: case 1: t = op; break;
  108967. case 4: _.label++; return { value: op[1], done: false };
  108968. case 5: _.label++; y = op[1]; op = [0]; continue;
  108969. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108970. default:
  108971. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108972. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108973. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108974. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108975. if (t[2]) _.ops.pop();
  108976. _.trys.pop(); continue;
  108977. }
  108978. op = body.call(thisArg, _);
  108979. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108980. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108981. }
  108982. };
  108983. var BABYLON;
  108984. (function (BABYLON) {
  108985. /**
  108986. * Button which can be used to enter a different mode of XR
  108987. */
  108988. var WebXREnterExitUIButton = /** @class */ (function () {
  108989. /**
  108990. * Creates a WebXREnterExitUIButton
  108991. * @param element button element
  108992. * @param initializationOptions XR initialization options for the button
  108993. */
  108994. function WebXREnterExitUIButton(
  108995. /** button element */
  108996. element,
  108997. /** XR initialization options for the button */
  108998. initializationOptions) {
  108999. this.element = element;
  109000. this.initializationOptions = initializationOptions;
  109001. }
  109002. /**
  109003. * Overwritable function which can be used to update the button's visuals when the state changes
  109004. * @param activeButton the current active button in the UI
  109005. */
  109006. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  109007. };
  109008. return WebXREnterExitUIButton;
  109009. }());
  109010. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  109011. /**
  109012. * Options to create the webXR UI
  109013. */
  109014. var WebXREnterExitUIOptions = /** @class */ (function () {
  109015. function WebXREnterExitUIOptions() {
  109016. }
  109017. return WebXREnterExitUIOptions;
  109018. }());
  109019. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  109020. /**
  109021. * UI to allow the user to enter/exit XR mode
  109022. */
  109023. var WebXREnterExitUI = /** @class */ (function () {
  109024. function WebXREnterExitUI(scene, options) {
  109025. var _this = this;
  109026. this.scene = scene;
  109027. this._buttons = [];
  109028. this._activeButton = null;
  109029. /**
  109030. * Fired every time the active button is changed.
  109031. *
  109032. * When xr is entered via a button that launches xr that button will be the callback parameter
  109033. *
  109034. * When exiting xr the callback parameter will be null)
  109035. */
  109036. this.activeButtonChangedObservable = new BABYLON.Observable();
  109037. this._overlay = document.createElement("div");
  109038. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  109039. if (options.customButtons) {
  109040. this._buttons = options.customButtons;
  109041. }
  109042. else {
  109043. var hmdBtn = document.createElement("button");
  109044. 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;";
  109045. hmdBtn.innerText = "HMD";
  109046. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  109047. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109048. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109049. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  109050. };
  109051. var windowBtn = document.createElement("button");
  109052. windowBtn.style.cssText = hmdBtn.style.cssText;
  109053. windowBtn.innerText = "Window";
  109054. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  109055. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109056. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109057. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  109058. };
  109059. this._updateButtons(null);
  109060. }
  109061. var renderCanvas = scene.getEngine().getRenderingCanvas();
  109062. if (renderCanvas && renderCanvas.parentNode) {
  109063. renderCanvas.parentNode.appendChild(this._overlay);
  109064. scene.onDisposeObservable.addOnce(function () {
  109065. _this.dispose();
  109066. });
  109067. }
  109068. }
  109069. /**
  109070. * Creates UI to allow the user to enter/exit XR mode
  109071. * @param scene the scene to add the ui to
  109072. * @param helper the xr experience helper to enter/exit xr with
  109073. * @param options options to configure the UI
  109074. * @returns the created ui
  109075. */
  109076. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  109077. var _this = this;
  109078. var ui = new WebXREnterExitUI(scene, options);
  109079. var supportedPromises = ui._buttons.map(function (btn) {
  109080. return helper.supportsSessionAsync(btn.initializationOptions);
  109081. });
  109082. helper.onStateChangedObservable.add(function (state) {
  109083. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  109084. ui._updateButtons(null);
  109085. }
  109086. });
  109087. return Promise.all(supportedPromises).then(function (results) {
  109088. results.forEach(function (supported, i) {
  109089. if (supported) {
  109090. ui._overlay.appendChild(ui._buttons[i].element);
  109091. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  109092. return __generator(this, function (_a) {
  109093. switch (_a.label) {
  109094. case 0:
  109095. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  109096. ui._updateButtons(null);
  109097. return [4 /*yield*/, helper.exitXRAsync()];
  109098. case 1:
  109099. _a.sent();
  109100. return [2 /*return*/];
  109101. case 2:
  109102. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  109103. ui._updateButtons(ui._buttons[i]);
  109104. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  109105. case 3:
  109106. _a.sent();
  109107. _a.label = 4;
  109108. case 4: return [2 /*return*/];
  109109. }
  109110. });
  109111. }); };
  109112. }
  109113. });
  109114. return ui;
  109115. });
  109116. };
  109117. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  109118. var _this = this;
  109119. this._activeButton = activeButton;
  109120. this._buttons.forEach(function (b) {
  109121. b.update(_this._activeButton);
  109122. });
  109123. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  109124. };
  109125. /**
  109126. * Disposes of the object
  109127. */
  109128. WebXREnterExitUI.prototype.dispose = function () {
  109129. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  109130. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  109131. renderCanvas.parentNode.removeChild(this._overlay);
  109132. }
  109133. this.activeButtonChangedObservable.clear();
  109134. };
  109135. return WebXREnterExitUI;
  109136. }());
  109137. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  109138. })(BABYLON || (BABYLON = {}));
  109139. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  109140. var BABYLON;
  109141. (function (BABYLON) {
  109142. /**
  109143. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109144. */
  109145. var WebXRManagedOutputCanvas = /** @class */ (function () {
  109146. /**
  109147. * Initializes the canvas to be added/removed upon entering/exiting xr
  109148. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109149. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109150. */
  109151. function WebXRManagedOutputCanvas(helper, canvas) {
  109152. var _this = this;
  109153. this._canvas = null;
  109154. /**
  109155. * xrpresent context of the canvas which can be used to display/mirror xr content
  109156. */
  109157. this.canvasContext = null;
  109158. if (!canvas) {
  109159. canvas = document.createElement('canvas');
  109160. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  109161. }
  109162. this._setManagedOutputCanvas(canvas);
  109163. helper.onStateChangedObservable.add(function (stateInfo) {
  109164. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  109165. // 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
  109166. _this._addCanvas();
  109167. }
  109168. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  109169. _this._removeCanvas();
  109170. }
  109171. });
  109172. }
  109173. /**
  109174. * Disposes of the object
  109175. */
  109176. WebXRManagedOutputCanvas.prototype.dispose = function () {
  109177. this._removeCanvas();
  109178. this._setManagedOutputCanvas(null);
  109179. };
  109180. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  109181. this._removeCanvas();
  109182. if (!canvas) {
  109183. this._canvas = null;
  109184. this.canvasContext = null;
  109185. }
  109186. else {
  109187. this._canvas = canvas;
  109188. this.canvasContext = this._canvas.getContext('xrpresent');
  109189. }
  109190. };
  109191. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  109192. if (this._canvas) {
  109193. document.body.appendChild(this._canvas);
  109194. }
  109195. };
  109196. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  109197. if (this._canvas && document.body.contains(this._canvas)) {
  109198. document.body.removeChild(this._canvas);
  109199. }
  109200. };
  109201. return WebXRManagedOutputCanvas;
  109202. }());
  109203. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  109204. })(BABYLON || (BABYLON = {}));
  109205. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  109206. var BABYLON;
  109207. (function (BABYLON) {
  109208. /**
  109209. * Represents an XR input
  109210. */
  109211. var WebXRController = /** @class */ (function () {
  109212. /**
  109213. * Creates the controller
  109214. * @see https://doc.babylonjs.com/how_to/webxr
  109215. * @param scene the scene which the controller should be associated to
  109216. */
  109217. function WebXRController(scene) {
  109218. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  109219. }
  109220. /**
  109221. * Disposes of the object
  109222. */
  109223. WebXRController.prototype.dispose = function () {
  109224. if (this.grip) {
  109225. this.grip.dispose();
  109226. }
  109227. this.pointer.dispose();
  109228. };
  109229. return WebXRController;
  109230. }());
  109231. BABYLON.WebXRController = WebXRController;
  109232. /**
  109233. * XR input used to track XR inputs such as controllers/rays
  109234. */
  109235. var WebXRInput = /** @class */ (function () {
  109236. /**
  109237. * Initializes the WebXRInput
  109238. * @param helper experience helper which the input should be created for
  109239. */
  109240. function WebXRInput(helper) {
  109241. var _this = this;
  109242. this.helper = helper;
  109243. /**
  109244. * XR controllers being tracked
  109245. */
  109246. this.controllers = [];
  109247. this._tmpMatrix = new BABYLON.Matrix();
  109248. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  109249. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  109250. return;
  109251. }
  109252. var xrFrame = helper._sessionManager._currentXRFrame;
  109253. var inputSources = helper._sessionManager._xrSession.getInputSources();
  109254. inputSources.forEach(function (input, i) {
  109255. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  109256. if (inputPose) {
  109257. if (_this.controllers.length <= i) {
  109258. _this.controllers.push(new WebXRController(helper.container.getScene()));
  109259. }
  109260. var controller = _this.controllers[i];
  109261. // Manage the grip if it exists
  109262. if (inputPose.gripMatrix) {
  109263. if (!controller.grip) {
  109264. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  109265. }
  109266. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  109267. if (!controller.grip.getScene().useRightHandedSystem) {
  109268. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109269. }
  109270. if (!controller.grip.rotationQuaternion) {
  109271. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  109272. }
  109273. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  109274. }
  109275. // Manager pointer of controller
  109276. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  109277. if (!controller.pointer.getScene().useRightHandedSystem) {
  109278. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  109279. }
  109280. if (!controller.pointer.rotationQuaternion) {
  109281. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  109282. }
  109283. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  109284. }
  109285. });
  109286. });
  109287. }
  109288. /**
  109289. * Disposes of the object
  109290. */
  109291. WebXRInput.prototype.dispose = function () {
  109292. this.controllers.forEach(function (c) {
  109293. c.dispose();
  109294. });
  109295. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  109296. };
  109297. return WebXRInput;
  109298. }());
  109299. BABYLON.WebXRInput = WebXRInput;
  109300. })(BABYLON || (BABYLON = {}));
  109301. //# sourceMappingURL=babylon.webXRInput.js.map
  109302. // Mainly based on these 2 articles :
  109303. // 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
  109304. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  109305. var BABYLON;
  109306. (function (BABYLON) {
  109307. /**
  109308. * Defines the potential axis of a Joystick
  109309. */
  109310. var JoystickAxis;
  109311. (function (JoystickAxis) {
  109312. /** X axis */
  109313. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  109314. /** Y axis */
  109315. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  109316. /** Z axis */
  109317. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  109318. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  109319. /**
  109320. * Class used to define virtual joystick (used in touch mode)
  109321. */
  109322. var VirtualJoystick = /** @class */ (function () {
  109323. /**
  109324. * Creates a new virtual joystick
  109325. * @param leftJoystick defines that the joystick is for left hand (false by default)
  109326. */
  109327. function VirtualJoystick(leftJoystick) {
  109328. var _this = this;
  109329. if (leftJoystick) {
  109330. this._leftJoystick = true;
  109331. }
  109332. else {
  109333. this._leftJoystick = false;
  109334. }
  109335. VirtualJoystick._globalJoystickIndex++;
  109336. // By default left & right arrow keys are moving the X
  109337. // and up & down keys are moving the Y
  109338. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109339. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109340. this.reverseLeftRight = false;
  109341. this.reverseUpDown = false;
  109342. // collections of pointers
  109343. this._touches = new BABYLON.StringDictionary();
  109344. this.deltaPosition = BABYLON.Vector3.Zero();
  109345. this._joystickSensibility = 25;
  109346. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109347. this._onResize = function (evt) {
  109348. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109349. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109350. if (VirtualJoystick.Canvas) {
  109351. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  109352. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  109353. }
  109354. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  109355. };
  109356. // injecting a canvas element on top of the canvas 3D game
  109357. if (!VirtualJoystick.Canvas) {
  109358. window.addEventListener("resize", this._onResize, false);
  109359. VirtualJoystick.Canvas = document.createElement("canvas");
  109360. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109361. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109362. VirtualJoystick.Canvas.width = window.innerWidth;
  109363. VirtualJoystick.Canvas.height = window.innerHeight;
  109364. VirtualJoystick.Canvas.style.width = "100%";
  109365. VirtualJoystick.Canvas.style.height = "100%";
  109366. VirtualJoystick.Canvas.style.position = "absolute";
  109367. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  109368. VirtualJoystick.Canvas.style.top = "0px";
  109369. VirtualJoystick.Canvas.style.left = "0px";
  109370. VirtualJoystick.Canvas.style.zIndex = "5";
  109371. VirtualJoystick.Canvas.style.msTouchAction = "none";
  109372. // Support for jQuery PEP polyfill
  109373. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  109374. var context = VirtualJoystick.Canvas.getContext('2d');
  109375. if (!context) {
  109376. throw new Error("Unable to create canvas for virtual joystick");
  109377. }
  109378. VirtualJoystick.vjCanvasContext = context;
  109379. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  109380. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109381. document.body.appendChild(VirtualJoystick.Canvas);
  109382. }
  109383. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  109384. this.pressed = false;
  109385. // default joystick color
  109386. this._joystickColor = "cyan";
  109387. this._joystickPointerID = -1;
  109388. // current joystick position
  109389. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  109390. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  109391. // origin joystick position
  109392. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  109393. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  109394. this._onPointerDownHandlerRef = function (evt) {
  109395. _this._onPointerDown(evt);
  109396. };
  109397. this._onPointerMoveHandlerRef = function (evt) {
  109398. _this._onPointerMove(evt);
  109399. };
  109400. this._onPointerUpHandlerRef = function (evt) {
  109401. _this._onPointerUp(evt);
  109402. };
  109403. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  109404. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  109405. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  109406. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  109407. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  109408. evt.preventDefault(); // Disables system menu
  109409. }, false);
  109410. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109411. }
  109412. /**
  109413. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  109414. * @param newJoystickSensibility defines the new sensibility
  109415. */
  109416. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  109417. this._joystickSensibility = newJoystickSensibility;
  109418. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109419. };
  109420. VirtualJoystick.prototype._onPointerDown = function (e) {
  109421. var positionOnScreenCondition;
  109422. e.preventDefault();
  109423. if (this._leftJoystick === true) {
  109424. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  109425. }
  109426. else {
  109427. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  109428. }
  109429. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  109430. // First contact will be dedicated to the virtual joystick
  109431. this._joystickPointerID = e.pointerId;
  109432. this._joystickPointerStartPos.x = e.clientX;
  109433. this._joystickPointerStartPos.y = e.clientY;
  109434. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  109435. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  109436. this._deltaJoystickVector.x = 0;
  109437. this._deltaJoystickVector.y = 0;
  109438. this.pressed = true;
  109439. this._touches.add(e.pointerId.toString(), e);
  109440. }
  109441. else {
  109442. // You can only trigger the action buttons with a joystick declared
  109443. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  109444. this._action();
  109445. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  109446. }
  109447. }
  109448. };
  109449. VirtualJoystick.prototype._onPointerMove = function (e) {
  109450. // If the current pointer is the one associated to the joystick (first touch contact)
  109451. if (this._joystickPointerID == e.pointerId) {
  109452. this._joystickPointerPos.x = e.clientX;
  109453. this._joystickPointerPos.y = e.clientY;
  109454. this._deltaJoystickVector = this._joystickPointerPos.clone();
  109455. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  109456. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  109457. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  109458. switch (this._axisTargetedByLeftAndRight) {
  109459. case JoystickAxis.X:
  109460. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  109461. break;
  109462. case JoystickAxis.Y:
  109463. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  109464. break;
  109465. case JoystickAxis.Z:
  109466. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  109467. break;
  109468. }
  109469. var directionUpDown = this.reverseUpDown ? 1 : -1;
  109470. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  109471. switch (this._axisTargetedByUpAndDown) {
  109472. case JoystickAxis.X:
  109473. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  109474. break;
  109475. case JoystickAxis.Y:
  109476. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  109477. break;
  109478. case JoystickAxis.Z:
  109479. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  109480. break;
  109481. }
  109482. }
  109483. else {
  109484. var data = this._touches.get(e.pointerId.toString());
  109485. if (data) {
  109486. data.x = e.clientX;
  109487. data.y = e.clientY;
  109488. }
  109489. }
  109490. };
  109491. VirtualJoystick.prototype._onPointerUp = function (e) {
  109492. if (this._joystickPointerID == e.pointerId) {
  109493. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  109494. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  109495. this._joystickPointerID = -1;
  109496. this.pressed = false;
  109497. }
  109498. else {
  109499. var touch = this._touches.get(e.pointerId.toString());
  109500. if (touch) {
  109501. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109502. }
  109503. }
  109504. this._deltaJoystickVector.x = 0;
  109505. this._deltaJoystickVector.y = 0;
  109506. this._touches.remove(e.pointerId.toString());
  109507. };
  109508. /**
  109509. * Change the color of the virtual joystick
  109510. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  109511. */
  109512. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  109513. this._joystickColor = newColor;
  109514. };
  109515. /**
  109516. * Defines a callback to call when the joystick is touched
  109517. * @param action defines the callback
  109518. */
  109519. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  109520. this._action = action;
  109521. };
  109522. /**
  109523. * Defines which axis you'd like to control for left & right
  109524. * @param axis defines the axis to use
  109525. */
  109526. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  109527. switch (axis) {
  109528. case JoystickAxis.X:
  109529. case JoystickAxis.Y:
  109530. case JoystickAxis.Z:
  109531. this._axisTargetedByLeftAndRight = axis;
  109532. break;
  109533. default:
  109534. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109535. break;
  109536. }
  109537. };
  109538. /**
  109539. * Defines which axis you'd like to control for up & down
  109540. * @param axis defines the axis to use
  109541. */
  109542. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  109543. switch (axis) {
  109544. case JoystickAxis.X:
  109545. case JoystickAxis.Y:
  109546. case JoystickAxis.Z:
  109547. this._axisTargetedByUpAndDown = axis;
  109548. break;
  109549. default:
  109550. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109551. break;
  109552. }
  109553. };
  109554. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  109555. var _this = this;
  109556. if (this.pressed) {
  109557. this._touches.forEach(function (key, touch) {
  109558. if (touch.pointerId === _this._joystickPointerID) {
  109559. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  109560. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  109561. VirtualJoystick.vjCanvasContext.beginPath();
  109562. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109563. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109564. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  109565. VirtualJoystick.vjCanvasContext.stroke();
  109566. VirtualJoystick.vjCanvasContext.closePath();
  109567. VirtualJoystick.vjCanvasContext.beginPath();
  109568. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109569. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109570. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  109571. VirtualJoystick.vjCanvasContext.stroke();
  109572. VirtualJoystick.vjCanvasContext.closePath();
  109573. VirtualJoystick.vjCanvasContext.beginPath();
  109574. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109575. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  109576. VirtualJoystick.vjCanvasContext.stroke();
  109577. VirtualJoystick.vjCanvasContext.closePath();
  109578. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  109579. }
  109580. else {
  109581. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109582. VirtualJoystick.vjCanvasContext.beginPath();
  109583. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  109584. VirtualJoystick.vjCanvasContext.beginPath();
  109585. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  109586. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109587. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  109588. VirtualJoystick.vjCanvasContext.stroke();
  109589. VirtualJoystick.vjCanvasContext.closePath();
  109590. touch.prevX = touch.x;
  109591. touch.prevY = touch.y;
  109592. }
  109593. });
  109594. }
  109595. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109596. };
  109597. /**
  109598. * Release internal HTML canvas
  109599. */
  109600. VirtualJoystick.prototype.releaseCanvas = function () {
  109601. if (VirtualJoystick.Canvas) {
  109602. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  109603. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  109604. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  109605. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  109606. window.removeEventListener("resize", this._onResize);
  109607. document.body.removeChild(VirtualJoystick.Canvas);
  109608. VirtualJoystick.Canvas = null;
  109609. }
  109610. };
  109611. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  109612. VirtualJoystick._globalJoystickIndex = 0;
  109613. return VirtualJoystick;
  109614. }());
  109615. BABYLON.VirtualJoystick = VirtualJoystick;
  109616. })(BABYLON || (BABYLON = {}));
  109617. //# sourceMappingURL=babylon.virtualJoystick.js.map
  109618. var BABYLON;
  109619. (function (BABYLON) {
  109620. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  109621. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  109622. });
  109623. /**
  109624. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  109625. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109626. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109627. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109628. */
  109629. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109630. __extends(VirtualJoysticksCamera, _super);
  109631. /**
  109632. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  109633. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109634. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109635. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109636. * @param name Define the name of the camera in the scene
  109637. * @param position Define the start position of the camera in the scene
  109638. * @param scene Define the scene the camera belongs to
  109639. */
  109640. function VirtualJoysticksCamera(name, position, scene) {
  109641. var _this = _super.call(this, name, position, scene) || this;
  109642. _this.inputs.addVirtualJoystick();
  109643. return _this;
  109644. }
  109645. /**
  109646. * Gets the current object class name.
  109647. * @return the class name
  109648. */
  109649. VirtualJoysticksCamera.prototype.getClassName = function () {
  109650. return "VirtualJoysticksCamera";
  109651. };
  109652. return VirtualJoysticksCamera;
  109653. }(BABYLON.FreeCamera));
  109654. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109655. })(BABYLON || (BABYLON = {}));
  109656. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  109657. var BABYLON;
  109658. (function (BABYLON) {
  109659. /**
  109660. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109661. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109662. */
  109663. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109664. function FreeCameraVirtualJoystickInput() {
  109665. }
  109666. /**
  109667. * Gets the left stick of the virtual joystick.
  109668. * @returns The virtual Joystick
  109669. */
  109670. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109671. return this._leftjoystick;
  109672. };
  109673. /**
  109674. * Gets the right stick of the virtual joystick.
  109675. * @returns The virtual Joystick
  109676. */
  109677. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109678. return this._rightjoystick;
  109679. };
  109680. /**
  109681. * Update the current camera state depending on the inputs that have been used this frame.
  109682. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109683. */
  109684. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109685. if (this._leftjoystick) {
  109686. var camera = this.camera;
  109687. var speed = camera._computeLocalCameraSpeed() * 50;
  109688. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109689. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109690. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109691. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109692. if (!this._leftjoystick.pressed) {
  109693. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109694. }
  109695. if (!this._rightjoystick.pressed) {
  109696. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109697. }
  109698. }
  109699. };
  109700. /**
  109701. * Attach the input controls to a specific dom element to get the input from.
  109702. * @param element Defines the element the controls should be listened from
  109703. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109704. */
  109705. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109706. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109707. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109708. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109709. this._leftjoystick.setJoystickSensibility(0.15);
  109710. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109711. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109712. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109713. this._rightjoystick.reverseUpDown = true;
  109714. this._rightjoystick.setJoystickSensibility(0.05);
  109715. this._rightjoystick.setJoystickColor("yellow");
  109716. };
  109717. /**
  109718. * Detach the current controls from the specified dom element.
  109719. * @param element Defines the element to stop listening the inputs from
  109720. */
  109721. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109722. this._leftjoystick.releaseCanvas();
  109723. this._rightjoystick.releaseCanvas();
  109724. };
  109725. /**
  109726. * Gets the class name of the current intput.
  109727. * @returns the class name
  109728. */
  109729. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109730. return "FreeCameraVirtualJoystickInput";
  109731. };
  109732. /**
  109733. * Get the friendly name associated with the input class.
  109734. * @returns the input friendly name
  109735. */
  109736. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109737. return "virtualJoystick";
  109738. };
  109739. return FreeCameraVirtualJoystickInput;
  109740. }());
  109741. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109742. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109743. })(BABYLON || (BABYLON = {}));
  109744. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109745. var BABYLON;
  109746. (function (BABYLON) {
  109747. /**
  109748. * Class used to specify simplification options
  109749. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109750. */
  109751. var SimplificationSettings = /** @class */ (function () {
  109752. /**
  109753. * Creates a SimplificationSettings
  109754. * @param quality expected quality
  109755. * @param distance distance when this optimized version should be used
  109756. * @param optimizeMesh already optimized mesh
  109757. */
  109758. function SimplificationSettings(
  109759. /** expected quality */
  109760. quality,
  109761. /** distance when this optimized version should be used */
  109762. distance,
  109763. /** already optimized mesh */
  109764. optimizeMesh) {
  109765. this.quality = quality;
  109766. this.distance = distance;
  109767. this.optimizeMesh = optimizeMesh;
  109768. }
  109769. return SimplificationSettings;
  109770. }());
  109771. BABYLON.SimplificationSettings = SimplificationSettings;
  109772. /**
  109773. * Queue used to order the simplification tasks
  109774. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109775. */
  109776. var SimplificationQueue = /** @class */ (function () {
  109777. /**
  109778. * Creates a new queue
  109779. */
  109780. function SimplificationQueue() {
  109781. this.running = false;
  109782. this._simplificationArray = [];
  109783. }
  109784. /**
  109785. * Adds a new simplification task
  109786. * @param task defines a task to add
  109787. */
  109788. SimplificationQueue.prototype.addTask = function (task) {
  109789. this._simplificationArray.push(task);
  109790. };
  109791. /**
  109792. * Execute next task
  109793. */
  109794. SimplificationQueue.prototype.executeNext = function () {
  109795. var task = this._simplificationArray.pop();
  109796. if (task) {
  109797. this.running = true;
  109798. this.runSimplification(task);
  109799. }
  109800. else {
  109801. this.running = false;
  109802. }
  109803. };
  109804. /**
  109805. * Execute a simplification task
  109806. * @param task defines the task to run
  109807. */
  109808. SimplificationQueue.prototype.runSimplification = function (task) {
  109809. var _this = this;
  109810. if (task.parallelProcessing) {
  109811. //parallel simplifier
  109812. task.settings.forEach(function (setting) {
  109813. var simplifier = _this.getSimplifier(task);
  109814. simplifier.simplify(setting, function (newMesh) {
  109815. task.mesh.addLODLevel(setting.distance, newMesh);
  109816. newMesh.isVisible = true;
  109817. //check if it is the last
  109818. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109819. //all done, run the success callback.
  109820. task.successCallback();
  109821. }
  109822. _this.executeNext();
  109823. });
  109824. });
  109825. }
  109826. else {
  109827. //single simplifier.
  109828. var simplifier = this.getSimplifier(task);
  109829. var runDecimation = function (setting, callback) {
  109830. simplifier.simplify(setting, function (newMesh) {
  109831. task.mesh.addLODLevel(setting.distance, newMesh);
  109832. newMesh.isVisible = true;
  109833. //run the next quality level
  109834. callback();
  109835. });
  109836. };
  109837. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109838. runDecimation(task.settings[loop.index], function () {
  109839. loop.executeNext();
  109840. });
  109841. }, function () {
  109842. //execution ended, run the success callback.
  109843. if (task.successCallback) {
  109844. task.successCallback();
  109845. }
  109846. _this.executeNext();
  109847. });
  109848. }
  109849. };
  109850. SimplificationQueue.prototype.getSimplifier = function (task) {
  109851. switch (task.simplificationType) {
  109852. case SimplificationType.QUADRATIC:
  109853. default:
  109854. return new QuadraticErrorSimplification(task.mesh);
  109855. }
  109856. };
  109857. return SimplificationQueue;
  109858. }());
  109859. BABYLON.SimplificationQueue = SimplificationQueue;
  109860. /**
  109861. * The implemented types of simplification
  109862. * At the moment only Quadratic Error Decimation is implemented
  109863. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109864. */
  109865. var SimplificationType;
  109866. (function (SimplificationType) {
  109867. /** Quadratic error decimation */
  109868. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109869. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109870. var DecimationTriangle = /** @class */ (function () {
  109871. function DecimationTriangle(vertices) {
  109872. this.vertices = vertices;
  109873. this.error = new Array(4);
  109874. this.deleted = false;
  109875. this.isDirty = false;
  109876. this.deletePending = false;
  109877. this.borderFactor = 0;
  109878. }
  109879. return DecimationTriangle;
  109880. }());
  109881. var DecimationVertex = /** @class */ (function () {
  109882. function DecimationVertex(position, id) {
  109883. this.position = position;
  109884. this.id = id;
  109885. this.isBorder = true;
  109886. this.q = new QuadraticMatrix();
  109887. this.triangleCount = 0;
  109888. this.triangleStart = 0;
  109889. this.originalOffsets = [];
  109890. }
  109891. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109892. this.position.copyFrom(newPosition);
  109893. };
  109894. return DecimationVertex;
  109895. }());
  109896. var QuadraticMatrix = /** @class */ (function () {
  109897. function QuadraticMatrix(data) {
  109898. this.data = new Array(10);
  109899. for (var i = 0; i < 10; ++i) {
  109900. if (data && data[i]) {
  109901. this.data[i] = data[i];
  109902. }
  109903. else {
  109904. this.data[i] = 0;
  109905. }
  109906. }
  109907. }
  109908. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109909. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109910. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109911. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109912. return det;
  109913. };
  109914. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109915. for (var i = 0; i < 10; ++i) {
  109916. this.data[i] += matrix.data[i];
  109917. }
  109918. };
  109919. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109920. for (var i = 0; i < 10; ++i) {
  109921. this.data[i] += data[i];
  109922. }
  109923. };
  109924. QuadraticMatrix.prototype.add = function (matrix) {
  109925. var m = new QuadraticMatrix();
  109926. for (var i = 0; i < 10; ++i) {
  109927. m.data[i] = this.data[i] + matrix.data[i];
  109928. }
  109929. return m;
  109930. };
  109931. QuadraticMatrix.FromData = function (a, b, c, d) {
  109932. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109933. };
  109934. //returning an array to avoid garbage collection
  109935. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109936. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109937. };
  109938. return QuadraticMatrix;
  109939. }());
  109940. var Reference = /** @class */ (function () {
  109941. function Reference(vertexId, triangleId) {
  109942. this.vertexId = vertexId;
  109943. this.triangleId = triangleId;
  109944. }
  109945. return Reference;
  109946. }());
  109947. /**
  109948. * An implementation of the Quadratic Error simplification algorithm.
  109949. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109950. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109951. * @author RaananW
  109952. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109953. */
  109954. var QuadraticErrorSimplification = /** @class */ (function () {
  109955. function QuadraticErrorSimplification(_mesh) {
  109956. this._mesh = _mesh;
  109957. this.syncIterations = 5000;
  109958. this.aggressiveness = 7;
  109959. this.decimationIterations = 100;
  109960. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109961. }
  109962. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109963. var _this = this;
  109964. this.initDecimatedMesh();
  109965. //iterating through the submeshes array, one after the other.
  109966. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109967. _this.initWithMesh(loop.index, function () {
  109968. _this.runDecimation(settings, loop.index, function () {
  109969. loop.executeNext();
  109970. });
  109971. }, settings.optimizeMesh);
  109972. }, function () {
  109973. setTimeout(function () {
  109974. successCallback(_this._reconstructedMesh);
  109975. }, 0);
  109976. });
  109977. };
  109978. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109979. var _this = this;
  109980. var targetCount = ~~(this.triangles.length * settings.quality);
  109981. var deletedTriangles = 0;
  109982. var triangleCount = this.triangles.length;
  109983. var iterationFunction = function (iteration, callback) {
  109984. setTimeout(function () {
  109985. if (iteration % 5 === 0) {
  109986. _this.updateMesh(iteration === 0);
  109987. }
  109988. for (var i = 0; i < _this.triangles.length; ++i) {
  109989. _this.triangles[i].isDirty = false;
  109990. }
  109991. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109992. var trianglesIterator = function (i) {
  109993. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109994. var t = _this.triangles[tIdx];
  109995. if (!t) {
  109996. return;
  109997. }
  109998. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109999. return;
  110000. }
  110001. for (var j = 0; j < 3; ++j) {
  110002. if (t.error[j] < threshold) {
  110003. var deleted0 = [];
  110004. var deleted1 = [];
  110005. var v0 = t.vertices[j];
  110006. var v1 = t.vertices[(j + 1) % 3];
  110007. if (v0.isBorder || v1.isBorder) {
  110008. continue;
  110009. }
  110010. var p = BABYLON.Vector3.Zero();
  110011. var n = BABYLON.Vector3.Zero();
  110012. var uv = BABYLON.Vector2.Zero();
  110013. var color = new BABYLON.Color4(0, 0, 0, 1);
  110014. _this.calculateError(v0, v1, p, n, uv, color);
  110015. var delTr = new Array();
  110016. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  110017. continue;
  110018. }
  110019. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  110020. continue;
  110021. }
  110022. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  110023. continue;
  110024. }
  110025. var uniqueArray = new Array();
  110026. delTr.forEach(function (deletedT) {
  110027. if (uniqueArray.indexOf(deletedT) === -1) {
  110028. deletedT.deletePending = true;
  110029. uniqueArray.push(deletedT);
  110030. }
  110031. });
  110032. if (uniqueArray.length % 2 !== 0) {
  110033. continue;
  110034. }
  110035. v0.q = v1.q.add(v0.q);
  110036. v0.updatePosition(p);
  110037. var tStart = _this.references.length;
  110038. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  110039. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  110040. var tCount = _this.references.length - tStart;
  110041. if (tCount <= v0.triangleCount) {
  110042. if (tCount) {
  110043. for (var c = 0; c < tCount; c++) {
  110044. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  110045. }
  110046. }
  110047. }
  110048. else {
  110049. v0.triangleStart = tStart;
  110050. }
  110051. v0.triangleCount = tCount;
  110052. break;
  110053. }
  110054. }
  110055. };
  110056. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  110057. }, 0);
  110058. };
  110059. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  110060. if (triangleCount - deletedTriangles <= targetCount) {
  110061. loop.breakLoop();
  110062. }
  110063. else {
  110064. iterationFunction(loop.index, function () {
  110065. loop.executeNext();
  110066. });
  110067. }
  110068. }, function () {
  110069. setTimeout(function () {
  110070. //reconstruct this part of the mesh
  110071. _this.reconstructMesh(submeshIndex);
  110072. successCallback();
  110073. }, 0);
  110074. });
  110075. };
  110076. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  110077. var _this = this;
  110078. this.vertices = [];
  110079. this.triangles = [];
  110080. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110081. var indices = this._mesh.getIndices();
  110082. var submesh = this._mesh.subMeshes[submeshIndex];
  110083. var findInVertices = function (positionToSearch) {
  110084. if (optimizeMesh) {
  110085. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  110086. if (_this.vertices[ii].position.equals(positionToSearch)) {
  110087. return _this.vertices[ii];
  110088. }
  110089. }
  110090. }
  110091. return null;
  110092. };
  110093. var vertexReferences = [];
  110094. var vertexInit = function (i) {
  110095. if (!positionData) {
  110096. return;
  110097. }
  110098. var offset = i + submesh.verticesStart;
  110099. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  110100. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  110101. vertex.originalOffsets.push(offset);
  110102. if (vertex.id === _this.vertices.length) {
  110103. _this.vertices.push(vertex);
  110104. }
  110105. vertexReferences.push(vertex.id);
  110106. };
  110107. //var totalVertices = mesh.getTotalVertices();
  110108. var totalVertices = submesh.verticesCount;
  110109. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  110110. var indicesInit = function (i) {
  110111. if (!indices) {
  110112. return;
  110113. }
  110114. var offset = (submesh.indexStart / 3) + i;
  110115. var pos = (offset * 3);
  110116. var i0 = indices[pos + 0];
  110117. var i1 = indices[pos + 1];
  110118. var i2 = indices[pos + 2];
  110119. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  110120. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  110121. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  110122. var triangle = new DecimationTriangle([v0, v1, v2]);
  110123. triangle.originalOffset = pos;
  110124. _this.triangles.push(triangle);
  110125. };
  110126. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  110127. _this.init(callback);
  110128. });
  110129. });
  110130. };
  110131. QuadraticErrorSimplification.prototype.init = function (callback) {
  110132. var _this = this;
  110133. var triangleInit1 = function (i) {
  110134. var t = _this.triangles[i];
  110135. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  110136. for (var j = 0; j < 3; j++) {
  110137. 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))));
  110138. }
  110139. };
  110140. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  110141. var triangleInit2 = function (i) {
  110142. var t = _this.triangles[i];
  110143. for (var j = 0; j < 3; ++j) {
  110144. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  110145. }
  110146. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110147. };
  110148. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  110149. callback();
  110150. });
  110151. });
  110152. };
  110153. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  110154. var newTriangles = [];
  110155. var i;
  110156. for (i = 0; i < this.vertices.length; ++i) {
  110157. this.vertices[i].triangleCount = 0;
  110158. }
  110159. var t;
  110160. var j;
  110161. for (i = 0; i < this.triangles.length; ++i) {
  110162. if (!this.triangles[i].deleted) {
  110163. t = this.triangles[i];
  110164. for (j = 0; j < 3; ++j) {
  110165. t.vertices[j].triangleCount = 1;
  110166. }
  110167. newTriangles.push(t);
  110168. }
  110169. }
  110170. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  110171. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  110172. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  110173. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  110174. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  110175. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  110176. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  110177. var vertexCount = 0;
  110178. for (i = 0; i < this.vertices.length; ++i) {
  110179. var vertex = this.vertices[i];
  110180. vertex.id = vertexCount;
  110181. if (vertex.triangleCount) {
  110182. vertex.originalOffsets.forEach(function (originalOffset) {
  110183. if (!normalData) {
  110184. return;
  110185. }
  110186. newPositionData.push(vertex.position.x);
  110187. newPositionData.push(vertex.position.y);
  110188. newPositionData.push(vertex.position.z);
  110189. newNormalData.push(normalData[originalOffset * 3]);
  110190. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  110191. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  110192. if (uvs && uvs.length) {
  110193. newUVsData.push(uvs[(originalOffset * 2)]);
  110194. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  110195. }
  110196. else if (colorsData && colorsData.length) {
  110197. newColorsData.push(colorsData[(originalOffset * 4)]);
  110198. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  110199. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  110200. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  110201. }
  110202. ++vertexCount;
  110203. });
  110204. }
  110205. }
  110206. var startingIndex = this._reconstructedMesh.getTotalIndices();
  110207. var startingVertex = this._reconstructedMesh.getTotalVertices();
  110208. var submeshesArray = this._reconstructedMesh.subMeshes;
  110209. this._reconstructedMesh.subMeshes = [];
  110210. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  110211. var originalIndices = this._mesh.getIndices();
  110212. for (i = 0; i < newTriangles.length; ++i) {
  110213. t = newTriangles[i]; //now get the new referencing point for each vertex
  110214. [0, 1, 2].forEach(function (idx) {
  110215. var id = originalIndices[t.originalOffset + idx];
  110216. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  110217. if (offset < 0) {
  110218. offset = 0;
  110219. }
  110220. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  110221. });
  110222. }
  110223. //overwriting the old vertex buffers and indices.
  110224. this._reconstructedMesh.setIndices(newIndicesArray);
  110225. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  110226. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  110227. if (newUVsData.length > 0) {
  110228. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  110229. }
  110230. if (newColorsData.length > 0) {
  110231. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  110232. }
  110233. //create submesh
  110234. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  110235. if (submeshIndex > 0) {
  110236. this._reconstructedMesh.subMeshes = [];
  110237. submeshesArray.forEach(function (submesh) {
  110238. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  110239. });
  110240. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  110241. }
  110242. };
  110243. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  110244. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  110245. this._reconstructedMesh.material = this._mesh.material;
  110246. this._reconstructedMesh.parent = this._mesh.parent;
  110247. this._reconstructedMesh.isVisible = false;
  110248. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  110249. };
  110250. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  110251. for (var i = 0; i < vertex1.triangleCount; ++i) {
  110252. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  110253. if (t.deleted) {
  110254. continue;
  110255. }
  110256. var s = this.references[vertex1.triangleStart + i].vertexId;
  110257. var v1 = t.vertices[(s + 1) % 3];
  110258. var v2 = t.vertices[(s + 2) % 3];
  110259. if ((v1 === vertex2 || v2 === vertex2)) {
  110260. deletedArray[i] = true;
  110261. delTr.push(t);
  110262. continue;
  110263. }
  110264. var d1 = v1.position.subtract(point);
  110265. d1 = d1.normalize();
  110266. var d2 = v2.position.subtract(point);
  110267. d2 = d2.normalize();
  110268. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  110269. return true;
  110270. }
  110271. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  110272. deletedArray[i] = false;
  110273. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  110274. return true;
  110275. }
  110276. }
  110277. return false;
  110278. };
  110279. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  110280. var newDeleted = deletedTriangles;
  110281. for (var i = 0; i < vertex.triangleCount; ++i) {
  110282. var ref = this.references[vertex.triangleStart + i];
  110283. var t = this.triangles[ref.triangleId];
  110284. if (t.deleted) {
  110285. continue;
  110286. }
  110287. if (deletedArray[i] && t.deletePending) {
  110288. t.deleted = true;
  110289. newDeleted++;
  110290. continue;
  110291. }
  110292. t.vertices[ref.vertexId] = origVertex;
  110293. t.isDirty = true;
  110294. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  110295. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  110296. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  110297. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110298. this.references.push(ref);
  110299. }
  110300. return newDeleted;
  110301. };
  110302. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  110303. for (var i = 0; i < this.vertices.length; ++i) {
  110304. var vCount = [];
  110305. var vId = [];
  110306. var v = this.vertices[i];
  110307. var j;
  110308. for (j = 0; j < v.triangleCount; ++j) {
  110309. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  110310. for (var ii = 0; ii < 3; ii++) {
  110311. var ofs = 0;
  110312. var vv = triangle.vertices[ii];
  110313. while (ofs < vCount.length) {
  110314. if (vId[ofs] === vv.id) {
  110315. break;
  110316. }
  110317. ++ofs;
  110318. }
  110319. if (ofs === vCount.length) {
  110320. vCount.push(1);
  110321. vId.push(vv.id);
  110322. }
  110323. else {
  110324. vCount[ofs]++;
  110325. }
  110326. }
  110327. }
  110328. for (j = 0; j < vCount.length; ++j) {
  110329. if (vCount[j] === 1) {
  110330. this.vertices[vId[j]].isBorder = true;
  110331. }
  110332. else {
  110333. this.vertices[vId[j]].isBorder = false;
  110334. }
  110335. }
  110336. }
  110337. };
  110338. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  110339. if (identifyBorders === void 0) { identifyBorders = false; }
  110340. var i;
  110341. if (!identifyBorders) {
  110342. var newTrianglesVector = [];
  110343. for (i = 0; i < this.triangles.length; ++i) {
  110344. if (!this.triangles[i].deleted) {
  110345. newTrianglesVector.push(this.triangles[i]);
  110346. }
  110347. }
  110348. this.triangles = newTrianglesVector;
  110349. }
  110350. for (i = 0; i < this.vertices.length; ++i) {
  110351. this.vertices[i].triangleCount = 0;
  110352. this.vertices[i].triangleStart = 0;
  110353. }
  110354. var t;
  110355. var j;
  110356. var v;
  110357. for (i = 0; i < this.triangles.length; ++i) {
  110358. t = this.triangles[i];
  110359. for (j = 0; j < 3; ++j) {
  110360. v = t.vertices[j];
  110361. v.triangleCount++;
  110362. }
  110363. }
  110364. var tStart = 0;
  110365. for (i = 0; i < this.vertices.length; ++i) {
  110366. this.vertices[i].triangleStart = tStart;
  110367. tStart += this.vertices[i].triangleCount;
  110368. this.vertices[i].triangleCount = 0;
  110369. }
  110370. var newReferences = new Array(this.triangles.length * 3);
  110371. for (i = 0; i < this.triangles.length; ++i) {
  110372. t = this.triangles[i];
  110373. for (j = 0; j < 3; ++j) {
  110374. v = t.vertices[j];
  110375. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  110376. v.triangleCount++;
  110377. }
  110378. }
  110379. this.references = newReferences;
  110380. if (identifyBorders) {
  110381. this.identifyBorder();
  110382. }
  110383. };
  110384. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  110385. var x = point.x;
  110386. var y = point.y;
  110387. var z = point.z;
  110388. 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
  110389. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  110390. };
  110391. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  110392. var q = vertex1.q.add(vertex2.q);
  110393. var border = vertex1.isBorder && vertex2.isBorder;
  110394. var error = 0;
  110395. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  110396. if (qDet !== 0 && !border) {
  110397. if (!pointResult) {
  110398. pointResult = BABYLON.Vector3.Zero();
  110399. }
  110400. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  110401. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  110402. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  110403. error = this.vertexError(q, pointResult);
  110404. }
  110405. else {
  110406. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  110407. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  110408. var error1 = this.vertexError(q, vertex1.position);
  110409. var error2 = this.vertexError(q, vertex2.position);
  110410. var error3 = this.vertexError(q, p3);
  110411. error = Math.min(error1, error2, error3);
  110412. if (error === error1) {
  110413. if (pointResult) {
  110414. pointResult.copyFrom(vertex1.position);
  110415. }
  110416. }
  110417. else if (error === error2) {
  110418. if (pointResult) {
  110419. pointResult.copyFrom(vertex2.position);
  110420. }
  110421. }
  110422. else {
  110423. if (pointResult) {
  110424. pointResult.copyFrom(p3);
  110425. }
  110426. }
  110427. }
  110428. return error;
  110429. };
  110430. return QuadraticErrorSimplification;
  110431. }());
  110432. })(BABYLON || (BABYLON = {}));
  110433. //# sourceMappingURL=babylon.meshSimplification.js.map
  110434. var BABYLON;
  110435. (function (BABYLON) {
  110436. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  110437. get: function () {
  110438. if (!this._simplificationQueue) {
  110439. this._simplificationQueue = new BABYLON.SimplificationQueue();
  110440. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  110441. if (!component) {
  110442. component = new SimplicationQueueSceneComponent(this);
  110443. this._addComponent(component);
  110444. }
  110445. }
  110446. return this._simplificationQueue;
  110447. },
  110448. set: function (value) {
  110449. this._simplificationQueue = value;
  110450. },
  110451. enumerable: true,
  110452. configurable: true
  110453. });
  110454. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  110455. if (parallelProcessing === void 0) { parallelProcessing = true; }
  110456. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  110457. this.getScene().simplificationQueue.addTask({
  110458. settings: settings,
  110459. parallelProcessing: parallelProcessing,
  110460. mesh: this,
  110461. simplificationType: simplificationType,
  110462. successCallback: successCallback
  110463. });
  110464. return this;
  110465. };
  110466. /**
  110467. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  110468. * created in a scene
  110469. */
  110470. var SimplicationQueueSceneComponent = /** @class */ (function () {
  110471. /**
  110472. * Creates a new instance of the component for the given scene
  110473. * @param scene Defines the scene to register the component in
  110474. */
  110475. function SimplicationQueueSceneComponent(scene) {
  110476. /**
  110477. * The component name helpfull to identify the component in the list of scene components.
  110478. */
  110479. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  110480. this.scene = scene;
  110481. }
  110482. /**
  110483. * Registers the component in a given scene
  110484. */
  110485. SimplicationQueueSceneComponent.prototype.register = function () {
  110486. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  110487. };
  110488. /**
  110489. * Rebuilds the elements related to this component in case of
  110490. * context lost for instance.
  110491. */
  110492. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  110493. // Nothing to do for this component
  110494. };
  110495. /**
  110496. * Disposes the component and the associated ressources
  110497. */
  110498. SimplicationQueueSceneComponent.prototype.dispose = function () {
  110499. // Nothing to do for this component
  110500. };
  110501. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  110502. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  110503. this.scene._simplificationQueue.executeNext();
  110504. }
  110505. };
  110506. return SimplicationQueueSceneComponent;
  110507. }());
  110508. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  110509. })(BABYLON || (BABYLON = {}));
  110510. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  110511. var BABYLON;
  110512. (function (BABYLON) {
  110513. /**
  110514. * Class used to represent a specific level of detail of a mesh
  110515. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  110516. */
  110517. var MeshLODLevel = /** @class */ (function () {
  110518. /**
  110519. * Creates a new LOD level
  110520. * @param distance defines the distance where this level should star being displayed
  110521. * @param mesh defines the mesh to use to render this level
  110522. */
  110523. function MeshLODLevel(
  110524. /** Defines the distance where this level should star being displayed */
  110525. distance,
  110526. /** Defines the mesh to use to render this level */
  110527. mesh) {
  110528. this.distance = distance;
  110529. this.mesh = mesh;
  110530. }
  110531. return MeshLODLevel;
  110532. }());
  110533. BABYLON.MeshLODLevel = MeshLODLevel;
  110534. })(BABYLON || (BABYLON = {}));
  110535. //# sourceMappingURL=babylon.meshLODLevel.js.map
  110536. var BABYLON;
  110537. (function (BABYLON) {
  110538. /**
  110539. * Defines the root class used to create scene optimization to use with SceneOptimizer
  110540. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110541. */
  110542. var SceneOptimization = /** @class */ (function () {
  110543. /**
  110544. * Creates the SceneOptimization object
  110545. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110546. * @param desc defines the description associated with the optimization
  110547. */
  110548. function SceneOptimization(
  110549. /**
  110550. * Defines the priority of this optimization (0 by default which means first in the list)
  110551. */
  110552. priority) {
  110553. if (priority === void 0) { priority = 0; }
  110554. this.priority = priority;
  110555. }
  110556. /**
  110557. * Gets a string describing the action executed by the current optimization
  110558. * @returns description string
  110559. */
  110560. SceneOptimization.prototype.getDescription = function () {
  110561. return "";
  110562. };
  110563. /**
  110564. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110565. * @param scene defines the current scene where to apply this optimization
  110566. * @param optimizer defines the current optimizer
  110567. * @returns true if everything that can be done was applied
  110568. */
  110569. SceneOptimization.prototype.apply = function (scene, optimizer) {
  110570. return true;
  110571. };
  110572. return SceneOptimization;
  110573. }());
  110574. BABYLON.SceneOptimization = SceneOptimization;
  110575. /**
  110576. * Defines an optimization used to reduce the size of render target textures
  110577. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110578. */
  110579. var TextureOptimization = /** @class */ (function (_super) {
  110580. __extends(TextureOptimization, _super);
  110581. /**
  110582. * Creates the TextureOptimization object
  110583. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110584. * @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
  110585. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110586. */
  110587. function TextureOptimization(
  110588. /**
  110589. * Defines the priority of this optimization (0 by default which means first in the list)
  110590. */
  110591. priority,
  110592. /**
  110593. * 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
  110594. */
  110595. maximumSize,
  110596. /**
  110597. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110598. */
  110599. step) {
  110600. if (priority === void 0) { priority = 0; }
  110601. if (maximumSize === void 0) { maximumSize = 1024; }
  110602. if (step === void 0) { step = 0.5; }
  110603. var _this = _super.call(this, priority) || this;
  110604. _this.priority = priority;
  110605. _this.maximumSize = maximumSize;
  110606. _this.step = step;
  110607. return _this;
  110608. }
  110609. /**
  110610. * Gets a string describing the action executed by the current optimization
  110611. * @returns description string
  110612. */
  110613. TextureOptimization.prototype.getDescription = function () {
  110614. return "Reducing render target texture size to " + this.maximumSize;
  110615. };
  110616. /**
  110617. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110618. * @param scene defines the current scene where to apply this optimization
  110619. * @param optimizer defines the current optimizer
  110620. * @returns true if everything that can be done was applied
  110621. */
  110622. TextureOptimization.prototype.apply = function (scene, optimizer) {
  110623. var allDone = true;
  110624. for (var index = 0; index < scene.textures.length; index++) {
  110625. var texture = scene.textures[index];
  110626. if (!texture.canRescale || texture.getContext) {
  110627. continue;
  110628. }
  110629. var currentSize = texture.getSize();
  110630. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110631. if (maxDimension > this.maximumSize) {
  110632. texture.scale(this.step);
  110633. allDone = false;
  110634. }
  110635. }
  110636. return allDone;
  110637. };
  110638. return TextureOptimization;
  110639. }(SceneOptimization));
  110640. BABYLON.TextureOptimization = TextureOptimization;
  110641. /**
  110642. * Defines an optimization used to increase or decrease the rendering resolution
  110643. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110644. */
  110645. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110646. __extends(HardwareScalingOptimization, _super);
  110647. /**
  110648. * Creates the HardwareScalingOptimization object
  110649. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110650. * @param maximumScale defines the maximum scale to use (2 by default)
  110651. * @param step defines the step to use between two passes (0.5 by default)
  110652. */
  110653. function HardwareScalingOptimization(
  110654. /**
  110655. * Defines the priority of this optimization (0 by default which means first in the list)
  110656. */
  110657. priority,
  110658. /**
  110659. * Defines the maximum scale to use (2 by default)
  110660. */
  110661. maximumScale,
  110662. /**
  110663. * Defines the step to use between two passes (0.5 by default)
  110664. */
  110665. step) {
  110666. if (priority === void 0) { priority = 0; }
  110667. if (maximumScale === void 0) { maximumScale = 2; }
  110668. if (step === void 0) { step = 0.25; }
  110669. var _this = _super.call(this, priority) || this;
  110670. _this.priority = priority;
  110671. _this.maximumScale = maximumScale;
  110672. _this.step = step;
  110673. _this._currentScale = -1;
  110674. _this._directionOffset = 1;
  110675. return _this;
  110676. }
  110677. /**
  110678. * Gets a string describing the action executed by the current optimization
  110679. * @return description string
  110680. */
  110681. HardwareScalingOptimization.prototype.getDescription = function () {
  110682. return "Setting hardware scaling level to " + this._currentScale;
  110683. };
  110684. /**
  110685. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110686. * @param scene defines the current scene where to apply this optimization
  110687. * @param optimizer defines the current optimizer
  110688. * @returns true if everything that can be done was applied
  110689. */
  110690. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110691. if (this._currentScale === -1) {
  110692. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110693. if (this._currentScale > this.maximumScale) {
  110694. this._directionOffset = -1;
  110695. }
  110696. }
  110697. this._currentScale += this._directionOffset * this.step;
  110698. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110699. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110700. };
  110701. return HardwareScalingOptimization;
  110702. }(SceneOptimization));
  110703. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110704. /**
  110705. * Defines an optimization used to remove shadows
  110706. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110707. */
  110708. var ShadowsOptimization = /** @class */ (function (_super) {
  110709. __extends(ShadowsOptimization, _super);
  110710. function ShadowsOptimization() {
  110711. return _super !== null && _super.apply(this, arguments) || this;
  110712. }
  110713. /**
  110714. * Gets a string describing the action executed by the current optimization
  110715. * @return description string
  110716. */
  110717. ShadowsOptimization.prototype.getDescription = function () {
  110718. return "Turning shadows on/off";
  110719. };
  110720. /**
  110721. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110722. * @param scene defines the current scene where to apply this optimization
  110723. * @param optimizer defines the current optimizer
  110724. * @returns true if everything that can be done was applied
  110725. */
  110726. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110727. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110728. return true;
  110729. };
  110730. return ShadowsOptimization;
  110731. }(SceneOptimization));
  110732. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110733. /**
  110734. * Defines an optimization used to turn post-processes off
  110735. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110736. */
  110737. var PostProcessesOptimization = /** @class */ (function (_super) {
  110738. __extends(PostProcessesOptimization, _super);
  110739. function PostProcessesOptimization() {
  110740. return _super !== null && _super.apply(this, arguments) || this;
  110741. }
  110742. /**
  110743. * Gets a string describing the action executed by the current optimization
  110744. * @return description string
  110745. */
  110746. PostProcessesOptimization.prototype.getDescription = function () {
  110747. return "Turning post-processes on/off";
  110748. };
  110749. /**
  110750. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110751. * @param scene defines the current scene where to apply this optimization
  110752. * @param optimizer defines the current optimizer
  110753. * @returns true if everything that can be done was applied
  110754. */
  110755. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110756. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110757. return true;
  110758. };
  110759. return PostProcessesOptimization;
  110760. }(SceneOptimization));
  110761. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110762. /**
  110763. * Defines an optimization used to turn lens flares off
  110764. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110765. */
  110766. var LensFlaresOptimization = /** @class */ (function (_super) {
  110767. __extends(LensFlaresOptimization, _super);
  110768. function LensFlaresOptimization() {
  110769. return _super !== null && _super.apply(this, arguments) || this;
  110770. }
  110771. /**
  110772. * Gets a string describing the action executed by the current optimization
  110773. * @return description string
  110774. */
  110775. LensFlaresOptimization.prototype.getDescription = function () {
  110776. return "Turning lens flares on/off";
  110777. };
  110778. /**
  110779. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110780. * @param scene defines the current scene where to apply this optimization
  110781. * @param optimizer defines the current optimizer
  110782. * @returns true if everything that can be done was applied
  110783. */
  110784. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110785. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110786. return true;
  110787. };
  110788. return LensFlaresOptimization;
  110789. }(SceneOptimization));
  110790. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110791. /**
  110792. * Defines an optimization based on user defined callback.
  110793. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110794. */
  110795. var CustomOptimization = /** @class */ (function (_super) {
  110796. __extends(CustomOptimization, _super);
  110797. function CustomOptimization() {
  110798. return _super !== null && _super.apply(this, arguments) || this;
  110799. }
  110800. /**
  110801. * Gets a string describing the action executed by the current optimization
  110802. * @returns description string
  110803. */
  110804. CustomOptimization.prototype.getDescription = function () {
  110805. if (this.onGetDescription) {
  110806. return this.onGetDescription();
  110807. }
  110808. return "Running user defined callback";
  110809. };
  110810. /**
  110811. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110812. * @param scene defines the current scene where to apply this optimization
  110813. * @param optimizer defines the current optimizer
  110814. * @returns true if everything that can be done was applied
  110815. */
  110816. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110817. if (this.onApply) {
  110818. return this.onApply(scene, optimizer);
  110819. }
  110820. return true;
  110821. };
  110822. return CustomOptimization;
  110823. }(SceneOptimization));
  110824. BABYLON.CustomOptimization = CustomOptimization;
  110825. /**
  110826. * Defines an optimization used to turn particles off
  110827. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110828. */
  110829. var ParticlesOptimization = /** @class */ (function (_super) {
  110830. __extends(ParticlesOptimization, _super);
  110831. function ParticlesOptimization() {
  110832. return _super !== null && _super.apply(this, arguments) || this;
  110833. }
  110834. /**
  110835. * Gets a string describing the action executed by the current optimization
  110836. * @return description string
  110837. */
  110838. ParticlesOptimization.prototype.getDescription = function () {
  110839. return "Turning particles on/off";
  110840. };
  110841. /**
  110842. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110843. * @param scene defines the current scene where to apply this optimization
  110844. * @param optimizer defines the current optimizer
  110845. * @returns true if everything that can be done was applied
  110846. */
  110847. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110848. scene.particlesEnabled = optimizer.isInImprovementMode;
  110849. return true;
  110850. };
  110851. return ParticlesOptimization;
  110852. }(SceneOptimization));
  110853. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110854. /**
  110855. * Defines an optimization used to turn render targets off
  110856. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110857. */
  110858. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110859. __extends(RenderTargetsOptimization, _super);
  110860. function RenderTargetsOptimization() {
  110861. return _super !== null && _super.apply(this, arguments) || this;
  110862. }
  110863. /**
  110864. * Gets a string describing the action executed by the current optimization
  110865. * @return description string
  110866. */
  110867. RenderTargetsOptimization.prototype.getDescription = function () {
  110868. return "Turning render targets off";
  110869. };
  110870. /**
  110871. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110872. * @param scene defines the current scene where to apply this optimization
  110873. * @param optimizer defines the current optimizer
  110874. * @returns true if everything that can be done was applied
  110875. */
  110876. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110877. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110878. return true;
  110879. };
  110880. return RenderTargetsOptimization;
  110881. }(SceneOptimization));
  110882. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110883. /**
  110884. * Defines an optimization used to merge meshes with compatible materials
  110885. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110886. */
  110887. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110888. __extends(MergeMeshesOptimization, _super);
  110889. function MergeMeshesOptimization() {
  110890. var _this = _super !== null && _super.apply(this, arguments) || this;
  110891. _this._canBeMerged = function (abstractMesh) {
  110892. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110893. return false;
  110894. }
  110895. var mesh = abstractMesh;
  110896. if (mesh.isDisposed()) {
  110897. return false;
  110898. }
  110899. if (!mesh.isVisible || !mesh.isEnabled()) {
  110900. return false;
  110901. }
  110902. if (mesh.instances.length > 0) {
  110903. return false;
  110904. }
  110905. if (mesh.skeleton || mesh.hasLODLevels) {
  110906. return false;
  110907. }
  110908. return true;
  110909. };
  110910. return _this;
  110911. }
  110912. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110913. /**
  110914. * Gets or sets a boolean which defines if optimization octree has to be updated
  110915. */
  110916. get: function () {
  110917. return MergeMeshesOptimization._UpdateSelectionTree;
  110918. },
  110919. /**
  110920. * Gets or sets a boolean which defines if optimization octree has to be updated
  110921. */
  110922. set: function (value) {
  110923. MergeMeshesOptimization._UpdateSelectionTree = value;
  110924. },
  110925. enumerable: true,
  110926. configurable: true
  110927. });
  110928. /**
  110929. * Gets a string describing the action executed by the current optimization
  110930. * @return description string
  110931. */
  110932. MergeMeshesOptimization.prototype.getDescription = function () {
  110933. return "Merging similar meshes together";
  110934. };
  110935. /**
  110936. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110937. * @param scene defines the current scene where to apply this optimization
  110938. * @param optimizer defines the current optimizer
  110939. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110940. * @returns true if everything that can be done was applied
  110941. */
  110942. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110943. var globalPool = scene.meshes.slice(0);
  110944. var globalLength = globalPool.length;
  110945. for (var index = 0; index < globalLength; index++) {
  110946. var currentPool = new Array();
  110947. var current = globalPool[index];
  110948. // Checks
  110949. if (!this._canBeMerged(current)) {
  110950. continue;
  110951. }
  110952. currentPool.push(current);
  110953. // Find compatible meshes
  110954. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110955. var otherMesh = globalPool[subIndex];
  110956. if (!this._canBeMerged(otherMesh)) {
  110957. continue;
  110958. }
  110959. if (otherMesh.material !== current.material) {
  110960. continue;
  110961. }
  110962. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110963. continue;
  110964. }
  110965. currentPool.push(otherMesh);
  110966. globalLength--;
  110967. globalPool.splice(subIndex, 1);
  110968. subIndex--;
  110969. }
  110970. if (currentPool.length < 2) {
  110971. continue;
  110972. }
  110973. // Merge meshes
  110974. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110975. }
  110976. // Call the octree system optimization if it is defined.
  110977. var sceneAsAny = scene;
  110978. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110979. if (updateSelectionTree != undefined) {
  110980. if (updateSelectionTree) {
  110981. sceneAsAny.createOrUpdateSelectionOctree();
  110982. }
  110983. }
  110984. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110985. sceneAsAny.createOrUpdateSelectionOctree();
  110986. }
  110987. }
  110988. return true;
  110989. };
  110990. MergeMeshesOptimization._UpdateSelectionTree = false;
  110991. return MergeMeshesOptimization;
  110992. }(SceneOptimization));
  110993. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110994. /**
  110995. * Defines a list of options used by SceneOptimizer
  110996. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110997. */
  110998. var SceneOptimizerOptions = /** @class */ (function () {
  110999. /**
  111000. * Creates a new list of options used by SceneOptimizer
  111001. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  111002. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  111003. */
  111004. function SceneOptimizerOptions(
  111005. /**
  111006. * Defines the target frame rate to reach (60 by default)
  111007. */
  111008. targetFrameRate,
  111009. /**
  111010. * Defines the interval between two checkes (2000ms by default)
  111011. */
  111012. trackerDuration) {
  111013. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  111014. if (trackerDuration === void 0) { trackerDuration = 2000; }
  111015. this.targetFrameRate = targetFrameRate;
  111016. this.trackerDuration = trackerDuration;
  111017. /**
  111018. * Gets the list of optimizations to apply
  111019. */
  111020. this.optimizations = new Array();
  111021. }
  111022. /**
  111023. * Add a new optimization
  111024. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  111025. * @returns the current SceneOptimizerOptions
  111026. */
  111027. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  111028. this.optimizations.push(optimization);
  111029. return this;
  111030. };
  111031. /**
  111032. * Add a new custom optimization
  111033. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  111034. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  111035. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111036. * @returns the current SceneOptimizerOptions
  111037. */
  111038. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  111039. if (priority === void 0) { priority = 0; }
  111040. var optimization = new CustomOptimization(priority);
  111041. optimization.onApply = onApply;
  111042. optimization.onGetDescription = onGetDescription;
  111043. this.optimizations.push(optimization);
  111044. return this;
  111045. };
  111046. /**
  111047. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  111048. * @param targetFrameRate defines the target frame rate (60 by default)
  111049. * @returns a SceneOptimizerOptions object
  111050. */
  111051. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  111052. var result = new SceneOptimizerOptions(targetFrameRate);
  111053. var priority = 0;
  111054. result.addOptimization(new MergeMeshesOptimization(priority));
  111055. result.addOptimization(new ShadowsOptimization(priority));
  111056. result.addOptimization(new LensFlaresOptimization(priority));
  111057. // Next priority
  111058. priority++;
  111059. result.addOptimization(new PostProcessesOptimization(priority));
  111060. result.addOptimization(new ParticlesOptimization(priority));
  111061. // Next priority
  111062. priority++;
  111063. result.addOptimization(new TextureOptimization(priority, 1024));
  111064. return result;
  111065. };
  111066. /**
  111067. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  111068. * @param targetFrameRate defines the target frame rate (60 by default)
  111069. * @returns a SceneOptimizerOptions object
  111070. */
  111071. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  111072. var result = new SceneOptimizerOptions(targetFrameRate);
  111073. var priority = 0;
  111074. result.addOptimization(new MergeMeshesOptimization(priority));
  111075. result.addOptimization(new ShadowsOptimization(priority));
  111076. result.addOptimization(new LensFlaresOptimization(priority));
  111077. // Next priority
  111078. priority++;
  111079. result.addOptimization(new PostProcessesOptimization(priority));
  111080. result.addOptimization(new ParticlesOptimization(priority));
  111081. // Next priority
  111082. priority++;
  111083. result.addOptimization(new TextureOptimization(priority, 512));
  111084. // Next priority
  111085. priority++;
  111086. result.addOptimization(new RenderTargetsOptimization(priority));
  111087. // Next priority
  111088. priority++;
  111089. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  111090. return result;
  111091. };
  111092. /**
  111093. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  111094. * @param targetFrameRate defines the target frame rate (60 by default)
  111095. * @returns a SceneOptimizerOptions object
  111096. */
  111097. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  111098. var result = new SceneOptimizerOptions(targetFrameRate);
  111099. var priority = 0;
  111100. result.addOptimization(new MergeMeshesOptimization(priority));
  111101. result.addOptimization(new ShadowsOptimization(priority));
  111102. result.addOptimization(new LensFlaresOptimization(priority));
  111103. // Next priority
  111104. priority++;
  111105. result.addOptimization(new PostProcessesOptimization(priority));
  111106. result.addOptimization(new ParticlesOptimization(priority));
  111107. // Next priority
  111108. priority++;
  111109. result.addOptimization(new TextureOptimization(priority, 256));
  111110. // Next priority
  111111. priority++;
  111112. result.addOptimization(new RenderTargetsOptimization(priority));
  111113. // Next priority
  111114. priority++;
  111115. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  111116. return result;
  111117. };
  111118. return SceneOptimizerOptions;
  111119. }());
  111120. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  111121. /**
  111122. * Class used to run optimizations in order to reach a target frame rate
  111123. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111124. */
  111125. var SceneOptimizer = /** @class */ (function () {
  111126. /**
  111127. * Creates a new SceneOptimizer
  111128. * @param scene defines the scene to work on
  111129. * @param options defines the options to use with the SceneOptimizer
  111130. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  111131. * @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)
  111132. */
  111133. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  111134. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  111135. if (improvementMode === void 0) { improvementMode = false; }
  111136. var _this = this;
  111137. this._isRunning = false;
  111138. this._currentPriorityLevel = 0;
  111139. this._targetFrameRate = 60;
  111140. this._trackerDuration = 2000;
  111141. this._currentFrameRate = 0;
  111142. this._improvementMode = false;
  111143. /**
  111144. * Defines an observable called when the optimizer reaches the target frame rate
  111145. */
  111146. this.onSuccessObservable = new BABYLON.Observable();
  111147. /**
  111148. * Defines an observable called when the optimizer enables an optimization
  111149. */
  111150. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  111151. /**
  111152. * Defines an observable called when the optimizer is not able to reach the target frame rate
  111153. */
  111154. this.onFailureObservable = new BABYLON.Observable();
  111155. if (!options) {
  111156. this._options = new SceneOptimizerOptions();
  111157. }
  111158. else {
  111159. this._options = options;
  111160. }
  111161. if (this._options.targetFrameRate) {
  111162. this._targetFrameRate = this._options.targetFrameRate;
  111163. }
  111164. if (this._options.trackerDuration) {
  111165. this._trackerDuration = this._options.trackerDuration;
  111166. }
  111167. if (autoGeneratePriorities) {
  111168. var priority = 0;
  111169. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  111170. var optim = _a[_i];
  111171. optim.priority = priority++;
  111172. }
  111173. }
  111174. this._improvementMode = improvementMode;
  111175. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111176. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  111177. _this._sceneDisposeObserver = null;
  111178. _this.dispose();
  111179. });
  111180. }
  111181. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  111182. /**
  111183. * Gets a boolean indicating if the optimizer is in improvement mode
  111184. */
  111185. get: function () {
  111186. return this._improvementMode;
  111187. },
  111188. enumerable: true,
  111189. configurable: true
  111190. });
  111191. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  111192. /**
  111193. * Gets the current priority level (0 at start)
  111194. */
  111195. get: function () {
  111196. return this._currentPriorityLevel;
  111197. },
  111198. enumerable: true,
  111199. configurable: true
  111200. });
  111201. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  111202. /**
  111203. * Gets the current frame rate checked by the SceneOptimizer
  111204. */
  111205. get: function () {
  111206. return this._currentFrameRate;
  111207. },
  111208. enumerable: true,
  111209. configurable: true
  111210. });
  111211. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  111212. /**
  111213. * Gets or sets the current target frame rate (60 by default)
  111214. */
  111215. get: function () {
  111216. return this._targetFrameRate;
  111217. },
  111218. /**
  111219. * Gets or sets the current target frame rate (60 by default)
  111220. */
  111221. set: function (value) {
  111222. this._targetFrameRate = value;
  111223. },
  111224. enumerable: true,
  111225. configurable: true
  111226. });
  111227. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  111228. /**
  111229. * Gets or sets the current interval between two checks (every 2000ms by default)
  111230. */
  111231. get: function () {
  111232. return this._trackerDuration;
  111233. },
  111234. /**
  111235. * Gets or sets the current interval between two checks (every 2000ms by default)
  111236. */
  111237. set: function (value) {
  111238. this._trackerDuration = value;
  111239. },
  111240. enumerable: true,
  111241. configurable: true
  111242. });
  111243. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  111244. /**
  111245. * Gets the list of active optimizations
  111246. */
  111247. get: function () {
  111248. return this._options.optimizations;
  111249. },
  111250. enumerable: true,
  111251. configurable: true
  111252. });
  111253. /**
  111254. * Stops the current optimizer
  111255. */
  111256. SceneOptimizer.prototype.stop = function () {
  111257. this._isRunning = false;
  111258. };
  111259. /**
  111260. * Reset the optimizer to initial step (current priority level = 0)
  111261. */
  111262. SceneOptimizer.prototype.reset = function () {
  111263. this._currentPriorityLevel = 0;
  111264. };
  111265. /**
  111266. * Start the optimizer. By default it will try to reach a specific framerate
  111267. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  111268. */
  111269. SceneOptimizer.prototype.start = function () {
  111270. var _this = this;
  111271. if (this._isRunning) {
  111272. return;
  111273. }
  111274. this._isRunning = true;
  111275. // Let's wait for the scene to be ready before running our check
  111276. this._scene.executeWhenReady(function () {
  111277. setTimeout(function () {
  111278. _this._checkCurrentState();
  111279. }, _this._trackerDuration);
  111280. });
  111281. };
  111282. SceneOptimizer.prototype._checkCurrentState = function () {
  111283. var _this = this;
  111284. if (!this._isRunning) {
  111285. return;
  111286. }
  111287. var scene = this._scene;
  111288. var options = this._options;
  111289. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  111290. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  111291. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  111292. this._isRunning = false;
  111293. this.onSuccessObservable.notifyObservers(this);
  111294. return;
  111295. }
  111296. // Apply current level of optimizations
  111297. var allDone = true;
  111298. var noOptimizationApplied = true;
  111299. for (var index = 0; index < options.optimizations.length; index++) {
  111300. var optimization = options.optimizations[index];
  111301. if (optimization.priority === this._currentPriorityLevel) {
  111302. noOptimizationApplied = false;
  111303. allDone = allDone && optimization.apply(scene, this);
  111304. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  111305. }
  111306. }
  111307. // If no optimization was applied, this is a failure :(
  111308. if (noOptimizationApplied) {
  111309. this._isRunning = false;
  111310. this.onFailureObservable.notifyObservers(this);
  111311. return;
  111312. }
  111313. // If all optimizations were done, move to next level
  111314. if (allDone) {
  111315. this._currentPriorityLevel++;
  111316. }
  111317. // Let's the system running for a specific amount of time before checking FPS
  111318. scene.executeWhenReady(function () {
  111319. setTimeout(function () {
  111320. _this._checkCurrentState();
  111321. }, _this._trackerDuration);
  111322. });
  111323. };
  111324. /**
  111325. * Release all resources
  111326. */
  111327. SceneOptimizer.prototype.dispose = function () {
  111328. this.stop();
  111329. this.onSuccessObservable.clear();
  111330. this.onFailureObservable.clear();
  111331. this.onNewOptimizationAppliedObservable.clear();
  111332. if (this._sceneDisposeObserver) {
  111333. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  111334. }
  111335. };
  111336. /**
  111337. * Helper function to create a SceneOptimizer with one single line of code
  111338. * @param scene defines the scene to work on
  111339. * @param options defines the options to use with the SceneOptimizer
  111340. * @param onSuccess defines a callback to call on success
  111341. * @param onFailure defines a callback to call on failure
  111342. * @returns the new SceneOptimizer object
  111343. */
  111344. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  111345. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  111346. if (onSuccess) {
  111347. optimizer.onSuccessObservable.add(function () {
  111348. onSuccess();
  111349. });
  111350. }
  111351. if (onFailure) {
  111352. optimizer.onFailureObservable.add(function () {
  111353. onFailure();
  111354. });
  111355. }
  111356. optimizer.start();
  111357. return optimizer;
  111358. };
  111359. return SceneOptimizer;
  111360. }());
  111361. BABYLON.SceneOptimizer = SceneOptimizer;
  111362. })(BABYLON || (BABYLON = {}));
  111363. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  111364. var BABYLON;
  111365. (function (BABYLON) {
  111366. /**
  111367. * Gets the outline renderer associated with the scene
  111368. * @returns a OutlineRenderer
  111369. */
  111370. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  111371. if (!this._outlineRenderer) {
  111372. this._outlineRenderer = new OutlineRenderer(this);
  111373. }
  111374. return this._outlineRenderer;
  111375. };
  111376. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  111377. get: function () {
  111378. return this._renderOutline;
  111379. },
  111380. set: function (value) {
  111381. if (value) {
  111382. // Lazy Load the component.
  111383. this.getScene().getOutlineRenderer();
  111384. }
  111385. this._renderOutline = value;
  111386. },
  111387. enumerable: true,
  111388. configurable: true
  111389. });
  111390. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  111391. get: function () {
  111392. return this._renderOverlay;
  111393. },
  111394. set: function (value) {
  111395. if (value) {
  111396. // Lazy Load the component.
  111397. this.getScene().getOutlineRenderer();
  111398. }
  111399. this._renderOverlay = value;
  111400. },
  111401. enumerable: true,
  111402. configurable: true
  111403. });
  111404. /**
  111405. * This class is responsible to draw bothe outline/overlay of meshes.
  111406. * It should not be used directly but through the available method on mesh.
  111407. */
  111408. var OutlineRenderer = /** @class */ (function () {
  111409. /**
  111410. * Instantiates a new outline renderer. (There could be only one per scene).
  111411. * @param scene Defines the scene it belongs to
  111412. */
  111413. function OutlineRenderer(scene) {
  111414. /**
  111415. * The name of the component. Each component must have a unique name.
  111416. */
  111417. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  111418. /**
  111419. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  111420. */
  111421. this.zOffset = 1;
  111422. this.scene = scene;
  111423. this._engine = scene.getEngine();
  111424. this.scene._addComponent(this);
  111425. }
  111426. /**
  111427. * Register the component to one instance of a scene.
  111428. */
  111429. OutlineRenderer.prototype.register = function () {
  111430. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  111431. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  111432. };
  111433. /**
  111434. * Rebuilds the elements related to this component in case of
  111435. * context lost for instance.
  111436. */
  111437. OutlineRenderer.prototype.rebuild = function () {
  111438. // Nothing to do here.
  111439. };
  111440. /**
  111441. * Disposes the component and the associated ressources.
  111442. */
  111443. OutlineRenderer.prototype.dispose = function () {
  111444. // Nothing to do here.
  111445. };
  111446. /**
  111447. * Renders the outline in the canvas.
  111448. * @param subMesh Defines the sumesh to render
  111449. * @param batch Defines the batch of meshes in case of instances
  111450. * @param useOverlay Defines if the rendering is for the overlay or the outline
  111451. */
  111452. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  111453. var _this = this;
  111454. if (useOverlay === void 0) { useOverlay = false; }
  111455. var scene = this.scene;
  111456. var engine = scene.getEngine();
  111457. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111458. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  111459. return;
  111460. }
  111461. var mesh = subMesh.getRenderingMesh();
  111462. var material = subMesh.getMaterial();
  111463. if (!material || !scene.activeCamera) {
  111464. return;
  111465. }
  111466. engine.enableEffect(this._effect);
  111467. // Logarithmic depth
  111468. if (material.useLogarithmicDepth) {
  111469. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  111470. }
  111471. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  111472. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  111473. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  111474. // Bones
  111475. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111476. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111477. }
  111478. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  111479. // Alpha test
  111480. if (material && material.needAlphaTesting()) {
  111481. var alphaTexture = material.getAlphaTestTexture();
  111482. if (alphaTexture) {
  111483. this._effect.setTexture("diffuseSampler", alphaTexture);
  111484. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  111485. }
  111486. }
  111487. engine.setZOffset(-this.zOffset);
  111488. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  111489. engine.setZOffset(0);
  111490. };
  111491. /**
  111492. * Returns whether or not the outline renderer is ready for a given submesh.
  111493. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  111494. * @param subMesh Defines the submesh to check readyness for
  111495. * @param useInstances Defines wheter wee are trying to render instances or not
  111496. * @returns true if ready otherwise false
  111497. */
  111498. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  111499. var defines = [];
  111500. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111501. var mesh = subMesh.getMesh();
  111502. var material = subMesh.getMaterial();
  111503. if (material) {
  111504. // Alpha test
  111505. if (material.needAlphaTesting()) {
  111506. defines.push("#define ALPHATEST");
  111507. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111508. attribs.push(BABYLON.VertexBuffer.UVKind);
  111509. defines.push("#define UV1");
  111510. }
  111511. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  111512. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111513. defines.push("#define UV2");
  111514. }
  111515. }
  111516. //Logarithmic depth
  111517. if (material.useLogarithmicDepth) {
  111518. defines.push("#define LOGARITHMICDEPTH");
  111519. }
  111520. }
  111521. // Bones
  111522. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111523. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111524. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111525. if (mesh.numBoneInfluencers > 4) {
  111526. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111527. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111528. }
  111529. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111530. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  111531. }
  111532. else {
  111533. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111534. }
  111535. // Instances
  111536. if (useInstances) {
  111537. defines.push("#define INSTANCES");
  111538. attribs.push("world0");
  111539. attribs.push("world1");
  111540. attribs.push("world2");
  111541. attribs.push("world3");
  111542. }
  111543. // Get correct effect
  111544. var join = defines.join("\n");
  111545. if (this._cachedDefines !== join) {
  111546. this._cachedDefines = join;
  111547. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  111548. }
  111549. return this._effect.isReady();
  111550. };
  111551. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  111552. // Outline - step 1
  111553. this._savedDepthWrite = this._engine.getDepthWrite();
  111554. if (mesh.renderOutline) {
  111555. this._engine.setDepthWrite(false);
  111556. this.render(subMesh, batch);
  111557. this._engine.setDepthWrite(this._savedDepthWrite);
  111558. }
  111559. };
  111560. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  111561. // Outline - step 2
  111562. if (mesh.renderOutline && this._savedDepthWrite) {
  111563. this._engine.setDepthWrite(true);
  111564. this._engine.setColorWrite(false);
  111565. this.render(subMesh, batch);
  111566. this._engine.setColorWrite(true);
  111567. }
  111568. // Overlay
  111569. if (mesh.renderOverlay) {
  111570. var currentMode = this._engine.getAlphaMode();
  111571. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111572. this.render(subMesh, batch, true);
  111573. this._engine.setAlphaMode(currentMode);
  111574. }
  111575. };
  111576. return OutlineRenderer;
  111577. }());
  111578. BABYLON.OutlineRenderer = OutlineRenderer;
  111579. })(BABYLON || (BABYLON = {}));
  111580. //# sourceMappingURL=babylon.outlineRenderer.js.map
  111581. var BABYLON;
  111582. (function (BABYLON) {
  111583. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  111584. if (this._edgesRenderer) {
  111585. this._edgesRenderer.dispose();
  111586. this._edgesRenderer = null;
  111587. }
  111588. return this;
  111589. };
  111590. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111591. if (epsilon === void 0) { epsilon = 0.95; }
  111592. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111593. this.disableEdgesRendering();
  111594. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111595. return this;
  111596. };
  111597. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  111598. get: function () {
  111599. return this._edgesRenderer;
  111600. },
  111601. enumerable: true,
  111602. configurable: true
  111603. });
  111604. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111605. if (epsilon === void 0) { epsilon = 0.95; }
  111606. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111607. this.disableEdgesRendering();
  111608. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111609. return this;
  111610. };
  111611. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111612. if (epsilon === void 0) { epsilon = 0.95; }
  111613. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111614. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  111615. return this;
  111616. };
  111617. /**
  111618. * FaceAdjacencies Helper class to generate edges
  111619. */
  111620. var FaceAdjacencies = /** @class */ (function () {
  111621. function FaceAdjacencies() {
  111622. this.edges = new Array();
  111623. this.edgesConnectedCount = 0;
  111624. }
  111625. return FaceAdjacencies;
  111626. }());
  111627. /**
  111628. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111629. */
  111630. var EdgesRenderer = /** @class */ (function () {
  111631. /**
  111632. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111633. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111634. * @param source Mesh used to create edges
  111635. * @param epsilon sum of angles in adjacency to check for edge
  111636. * @param checkVerticesInsteadOfIndices
  111637. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111638. */
  111639. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111640. if (epsilon === void 0) { epsilon = 0.95; }
  111641. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111642. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111643. var _this = this;
  111644. /**
  111645. * Define the size of the edges with an orthographic camera
  111646. */
  111647. this.edgesWidthScalerForOrthographic = 1000.0;
  111648. /**
  111649. * Define the size of the edges with a perspective camera
  111650. */
  111651. this.edgesWidthScalerForPerspective = 50.0;
  111652. this._linesPositions = new Array();
  111653. this._linesNormals = new Array();
  111654. this._linesIndices = new Array();
  111655. this._buffers = {};
  111656. this._checkVerticesInsteadOfIndices = false;
  111657. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111658. this.isEnabled = true;
  111659. this._source = source;
  111660. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111661. this._epsilon = epsilon;
  111662. this._prepareRessources();
  111663. if (generateEdgesLines) {
  111664. this._generateEdgesLines();
  111665. }
  111666. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111667. _this._rebuild();
  111668. });
  111669. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111670. _this.dispose();
  111671. });
  111672. }
  111673. EdgesRenderer.prototype._prepareRessources = function () {
  111674. if (this._lineShader) {
  111675. return;
  111676. }
  111677. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111678. attributes: ["position", "normal"],
  111679. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111680. });
  111681. this._lineShader.disableDepthWrite = true;
  111682. this._lineShader.backFaceCulling = false;
  111683. };
  111684. /** @hidden */
  111685. EdgesRenderer.prototype._rebuild = function () {
  111686. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111687. if (buffer) {
  111688. buffer._rebuild();
  111689. }
  111690. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111691. if (buffer) {
  111692. buffer._rebuild();
  111693. }
  111694. var scene = this._source.getScene();
  111695. var engine = scene.getEngine();
  111696. this._ib = engine.createIndexBuffer(this._linesIndices);
  111697. };
  111698. /**
  111699. * Releases the required resources for the edges renderer
  111700. */
  111701. EdgesRenderer.prototype.dispose = function () {
  111702. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111703. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111704. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111705. if (buffer) {
  111706. buffer.dispose();
  111707. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111708. }
  111709. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111710. if (buffer) {
  111711. buffer.dispose();
  111712. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111713. }
  111714. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111715. this._lineShader.dispose();
  111716. };
  111717. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111718. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111719. return 0;
  111720. }
  111721. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111722. return 1;
  111723. }
  111724. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111725. return 2;
  111726. }
  111727. return -1;
  111728. };
  111729. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111730. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111731. return 0;
  111732. }
  111733. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111734. return 1;
  111735. }
  111736. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111737. return 2;
  111738. }
  111739. return -1;
  111740. };
  111741. /**
  111742. * Checks if the pair of p0 and p1 is en edge
  111743. * @param faceIndex
  111744. * @param edge
  111745. * @param faceNormals
  111746. * @param p0
  111747. * @param p1
  111748. * @private
  111749. */
  111750. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111751. var needToCreateLine;
  111752. if (edge === undefined) {
  111753. needToCreateLine = true;
  111754. }
  111755. else {
  111756. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111757. needToCreateLine = dotProduct < this._epsilon;
  111758. }
  111759. if (needToCreateLine) {
  111760. this.createLine(p0, p1, this._linesPositions.length / 3);
  111761. }
  111762. };
  111763. /**
  111764. * push line into the position, normal and index buffer
  111765. * @protected
  111766. */
  111767. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111768. // Positions
  111769. 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);
  111770. // Normals
  111771. 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);
  111772. // Indices
  111773. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111774. };
  111775. /**
  111776. * Generates lines edges from adjacencjes
  111777. * @private
  111778. */
  111779. EdgesRenderer.prototype._generateEdgesLines = function () {
  111780. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111781. var indices = this._source.getIndices();
  111782. if (!indices || !positions) {
  111783. return;
  111784. }
  111785. // First let's find adjacencies
  111786. var adjacencies = new Array();
  111787. var faceNormals = new Array();
  111788. var index;
  111789. var faceAdjacencies;
  111790. // Prepare faces
  111791. for (index = 0; index < indices.length; index += 3) {
  111792. faceAdjacencies = new FaceAdjacencies();
  111793. var p0Index = indices[index];
  111794. var p1Index = indices[index + 1];
  111795. var p2Index = indices[index + 2];
  111796. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111797. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111798. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111799. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111800. faceNormal.normalize();
  111801. faceNormals.push(faceNormal);
  111802. adjacencies.push(faceAdjacencies);
  111803. }
  111804. // Scan
  111805. for (index = 0; index < adjacencies.length; index++) {
  111806. faceAdjacencies = adjacencies[index];
  111807. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111808. var otherFaceAdjacencies = adjacencies[otherIndex];
  111809. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111810. break;
  111811. }
  111812. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111813. continue;
  111814. }
  111815. var otherP0 = indices[otherIndex * 3];
  111816. var otherP1 = indices[otherIndex * 3 + 1];
  111817. var otherP2 = indices[otherIndex * 3 + 2];
  111818. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111819. var otherEdgeIndex = 0;
  111820. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111821. continue;
  111822. }
  111823. switch (edgeIndex) {
  111824. case 0:
  111825. if (this._checkVerticesInsteadOfIndices) {
  111826. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111827. }
  111828. else {
  111829. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111830. }
  111831. break;
  111832. case 1:
  111833. if (this._checkVerticesInsteadOfIndices) {
  111834. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111835. }
  111836. else {
  111837. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111838. }
  111839. break;
  111840. case 2:
  111841. if (this._checkVerticesInsteadOfIndices) {
  111842. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111843. }
  111844. else {
  111845. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111846. }
  111847. break;
  111848. }
  111849. if (otherEdgeIndex === -1) {
  111850. continue;
  111851. }
  111852. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111853. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111854. faceAdjacencies.edgesConnectedCount++;
  111855. otherFaceAdjacencies.edgesConnectedCount++;
  111856. if (faceAdjacencies.edgesConnectedCount === 3) {
  111857. break;
  111858. }
  111859. }
  111860. }
  111861. }
  111862. // Create lines
  111863. for (index = 0; index < adjacencies.length; index++) {
  111864. // 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
  111865. var current = adjacencies[index];
  111866. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111867. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111868. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111869. }
  111870. // Merge into a single mesh
  111871. var engine = this._source.getScene().getEngine();
  111872. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111873. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111874. this._ib = engine.createIndexBuffer(this._linesIndices);
  111875. this._indicesCount = this._linesIndices.length;
  111876. };
  111877. /**
  111878. * Checks wether or not the edges renderer is ready to render.
  111879. * @return true if ready, otherwise false.
  111880. */
  111881. EdgesRenderer.prototype.isReady = function () {
  111882. return this._lineShader.isReady();
  111883. };
  111884. /**
  111885. * Renders the edges of the attached mesh,
  111886. */
  111887. EdgesRenderer.prototype.render = function () {
  111888. var scene = this._source.getScene();
  111889. if (!this.isReady() || !scene.activeCamera) {
  111890. return;
  111891. }
  111892. var engine = scene.getEngine();
  111893. this._lineShader._preBind();
  111894. if (this._source.edgesColor.a !== 1) {
  111895. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111896. }
  111897. else {
  111898. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111899. }
  111900. // VBOs
  111901. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111902. scene.resetCachedMaterial();
  111903. this._lineShader.setColor4("color", this._source.edgesColor);
  111904. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111905. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111906. }
  111907. else {
  111908. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111909. }
  111910. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111911. this._lineShader.bind(this._source.getWorldMatrix());
  111912. // Draw order
  111913. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111914. this._lineShader.unbind();
  111915. };
  111916. return EdgesRenderer;
  111917. }());
  111918. BABYLON.EdgesRenderer = EdgesRenderer;
  111919. })(BABYLON || (BABYLON = {}));
  111920. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111921. var BABYLON;
  111922. (function (BABYLON) {
  111923. /**
  111924. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111925. */
  111926. var LineEdgesRenderer = /** @class */ (function (_super) {
  111927. __extends(LineEdgesRenderer, _super);
  111928. /**
  111929. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111930. * @param source LineMesh used to generate edges
  111931. * @param epsilon not important (specified angle for edge detection)
  111932. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111933. */
  111934. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111935. if (epsilon === void 0) { epsilon = 0.95; }
  111936. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111937. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111938. _this._generateEdgesLines();
  111939. return _this;
  111940. }
  111941. /**
  111942. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111943. */
  111944. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111945. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111946. var indices = this._source.getIndices();
  111947. if (!indices || !positions) {
  111948. return;
  111949. }
  111950. var p0 = BABYLON.Tmp.Vector3[0];
  111951. var p1 = BABYLON.Tmp.Vector3[1];
  111952. var len = indices.length - 1;
  111953. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111954. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111955. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111956. this.createLine(p0, p1, offset);
  111957. }
  111958. // Merge into a single mesh
  111959. var engine = this._source.getScene().getEngine();
  111960. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111961. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111962. this._ib = engine.createIndexBuffer(this._linesIndices);
  111963. this._indicesCount = this._linesIndices.length;
  111964. };
  111965. return LineEdgesRenderer;
  111966. }(BABYLON.EdgesRenderer));
  111967. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111968. })(BABYLON || (BABYLON = {}));
  111969. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111970. var BABYLON;
  111971. (function (BABYLON) {
  111972. // Adds the parser to the scene parsers.
  111973. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111974. if (parsedData.effectLayers) {
  111975. if (!container.effectLayers) {
  111976. container.effectLayers = new Array();
  111977. }
  111978. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111979. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111980. container.effectLayers.push(effectLayer);
  111981. }
  111982. }
  111983. });
  111984. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111985. var index = this.effectLayers.indexOf(toRemove);
  111986. if (index !== -1) {
  111987. this.effectLayers.splice(index, 1);
  111988. }
  111989. return index;
  111990. };
  111991. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111992. this.effectLayers.push(newEffectLayer);
  111993. };
  111994. /**
  111995. * Defines the layer scene component responsible to manage any effect layers
  111996. * in a given scene.
  111997. */
  111998. var EffectLayerSceneComponent = /** @class */ (function () {
  111999. /**
  112000. * Creates a new instance of the component for the given scene
  112001. * @param scene Defines the scene to register the component in
  112002. */
  112003. function EffectLayerSceneComponent(scene) {
  112004. /**
  112005. * The component name helpfull to identify the component in the list of scene components.
  112006. */
  112007. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  112008. this._renderEffects = false;
  112009. this._needStencil = false;
  112010. this._previousStencilState = false;
  112011. this.scene = scene;
  112012. this._engine = scene.getEngine();
  112013. scene.effectLayers = new Array();
  112014. }
  112015. /**
  112016. * Registers the component in a given scene
  112017. */
  112018. EffectLayerSceneComponent.prototype.register = function () {
  112019. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  112020. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  112021. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  112022. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  112023. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  112024. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  112025. };
  112026. /**
  112027. * Rebuilds the elements related to this component in case of
  112028. * context lost for instance.
  112029. */
  112030. EffectLayerSceneComponent.prototype.rebuild = function () {
  112031. var layers = this.scene.effectLayers;
  112032. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112033. var effectLayer = layers_1[_i];
  112034. effectLayer._rebuild();
  112035. }
  112036. };
  112037. /**
  112038. * Serializes the component data to the specified json object
  112039. * @param serializationObject The object to serialize to
  112040. */
  112041. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  112042. // Effect layers
  112043. serializationObject.effectLayers = [];
  112044. var layers = this.scene.effectLayers;
  112045. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112046. var effectLayer = layers_2[_i];
  112047. if (effectLayer.serialize) {
  112048. serializationObject.effectLayers.push(effectLayer.serialize());
  112049. }
  112050. }
  112051. };
  112052. /**
  112053. * Adds all the element from the container to the scene
  112054. * @param container the container holding the elements
  112055. */
  112056. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  112057. var _this = this;
  112058. if (!container.effectLayers) {
  112059. return;
  112060. }
  112061. container.effectLayers.forEach(function (o) {
  112062. _this.scene.addEffectLayer(o);
  112063. });
  112064. };
  112065. /**
  112066. * Removes all the elements in the container from the scene
  112067. * @param container contains the elements to remove
  112068. */
  112069. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  112070. var _this = this;
  112071. if (!container.effectLayers) {
  112072. return;
  112073. }
  112074. container.effectLayers.forEach(function (o) {
  112075. _this.scene.removeEffectLayer(o);
  112076. });
  112077. };
  112078. /**
  112079. * Disposes the component and the associated ressources.
  112080. */
  112081. EffectLayerSceneComponent.prototype.dispose = function () {
  112082. var layers = this.scene.effectLayers;
  112083. while (layers.length) {
  112084. layers[0].dispose();
  112085. }
  112086. };
  112087. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  112088. var layers = this.scene.effectLayers;
  112089. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  112090. var layer = layers_3[_i];
  112091. if (!layer.hasMesh(mesh)) {
  112092. continue;
  112093. }
  112094. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  112095. var subMesh = _b[_a];
  112096. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  112097. return false;
  112098. }
  112099. }
  112100. }
  112101. return true;
  112102. };
  112103. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  112104. this._renderEffects = false;
  112105. this._needStencil = false;
  112106. var layers = this.scene.effectLayers;
  112107. if (layers && layers.length > 0) {
  112108. this._previousStencilState = this._engine.getStencilBuffer();
  112109. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  112110. var effectLayer = layers_4[_i];
  112111. if (effectLayer.shouldRender() &&
  112112. (!effectLayer.camera ||
  112113. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  112114. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  112115. this._renderEffects = true;
  112116. this._needStencil = this._needStencil || effectLayer.needStencil();
  112117. var renderTarget = effectLayer._mainTexture;
  112118. if (renderTarget._shouldRender()) {
  112119. this.scene.incrementRenderId();
  112120. renderTarget.render(false, false);
  112121. }
  112122. }
  112123. }
  112124. this.scene.incrementRenderId();
  112125. }
  112126. };
  112127. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  112128. // Activate effect Layer stencil
  112129. if (this._needStencil) {
  112130. this._engine.setStencilBuffer(true);
  112131. }
  112132. };
  112133. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  112134. // Restore effect Layer stencil
  112135. if (this._needStencil) {
  112136. this._engine.setStencilBuffer(this._previousStencilState);
  112137. }
  112138. };
  112139. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  112140. if (this._renderEffects) {
  112141. this._engine.setDepthBuffer(false);
  112142. var layers = this.scene.effectLayers;
  112143. for (var i = 0; i < layers.length; i++) {
  112144. var effectLayer = layers[i];
  112145. if (effectLayer.renderingGroupId === renderingGroupId) {
  112146. if (effectLayer.shouldRender()) {
  112147. effectLayer.render();
  112148. }
  112149. }
  112150. }
  112151. this._engine.setDepthBuffer(true);
  112152. }
  112153. };
  112154. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  112155. if (this._renderEffects) {
  112156. this._draw(-1);
  112157. }
  112158. };
  112159. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  112160. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  112161. this._draw(index);
  112162. }
  112163. };
  112164. return EffectLayerSceneComponent;
  112165. }());
  112166. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  112167. })(BABYLON || (BABYLON = {}));
  112168. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  112169. var __assign = (this && this.__assign) || function () {
  112170. __assign = Object.assign || function(t) {
  112171. for (var s, i = 1, n = arguments.length; i < n; i++) {
  112172. s = arguments[i];
  112173. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  112174. t[p] = s[p];
  112175. }
  112176. return t;
  112177. };
  112178. return __assign.apply(this, arguments);
  112179. };
  112180. var BABYLON;
  112181. (function (BABYLON) {
  112182. /**
  112183. * The effect layer Helps adding post process effect blended with the main pass.
  112184. *
  112185. * This can be for instance use to generate glow or higlight effects on the scene.
  112186. *
  112187. * The effect layer class can not be used directly and is intented to inherited from to be
  112188. * customized per effects.
  112189. */
  112190. var EffectLayer = /** @class */ (function () {
  112191. /**
  112192. * Instantiates a new effect Layer and references it in the scene.
  112193. * @param name The name of the layer
  112194. * @param scene The scene to use the layer in
  112195. */
  112196. function EffectLayer(
  112197. /** The Friendly of the effect in the scene */
  112198. name, scene) {
  112199. this._vertexBuffers = {};
  112200. this._maxSize = 0;
  112201. this._mainTextureDesiredSize = { width: 0, height: 0 };
  112202. this._shouldRender = true;
  112203. this._postProcesses = [];
  112204. this._textures = [];
  112205. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  112206. /**
  112207. * The clear color of the texture used to generate the glow map.
  112208. */
  112209. this.neutralColor = new BABYLON.Color4();
  112210. /**
  112211. * Specifies wether the highlight layer is enabled or not.
  112212. */
  112213. this.isEnabled = true;
  112214. /**
  112215. * An event triggered when the effect layer has been disposed.
  112216. */
  112217. this.onDisposeObservable = new BABYLON.Observable();
  112218. /**
  112219. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112220. */
  112221. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  112222. /**
  112223. * An event triggered when the generated texture is being merged in the scene.
  112224. */
  112225. this.onBeforeComposeObservable = new BABYLON.Observable();
  112226. /**
  112227. * An event triggered when the generated texture has been merged in the scene.
  112228. */
  112229. this.onAfterComposeObservable = new BABYLON.Observable();
  112230. /**
  112231. * An event triggered when the efffect layer changes its size.
  112232. */
  112233. this.onSizeChangedObservable = new BABYLON.Observable();
  112234. this.name = name;
  112235. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112236. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  112237. if (!component) {
  112238. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  112239. this._scene._addComponent(component);
  112240. }
  112241. this._engine = this._scene.getEngine();
  112242. this._maxSize = this._engine.getCaps().maxTextureSize;
  112243. this._scene.effectLayers.push(this);
  112244. // Generate Buffers
  112245. this._generateIndexBuffer();
  112246. this._genrateVertexBuffer();
  112247. }
  112248. Object.defineProperty(EffectLayer.prototype, "camera", {
  112249. /**
  112250. * Gets the camera attached to the layer.
  112251. */
  112252. get: function () {
  112253. return this._effectLayerOptions.camera;
  112254. },
  112255. enumerable: true,
  112256. configurable: true
  112257. });
  112258. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  112259. /**
  112260. * Gets the rendering group id the layer should render in.
  112261. */
  112262. get: function () {
  112263. return this._effectLayerOptions.renderingGroupId;
  112264. },
  112265. enumerable: true,
  112266. configurable: true
  112267. });
  112268. /**
  112269. * Initializes the effect layer with the required options.
  112270. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  112271. */
  112272. EffectLayer.prototype._init = function (options) {
  112273. // Adapt options
  112274. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  112275. this._setMainTextureSize();
  112276. this._createMainTexture();
  112277. this._createTextureAndPostProcesses();
  112278. this._mergeEffect = this._createMergeEffect();
  112279. };
  112280. /**
  112281. * Generates the index buffer of the full screen quad blending to the main canvas.
  112282. */
  112283. EffectLayer.prototype._generateIndexBuffer = function () {
  112284. // Indices
  112285. var indices = [];
  112286. indices.push(0);
  112287. indices.push(1);
  112288. indices.push(2);
  112289. indices.push(0);
  112290. indices.push(2);
  112291. indices.push(3);
  112292. this._indexBuffer = this._engine.createIndexBuffer(indices);
  112293. };
  112294. /**
  112295. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  112296. */
  112297. EffectLayer.prototype._genrateVertexBuffer = function () {
  112298. // VBO
  112299. var vertices = [];
  112300. vertices.push(1, 1);
  112301. vertices.push(-1, 1);
  112302. vertices.push(-1, -1);
  112303. vertices.push(1, -1);
  112304. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  112305. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  112306. };
  112307. /**
  112308. * Sets the main texture desired size which is the closest power of two
  112309. * of the engine canvas size.
  112310. */
  112311. EffectLayer.prototype._setMainTextureSize = function () {
  112312. if (this._effectLayerOptions.mainTextureFixedSize) {
  112313. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  112314. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  112315. }
  112316. else {
  112317. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  112318. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  112319. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  112320. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  112321. }
  112322. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  112323. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  112324. };
  112325. /**
  112326. * Creates the main texture for the effect layer.
  112327. */
  112328. EffectLayer.prototype._createMainTexture = function () {
  112329. var _this = this;
  112330. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  112331. width: this._mainTextureDesiredSize.width,
  112332. height: this._mainTextureDesiredSize.height
  112333. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  112334. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  112335. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112336. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112337. this._mainTexture.anisotropicFilteringLevel = 1;
  112338. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112339. this._mainTexture.renderParticles = false;
  112340. this._mainTexture.renderList = null;
  112341. this._mainTexture.ignoreCameraViewport = true;
  112342. // Custom render function
  112343. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  112344. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  112345. var index;
  112346. var engine = _this._scene.getEngine();
  112347. if (depthOnlySubMeshes.length) {
  112348. engine.setColorWrite(false);
  112349. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  112350. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  112351. }
  112352. engine.setColorWrite(true);
  112353. }
  112354. for (index = 0; index < opaqueSubMeshes.length; index++) {
  112355. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  112356. }
  112357. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  112358. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  112359. }
  112360. for (index = 0; index < transparentSubMeshes.length; index++) {
  112361. _this._renderSubMesh(transparentSubMeshes.data[index]);
  112362. }
  112363. };
  112364. this._mainTexture.onClearObservable.add(function (engine) {
  112365. engine.clear(_this.neutralColor, true, true, true);
  112366. });
  112367. };
  112368. /**
  112369. * Checks for the readiness of the element composing the layer.
  112370. * @param subMesh the mesh to check for
  112371. * @param useInstances specify wether or not to use instances to render the mesh
  112372. * @param emissiveTexture the associated emissive texture used to generate the glow
  112373. * @return true if ready otherwise, false
  112374. */
  112375. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  112376. var material = subMesh.getMaterial();
  112377. if (!material) {
  112378. return false;
  112379. }
  112380. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  112381. return false;
  112382. }
  112383. var defines = [];
  112384. var attribs = [BABYLON.VertexBuffer.PositionKind];
  112385. var mesh = subMesh.getMesh();
  112386. var uv1 = false;
  112387. var uv2 = false;
  112388. // Alpha test
  112389. if (material && material.needAlphaTesting()) {
  112390. var alphaTexture = material.getAlphaTestTexture();
  112391. if (alphaTexture) {
  112392. defines.push("#define ALPHATEST");
  112393. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112394. alphaTexture.coordinatesIndex === 1) {
  112395. defines.push("#define DIFFUSEUV2");
  112396. uv2 = true;
  112397. }
  112398. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112399. defines.push("#define DIFFUSEUV1");
  112400. uv1 = true;
  112401. }
  112402. }
  112403. }
  112404. // Emissive
  112405. if (emissiveTexture) {
  112406. defines.push("#define EMISSIVE");
  112407. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112408. emissiveTexture.coordinatesIndex === 1) {
  112409. defines.push("#define EMISSIVEUV2");
  112410. uv2 = true;
  112411. }
  112412. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112413. defines.push("#define EMISSIVEUV1");
  112414. uv1 = true;
  112415. }
  112416. }
  112417. if (uv1) {
  112418. attribs.push(BABYLON.VertexBuffer.UVKind);
  112419. defines.push("#define UV1");
  112420. }
  112421. if (uv2) {
  112422. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112423. defines.push("#define UV2");
  112424. }
  112425. // Bones
  112426. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112427. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112428. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112429. if (mesh.numBoneInfluencers > 4) {
  112430. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112431. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112432. }
  112433. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112434. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  112435. }
  112436. else {
  112437. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112438. }
  112439. // Morph targets
  112440. var manager = mesh.morphTargetManager;
  112441. var morphInfluencers = 0;
  112442. if (manager) {
  112443. if (manager.numInfluencers > 0) {
  112444. defines.push("#define MORPHTARGETS");
  112445. morphInfluencers = manager.numInfluencers;
  112446. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  112447. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  112448. }
  112449. }
  112450. // Instances
  112451. if (useInstances) {
  112452. defines.push("#define INSTANCES");
  112453. attribs.push("world0");
  112454. attribs.push("world1");
  112455. attribs.push("world2");
  112456. attribs.push("world3");
  112457. }
  112458. // Get correct effect
  112459. var join = defines.join("\n");
  112460. if (this._cachedDefines !== join) {
  112461. this._cachedDefines = join;
  112462. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  112463. }
  112464. return this._effectLayerMapGenerationEffect.isReady();
  112465. };
  112466. /**
  112467. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112468. */
  112469. EffectLayer.prototype.render = function () {
  112470. var currentEffect = this._mergeEffect;
  112471. // Check
  112472. if (!currentEffect.isReady()) {
  112473. return;
  112474. }
  112475. for (var i = 0; i < this._postProcesses.length; i++) {
  112476. if (!this._postProcesses[i].isReady()) {
  112477. return;
  112478. }
  112479. }
  112480. var engine = this._scene.getEngine();
  112481. this.onBeforeComposeObservable.notifyObservers(this);
  112482. // Render
  112483. engine.enableEffect(currentEffect);
  112484. engine.setState(false);
  112485. // VBOs
  112486. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  112487. // Cache
  112488. var previousAlphaMode = engine.getAlphaMode();
  112489. // Go Blend.
  112490. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  112491. // Blends the map on the main canvas.
  112492. this._internalRender(currentEffect);
  112493. // Restore Alpha
  112494. engine.setAlphaMode(previousAlphaMode);
  112495. this.onAfterComposeObservable.notifyObservers(this);
  112496. // Handle size changes.
  112497. var size = this._mainTexture.getSize();
  112498. this._setMainTextureSize();
  112499. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  112500. // Recreate RTT and post processes on size change.
  112501. this.onSizeChangedObservable.notifyObservers(this);
  112502. this._disposeTextureAndPostProcesses();
  112503. this._createMainTexture();
  112504. this._createTextureAndPostProcesses();
  112505. }
  112506. };
  112507. /**
  112508. * Determine if a given mesh will be used in the current effect.
  112509. * @param mesh mesh to test
  112510. * @returns true if the mesh will be used
  112511. */
  112512. EffectLayer.prototype.hasMesh = function (mesh) {
  112513. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  112514. return true;
  112515. }
  112516. return false;
  112517. };
  112518. /**
  112519. * Returns true if the layer contains information to display, otherwise false.
  112520. * @returns true if the glow layer should be rendered
  112521. */
  112522. EffectLayer.prototype.shouldRender = function () {
  112523. return this.isEnabled && this._shouldRender;
  112524. };
  112525. /**
  112526. * Returns true if the mesh should render, otherwise false.
  112527. * @param mesh The mesh to render
  112528. * @returns true if it should render otherwise false
  112529. */
  112530. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  112531. return true;
  112532. };
  112533. /**
  112534. * Returns true if the mesh should render, otherwise false.
  112535. * @param mesh The mesh to render
  112536. * @returns true if it should render otherwise false
  112537. */
  112538. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  112539. return true;
  112540. };
  112541. /**
  112542. * Renders the submesh passed in parameter to the generation map.
  112543. */
  112544. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  112545. var _this = this;
  112546. if (!this.shouldRender()) {
  112547. return;
  112548. }
  112549. var material = subMesh.getMaterial();
  112550. var mesh = subMesh.getRenderingMesh();
  112551. var scene = this._scene;
  112552. var engine = scene.getEngine();
  112553. if (!material) {
  112554. return;
  112555. }
  112556. // Do not block in blend mode.
  112557. if (material.needAlphaBlendingForMesh(mesh)) {
  112558. return;
  112559. }
  112560. // Culling
  112561. engine.setState(material.backFaceCulling);
  112562. // Managing instances
  112563. var batch = mesh._getInstancesRenderList(subMesh._id);
  112564. if (batch.mustReturn) {
  112565. return;
  112566. }
  112567. // Early Exit per mesh
  112568. if (!this._shouldRenderMesh(mesh)) {
  112569. return;
  112570. }
  112571. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112572. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  112573. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  112574. engine.enableEffect(this._effectLayerMapGenerationEffect);
  112575. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  112576. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  112577. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  112578. // Alpha test
  112579. if (material && material.needAlphaTesting()) {
  112580. var alphaTexture = material.getAlphaTestTexture();
  112581. if (alphaTexture) {
  112582. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  112583. var textureMatrix = alphaTexture.getTextureMatrix();
  112584. if (textureMatrix) {
  112585. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  112586. }
  112587. }
  112588. }
  112589. // Glow emissive only
  112590. if (this._emissiveTextureAndColor.texture) {
  112591. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  112592. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  112593. }
  112594. // Bones
  112595. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112596. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112597. }
  112598. // Morph targets
  112599. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  112600. // Draw
  112601. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  112602. }
  112603. else {
  112604. // Need to reset refresh rate of the main map
  112605. this._mainTexture.resetRefreshCounter();
  112606. }
  112607. };
  112608. /**
  112609. * Rebuild the required buffers.
  112610. * @hidden Internal use only.
  112611. */
  112612. EffectLayer.prototype._rebuild = function () {
  112613. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112614. if (vb) {
  112615. vb._rebuild();
  112616. }
  112617. this._generateIndexBuffer();
  112618. };
  112619. /**
  112620. * Dispose only the render target textures and post process.
  112621. */
  112622. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  112623. this._mainTexture.dispose();
  112624. for (var i = 0; i < this._postProcesses.length; i++) {
  112625. if (this._postProcesses[i]) {
  112626. this._postProcesses[i].dispose();
  112627. }
  112628. }
  112629. this._postProcesses = [];
  112630. for (var i = 0; i < this._textures.length; i++) {
  112631. if (this._textures[i]) {
  112632. this._textures[i].dispose();
  112633. }
  112634. }
  112635. this._textures = [];
  112636. };
  112637. /**
  112638. * Dispose the highlight layer and free resources.
  112639. */
  112640. EffectLayer.prototype.dispose = function () {
  112641. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112642. if (vertexBuffer) {
  112643. vertexBuffer.dispose();
  112644. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112645. }
  112646. if (this._indexBuffer) {
  112647. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112648. this._indexBuffer = null;
  112649. }
  112650. // Clean textures and post processes
  112651. this._disposeTextureAndPostProcesses();
  112652. // Remove from scene
  112653. var index = this._scene.effectLayers.indexOf(this, 0);
  112654. if (index > -1) {
  112655. this._scene.effectLayers.splice(index, 1);
  112656. }
  112657. // Callback
  112658. this.onDisposeObservable.notifyObservers(this);
  112659. this.onDisposeObservable.clear();
  112660. this.onBeforeRenderMainTextureObservable.clear();
  112661. this.onBeforeComposeObservable.clear();
  112662. this.onAfterComposeObservable.clear();
  112663. this.onSizeChangedObservable.clear();
  112664. };
  112665. /**
  112666. * Gets the class name of the effect layer
  112667. * @returns the string with the class name of the effect layer
  112668. */
  112669. EffectLayer.prototype.getClassName = function () {
  112670. return "EffectLayer";
  112671. };
  112672. /**
  112673. * Creates an effect layer from parsed effect layer data
  112674. * @param parsedEffectLayer defines effect layer data
  112675. * @param scene defines the current scene
  112676. * @param rootUrl defines the root URL containing the effect layer information
  112677. * @returns a parsed effect Layer
  112678. */
  112679. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112680. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112681. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112682. };
  112683. __decorate([
  112684. BABYLON.serialize()
  112685. ], EffectLayer.prototype, "name", void 0);
  112686. __decorate([
  112687. BABYLON.serializeAsColor4()
  112688. ], EffectLayer.prototype, "neutralColor", void 0);
  112689. __decorate([
  112690. BABYLON.serialize()
  112691. ], EffectLayer.prototype, "isEnabled", void 0);
  112692. __decorate([
  112693. BABYLON.serializeAsCameraReference()
  112694. ], EffectLayer.prototype, "camera", null);
  112695. __decorate([
  112696. BABYLON.serialize()
  112697. ], EffectLayer.prototype, "renderingGroupId", null);
  112698. return EffectLayer;
  112699. }());
  112700. BABYLON.EffectLayer = EffectLayer;
  112701. })(BABYLON || (BABYLON = {}));
  112702. //# sourceMappingURL=babylon.effectLayer.js.map
  112703. var BABYLON;
  112704. (function (BABYLON) {
  112705. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112706. for (var index = 0; index < this.effectLayers.length; index++) {
  112707. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112708. return this.effectLayers[index];
  112709. }
  112710. }
  112711. return null;
  112712. };
  112713. /**
  112714. * Special Glow Blur post process only blurring the alpha channel
  112715. * It enforces keeping the most luminous color in the color channel.
  112716. */
  112717. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112718. __extends(GlowBlurPostProcess, _super);
  112719. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112720. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112721. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112722. _this.direction = direction;
  112723. _this.kernel = kernel;
  112724. _this.onApplyObservable.add(function (effect) {
  112725. effect.setFloat2("screenSize", _this.width, _this.height);
  112726. effect.setVector2("direction", _this.direction);
  112727. effect.setFloat("blurWidth", _this.kernel);
  112728. });
  112729. return _this;
  112730. }
  112731. return GlowBlurPostProcess;
  112732. }(BABYLON.PostProcess));
  112733. /**
  112734. * The highlight layer Helps adding a glow effect around a mesh.
  112735. *
  112736. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112737. * glowy meshes to your scene.
  112738. *
  112739. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112740. */
  112741. var HighlightLayer = /** @class */ (function (_super) {
  112742. __extends(HighlightLayer, _super);
  112743. /**
  112744. * Instantiates a new highlight Layer and references it to the scene..
  112745. * @param name The name of the layer
  112746. * @param scene The scene to use the layer in
  112747. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112748. */
  112749. function HighlightLayer(name, scene, options) {
  112750. var _this = _super.call(this, name, scene) || this;
  112751. _this.name = name;
  112752. /**
  112753. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112754. */
  112755. _this.innerGlow = true;
  112756. /**
  112757. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112758. */
  112759. _this.outerGlow = true;
  112760. /**
  112761. * An event triggered when the highlight layer is being blurred.
  112762. */
  112763. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112764. /**
  112765. * An event triggered when the highlight layer has been blurred.
  112766. */
  112767. _this.onAfterBlurObservable = new BABYLON.Observable();
  112768. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112769. _this._meshes = {};
  112770. _this._excludedMeshes = {};
  112771. _this.neutralColor = HighlightLayer.NeutralColor;
  112772. // Warn on stencil
  112773. if (!_this._engine.isStencilEnable) {
  112774. 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 }");
  112775. }
  112776. // Adapt options
  112777. _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);
  112778. // Initialize the layer
  112779. _this._init({
  112780. alphaBlendingMode: _this._options.alphaBlendingMode,
  112781. camera: _this._options.camera,
  112782. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112783. mainTextureRatio: _this._options.mainTextureRatio,
  112784. renderingGroupId: _this._options.renderingGroupId
  112785. });
  112786. // Do not render as long as no meshes have been added
  112787. _this._shouldRender = false;
  112788. return _this;
  112789. }
  112790. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112791. /**
  112792. * Gets the horizontal size of the blur.
  112793. */
  112794. get: function () {
  112795. return this._horizontalBlurPostprocess.kernel;
  112796. },
  112797. /**
  112798. * Specifies the horizontal size of the blur.
  112799. */
  112800. set: function (value) {
  112801. this._horizontalBlurPostprocess.kernel = value;
  112802. },
  112803. enumerable: true,
  112804. configurable: true
  112805. });
  112806. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112807. /**
  112808. * Gets the vertical size of the blur.
  112809. */
  112810. get: function () {
  112811. return this._verticalBlurPostprocess.kernel;
  112812. },
  112813. /**
  112814. * Specifies the vertical size of the blur.
  112815. */
  112816. set: function (value) {
  112817. this._verticalBlurPostprocess.kernel = value;
  112818. },
  112819. enumerable: true,
  112820. configurable: true
  112821. });
  112822. /**
  112823. * Get the effect name of the layer.
  112824. * @return The effect name
  112825. */
  112826. HighlightLayer.prototype.getEffectName = function () {
  112827. return HighlightLayer.EffectName;
  112828. };
  112829. /**
  112830. * Create the merge effect. This is the shader use to blit the information back
  112831. * to the main canvas at the end of the scene rendering.
  112832. */
  112833. HighlightLayer.prototype._createMergeEffect = function () {
  112834. // Effect
  112835. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112836. };
  112837. /**
  112838. * Creates the render target textures and post processes used in the highlight layer.
  112839. */
  112840. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112841. var _this = this;
  112842. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112843. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112844. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112845. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112846. var textureType = 0;
  112847. if (this._engine.getCaps().textureHalfFloatRender) {
  112848. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112849. }
  112850. else {
  112851. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112852. }
  112853. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112854. width: blurTextureWidth,
  112855. height: blurTextureHeight
  112856. }, this._scene, false, true, textureType);
  112857. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112858. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112859. this._blurTexture.anisotropicFilteringLevel = 16;
  112860. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112861. this._blurTexture.renderParticles = false;
  112862. this._blurTexture.ignoreCameraViewport = true;
  112863. this._textures = [this._blurTexture];
  112864. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112865. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112866. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112867. effect.setTexture("textureSampler", _this._mainTexture);
  112868. });
  112869. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112870. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112871. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112872. });
  112873. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112874. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112875. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112876. });
  112877. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112878. }
  112879. else {
  112880. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112881. width: blurTextureWidth,
  112882. height: blurTextureHeight
  112883. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112884. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112885. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112886. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112887. effect.setTexture("textureSampler", _this._mainTexture);
  112888. });
  112889. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112890. width: blurTextureWidth,
  112891. height: blurTextureHeight
  112892. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112893. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112894. }
  112895. this._mainTexture.onAfterUnbindObservable.add(function () {
  112896. _this.onBeforeBlurObservable.notifyObservers(_this);
  112897. var internalTexture = _this._blurTexture.getInternalTexture();
  112898. if (internalTexture) {
  112899. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112900. }
  112901. _this.onAfterBlurObservable.notifyObservers(_this);
  112902. });
  112903. // Prevent autoClear.
  112904. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112905. };
  112906. /**
  112907. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112908. */
  112909. HighlightLayer.prototype.needStencil = function () {
  112910. return true;
  112911. };
  112912. /**
  112913. * Checks for the readiness of the element composing the layer.
  112914. * @param subMesh the mesh to check for
  112915. * @param useInstances specify wether or not to use instances to render the mesh
  112916. * @param emissiveTexture the associated emissive texture used to generate the glow
  112917. * @return true if ready otherwise, false
  112918. */
  112919. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112920. var material = subMesh.getMaterial();
  112921. var mesh = subMesh.getRenderingMesh();
  112922. if (!material || !mesh || !this._meshes) {
  112923. return false;
  112924. }
  112925. var emissiveTexture = null;
  112926. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112927. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112928. emissiveTexture = material.emissiveTexture;
  112929. }
  112930. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112931. };
  112932. /**
  112933. * Implementation specific of rendering the generating effect on the main canvas.
  112934. * @param effect The effect used to render through
  112935. */
  112936. HighlightLayer.prototype._internalRender = function (effect) {
  112937. // Texture
  112938. effect.setTexture("textureSampler", this._blurTexture);
  112939. // Cache
  112940. var engine = this._engine;
  112941. var previousStencilBuffer = engine.getStencilBuffer();
  112942. var previousStencilFunction = engine.getStencilFunction();
  112943. var previousStencilMask = engine.getStencilMask();
  112944. var previousStencilOperationPass = engine.getStencilOperationPass();
  112945. var previousStencilOperationFail = engine.getStencilOperationFail();
  112946. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112947. var previousStencilReference = engine.getStencilFunctionReference();
  112948. // Stencil operations
  112949. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112950. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112951. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112952. // Draw order
  112953. engine.setStencilMask(0x00);
  112954. engine.setStencilBuffer(true);
  112955. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112956. // 2 passes inner outer
  112957. if (this.outerGlow) {
  112958. effect.setFloat("offset", 0);
  112959. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112960. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112961. }
  112962. if (this.innerGlow) {
  112963. effect.setFloat("offset", 1);
  112964. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112965. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112966. }
  112967. // Restore Cache
  112968. engine.setStencilFunction(previousStencilFunction);
  112969. engine.setStencilMask(previousStencilMask);
  112970. engine.setStencilBuffer(previousStencilBuffer);
  112971. engine.setStencilOperationPass(previousStencilOperationPass);
  112972. engine.setStencilOperationFail(previousStencilOperationFail);
  112973. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112974. engine.setStencilFunctionReference(previousStencilReference);
  112975. };
  112976. /**
  112977. * Returns true if the layer contains information to display, otherwise false.
  112978. */
  112979. HighlightLayer.prototype.shouldRender = function () {
  112980. if (_super.prototype.shouldRender.call(this)) {
  112981. return this._meshes ? true : false;
  112982. }
  112983. return false;
  112984. };
  112985. /**
  112986. * Returns true if the mesh should render, otherwise false.
  112987. * @param mesh The mesh to render
  112988. * @returns true if it should render otherwise false
  112989. */
  112990. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112991. // Excluded Mesh
  112992. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112993. return false;
  112994. }
  112995. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112996. return false;
  112997. }
  112998. return true;
  112999. };
  113000. /**
  113001. * Sets the required values for both the emissive texture and and the main color.
  113002. */
  113003. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113004. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113005. if (highlightLayerMesh) {
  113006. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  113007. }
  113008. else {
  113009. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113010. }
  113011. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113012. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113013. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  113014. }
  113015. else {
  113016. this._emissiveTextureAndColor.texture = null;
  113017. }
  113018. };
  113019. /**
  113020. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113021. * @param mesh The mesh to exclude from the highlight layer
  113022. */
  113023. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  113024. if (!this._excludedMeshes) {
  113025. return;
  113026. }
  113027. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113028. if (!meshExcluded) {
  113029. this._excludedMeshes[mesh.uniqueId] = {
  113030. mesh: mesh,
  113031. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  113032. mesh.getEngine().setStencilBuffer(false);
  113033. }),
  113034. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  113035. mesh.getEngine().setStencilBuffer(true);
  113036. }),
  113037. };
  113038. }
  113039. };
  113040. /**
  113041. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113042. * @param mesh The mesh to highlight
  113043. */
  113044. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  113045. if (!this._excludedMeshes) {
  113046. return;
  113047. }
  113048. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113049. if (meshExcluded) {
  113050. if (meshExcluded.beforeRender) {
  113051. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  113052. }
  113053. if (meshExcluded.afterRender) {
  113054. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  113055. }
  113056. }
  113057. this._excludedMeshes[mesh.uniqueId] = null;
  113058. };
  113059. /**
  113060. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113061. * @param mesh mesh to test
  113062. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113063. */
  113064. HighlightLayer.prototype.hasMesh = function (mesh) {
  113065. if (!this._meshes) {
  113066. return false;
  113067. }
  113068. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113069. return false;
  113070. }
  113071. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  113072. };
  113073. /**
  113074. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113075. * @param mesh The mesh to highlight
  113076. * @param color The color of the highlight
  113077. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113078. */
  113079. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  113080. var _this = this;
  113081. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  113082. if (!this._meshes) {
  113083. return;
  113084. }
  113085. var meshHighlight = this._meshes[mesh.uniqueId];
  113086. if (meshHighlight) {
  113087. meshHighlight.color = color;
  113088. }
  113089. else {
  113090. this._meshes[mesh.uniqueId] = {
  113091. mesh: mesh,
  113092. color: color,
  113093. // Lambda required for capture due to Observable this context
  113094. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  113095. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  113096. _this._defaultStencilReference(mesh);
  113097. }
  113098. else {
  113099. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  113100. }
  113101. }),
  113102. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  113103. glowEmissiveOnly: glowEmissiveOnly
  113104. };
  113105. mesh.onDisposeObservable.add(function () {
  113106. _this._disposeMesh(mesh);
  113107. });
  113108. }
  113109. this._shouldRender = true;
  113110. };
  113111. /**
  113112. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113113. * @param mesh The mesh to highlight
  113114. */
  113115. HighlightLayer.prototype.removeMesh = function (mesh) {
  113116. if (!this._meshes) {
  113117. return;
  113118. }
  113119. var meshHighlight = this._meshes[mesh.uniqueId];
  113120. if (meshHighlight) {
  113121. if (meshHighlight.observerHighlight) {
  113122. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113123. }
  113124. if (meshHighlight.observerDefault) {
  113125. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113126. }
  113127. delete this._meshes[mesh.uniqueId];
  113128. }
  113129. this._shouldRender = false;
  113130. for (var meshHighlightToCheck in this._meshes) {
  113131. if (this._meshes[meshHighlightToCheck]) {
  113132. this._shouldRender = true;
  113133. break;
  113134. }
  113135. }
  113136. };
  113137. /**
  113138. * Force the stencil to the normal expected value for none glowing parts
  113139. */
  113140. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  113141. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  113142. };
  113143. /**
  113144. * Free any resources and references associated to a mesh.
  113145. * Internal use
  113146. * @param mesh The mesh to free.
  113147. * @hidden
  113148. */
  113149. HighlightLayer.prototype._disposeMesh = function (mesh) {
  113150. this.removeMesh(mesh);
  113151. this.removeExcludedMesh(mesh);
  113152. };
  113153. /**
  113154. * Dispose the highlight layer and free resources.
  113155. */
  113156. HighlightLayer.prototype.dispose = function () {
  113157. if (this._meshes) {
  113158. // Clean mesh references
  113159. for (var id in this._meshes) {
  113160. var meshHighlight = this._meshes[id];
  113161. if (meshHighlight && meshHighlight.mesh) {
  113162. if (meshHighlight.observerHighlight) {
  113163. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113164. }
  113165. if (meshHighlight.observerDefault) {
  113166. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113167. }
  113168. }
  113169. }
  113170. this._meshes = null;
  113171. }
  113172. if (this._excludedMeshes) {
  113173. for (var id in this._excludedMeshes) {
  113174. var meshHighlight = this._excludedMeshes[id];
  113175. if (meshHighlight) {
  113176. if (meshHighlight.beforeRender) {
  113177. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  113178. }
  113179. if (meshHighlight.afterRender) {
  113180. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  113181. }
  113182. }
  113183. }
  113184. this._excludedMeshes = null;
  113185. }
  113186. _super.prototype.dispose.call(this);
  113187. };
  113188. /**
  113189. * Gets the class name of the effect layer
  113190. * @returns the string with the class name of the effect layer
  113191. */
  113192. HighlightLayer.prototype.getClassName = function () {
  113193. return "HighlightLayer";
  113194. };
  113195. /**
  113196. * Serializes this Highlight layer
  113197. * @returns a serialized Highlight layer object
  113198. */
  113199. HighlightLayer.prototype.serialize = function () {
  113200. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113201. serializationObject.customType = "BABYLON.HighlightLayer";
  113202. // Highlighted meshes
  113203. serializationObject.meshes = [];
  113204. if (this._meshes) {
  113205. for (var m in this._meshes) {
  113206. var mesh = this._meshes[m];
  113207. if (mesh) {
  113208. serializationObject.meshes.push({
  113209. glowEmissiveOnly: mesh.glowEmissiveOnly,
  113210. color: mesh.color.asArray(),
  113211. meshId: mesh.mesh.id
  113212. });
  113213. }
  113214. }
  113215. }
  113216. // Excluded meshes
  113217. serializationObject.excludedMeshes = [];
  113218. if (this._excludedMeshes) {
  113219. for (var e in this._excludedMeshes) {
  113220. var excludedMesh = this._excludedMeshes[e];
  113221. if (excludedMesh) {
  113222. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  113223. }
  113224. }
  113225. }
  113226. return serializationObject;
  113227. };
  113228. /**
  113229. * Creates a Highlight layer from parsed Highlight layer data
  113230. * @param parsedHightlightLayer defines the Highlight layer data
  113231. * @param scene defines the current scene
  113232. * @param rootUrl defines the root URL containing the Highlight layer information
  113233. * @returns a parsed Highlight layer
  113234. */
  113235. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  113236. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  113237. var index;
  113238. // Excluded meshes
  113239. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  113240. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  113241. if (mesh) {
  113242. hl.addExcludedMesh(mesh);
  113243. }
  113244. }
  113245. // Included meshes
  113246. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  113247. var highlightedMesh = parsedHightlightLayer.meshes[index];
  113248. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  113249. if (mesh) {
  113250. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  113251. }
  113252. }
  113253. return hl;
  113254. };
  113255. /**
  113256. * Effect Name of the highlight layer.
  113257. */
  113258. HighlightLayer.EffectName = "HighlightLayer";
  113259. /**
  113260. * The neutral color used during the preparation of the glow effect.
  113261. * This is black by default as the blend operation is a blend operation.
  113262. */
  113263. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  113264. /**
  113265. * Stencil value used for glowing meshes.
  113266. */
  113267. HighlightLayer.GlowingMeshStencilReference = 0x02;
  113268. /**
  113269. * Stencil value used for the other meshes in the scene.
  113270. */
  113271. HighlightLayer.NormalMeshStencilReference = 0x01;
  113272. __decorate([
  113273. BABYLON.serialize()
  113274. ], HighlightLayer.prototype, "innerGlow", void 0);
  113275. __decorate([
  113276. BABYLON.serialize()
  113277. ], HighlightLayer.prototype, "outerGlow", void 0);
  113278. __decorate([
  113279. BABYLON.serialize()
  113280. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  113281. __decorate([
  113282. BABYLON.serialize()
  113283. ], HighlightLayer.prototype, "blurVerticalSize", null);
  113284. __decorate([
  113285. BABYLON.serialize("options")
  113286. ], HighlightLayer.prototype, "_options", void 0);
  113287. return HighlightLayer;
  113288. }(BABYLON.EffectLayer));
  113289. BABYLON.HighlightLayer = HighlightLayer;
  113290. })(BABYLON || (BABYLON = {}));
  113291. //# sourceMappingURL=babylon.highlightLayer.js.map
  113292. var BABYLON;
  113293. (function (BABYLON) {
  113294. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  113295. for (var index = 0; index < this.effectLayers.length; index++) {
  113296. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  113297. return this.effectLayers[index];
  113298. }
  113299. }
  113300. return null;
  113301. };
  113302. /**
  113303. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113304. *
  113305. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113306. * glowy meshes to your scene.
  113307. *
  113308. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113309. */
  113310. var GlowLayer = /** @class */ (function (_super) {
  113311. __extends(GlowLayer, _super);
  113312. /**
  113313. * Instantiates a new glow Layer and references it to the scene.
  113314. * @param name The name of the layer
  113315. * @param scene The scene to use the layer in
  113316. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113317. */
  113318. function GlowLayer(name, scene, options) {
  113319. var _this = _super.call(this, name, scene) || this;
  113320. _this._intensity = 1.0;
  113321. _this._includedOnlyMeshes = [];
  113322. _this._excludedMeshes = [];
  113323. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  113324. // Adapt options
  113325. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  113326. // Initialize the layer
  113327. _this._init({
  113328. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  113329. camera: _this._options.camera,
  113330. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113331. mainTextureRatio: _this._options.mainTextureRatio,
  113332. renderingGroupId: _this._options.renderingGroupId
  113333. });
  113334. return _this;
  113335. }
  113336. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  113337. /**
  113338. * Gets the kernel size of the blur.
  113339. */
  113340. get: function () {
  113341. return this._horizontalBlurPostprocess1.kernel;
  113342. },
  113343. /**
  113344. * Sets the kernel size of the blur.
  113345. */
  113346. set: function (value) {
  113347. this._horizontalBlurPostprocess1.kernel = value;
  113348. this._verticalBlurPostprocess1.kernel = value;
  113349. this._horizontalBlurPostprocess2.kernel = value;
  113350. this._verticalBlurPostprocess2.kernel = value;
  113351. },
  113352. enumerable: true,
  113353. configurable: true
  113354. });
  113355. Object.defineProperty(GlowLayer.prototype, "intensity", {
  113356. /**
  113357. * Gets the glow intensity.
  113358. */
  113359. get: function () {
  113360. return this._intensity;
  113361. },
  113362. /**
  113363. * Sets the glow intensity.
  113364. */
  113365. set: function (value) {
  113366. this._intensity = value;
  113367. },
  113368. enumerable: true,
  113369. configurable: true
  113370. });
  113371. /**
  113372. * Get the effect name of the layer.
  113373. * @return The effect name
  113374. */
  113375. GlowLayer.prototype.getEffectName = function () {
  113376. return GlowLayer.EffectName;
  113377. };
  113378. /**
  113379. * Create the merge effect. This is the shader use to blit the information back
  113380. * to the main canvas at the end of the scene rendering.
  113381. */
  113382. GlowLayer.prototype._createMergeEffect = function () {
  113383. // Effect
  113384. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  113385. };
  113386. /**
  113387. * Creates the render target textures and post processes used in the glow layer.
  113388. */
  113389. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  113390. var _this = this;
  113391. var blurTextureWidth = this._mainTextureDesiredSize.width;
  113392. var blurTextureHeight = this._mainTextureDesiredSize.height;
  113393. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113394. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113395. var textureType = 0;
  113396. if (this._engine.getCaps().textureHalfFloatRender) {
  113397. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113398. }
  113399. else {
  113400. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113401. }
  113402. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  113403. width: blurTextureWidth,
  113404. height: blurTextureHeight
  113405. }, this._scene, false, true, textureType);
  113406. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113407. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113408. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113409. this._blurTexture1.renderParticles = false;
  113410. this._blurTexture1.ignoreCameraViewport = true;
  113411. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  113412. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  113413. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  113414. width: blurTextureWidth2,
  113415. height: blurTextureHeight2
  113416. }, this._scene, false, true, textureType);
  113417. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113418. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113419. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113420. this._blurTexture2.renderParticles = false;
  113421. this._blurTexture2.ignoreCameraViewport = true;
  113422. this._textures = [this._blurTexture1, this._blurTexture2];
  113423. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113424. width: blurTextureWidth,
  113425. height: blurTextureHeight
  113426. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113427. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  113428. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  113429. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  113430. effect.setTexture("textureSampler", _this._mainTexture);
  113431. });
  113432. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113433. width: blurTextureWidth,
  113434. height: blurTextureHeight
  113435. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113436. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113437. width: blurTextureWidth2,
  113438. height: blurTextureHeight2
  113439. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113440. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  113441. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  113442. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  113443. effect.setTexture("textureSampler", _this._blurTexture1);
  113444. });
  113445. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113446. width: blurTextureWidth2,
  113447. height: blurTextureHeight2
  113448. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113449. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113450. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  113451. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113452. this._mainTexture.samples = this._options.mainTextureSamples;
  113453. this._mainTexture.onAfterUnbindObservable.add(function () {
  113454. var internalTexture = _this._blurTexture1.getInternalTexture();
  113455. if (internalTexture) {
  113456. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  113457. internalTexture = _this._blurTexture2.getInternalTexture();
  113458. if (internalTexture) {
  113459. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  113460. }
  113461. }
  113462. });
  113463. // Prevent autoClear.
  113464. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113465. };
  113466. /**
  113467. * Checks for the readiness of the element composing the layer.
  113468. * @param subMesh the mesh to check for
  113469. * @param useInstances specify wether or not to use instances to render the mesh
  113470. * @param emissiveTexture the associated emissive texture used to generate the glow
  113471. * @return true if ready otherwise, false
  113472. */
  113473. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  113474. var material = subMesh.getMaterial();
  113475. var mesh = subMesh.getRenderingMesh();
  113476. if (!material || !mesh) {
  113477. return false;
  113478. }
  113479. var emissiveTexture = material.emissiveTexture;
  113480. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113481. };
  113482. /**
  113483. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113484. */
  113485. GlowLayer.prototype.needStencil = function () {
  113486. return false;
  113487. };
  113488. /**
  113489. * Implementation specific of rendering the generating effect on the main canvas.
  113490. * @param effect The effect used to render through
  113491. */
  113492. GlowLayer.prototype._internalRender = function (effect) {
  113493. // Texture
  113494. effect.setTexture("textureSampler", this._blurTexture1);
  113495. effect.setTexture("textureSampler2", this._blurTexture2);
  113496. effect.setFloat("offset", this._intensity);
  113497. // Cache
  113498. var engine = this._engine;
  113499. var previousStencilBuffer = engine.getStencilBuffer();
  113500. // Draw order
  113501. engine.setStencilBuffer(false);
  113502. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113503. // Draw order
  113504. engine.setStencilBuffer(previousStencilBuffer);
  113505. };
  113506. /**
  113507. * Sets the required values for both the emissive texture and and the main color.
  113508. */
  113509. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113510. var textureLevel = 1.0;
  113511. if (this.customEmissiveTextureSelector) {
  113512. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  113513. }
  113514. else {
  113515. if (material) {
  113516. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113517. if (this._emissiveTextureAndColor.texture) {
  113518. textureLevel = this._emissiveTextureAndColor.texture.level;
  113519. }
  113520. }
  113521. else {
  113522. this._emissiveTextureAndColor.texture = null;
  113523. }
  113524. }
  113525. if (this.customEmissiveColorSelector) {
  113526. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  113527. }
  113528. else {
  113529. if (material.emissiveColor) {
  113530. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  113531. }
  113532. else {
  113533. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113534. }
  113535. }
  113536. };
  113537. /**
  113538. * Returns true if the mesh should render, otherwise false.
  113539. * @param mesh The mesh to render
  113540. * @returns true if it should render otherwise false
  113541. */
  113542. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  113543. return this.hasMesh(mesh);
  113544. };
  113545. /**
  113546. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113547. * @param mesh The mesh to exclude from the glow layer
  113548. */
  113549. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  113550. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  113551. this._excludedMeshes.push(mesh.uniqueId);
  113552. }
  113553. };
  113554. /**
  113555. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113556. * @param mesh The mesh to remove
  113557. */
  113558. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  113559. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  113560. if (index !== -1) {
  113561. this._excludedMeshes.splice(index, 1);
  113562. }
  113563. };
  113564. /**
  113565. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113566. * @param mesh The mesh to include in the glow layer
  113567. */
  113568. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  113569. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  113570. this._includedOnlyMeshes.push(mesh.uniqueId);
  113571. }
  113572. };
  113573. /**
  113574. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113575. * @param mesh The mesh to remove
  113576. */
  113577. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  113578. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  113579. if (index !== -1) {
  113580. this._includedOnlyMeshes.splice(index, 1);
  113581. }
  113582. };
  113583. /**
  113584. * Determine if a given mesh will be used in the glow layer
  113585. * @param mesh The mesh to test
  113586. * @returns true if the mesh will be highlighted by the current glow layer
  113587. */
  113588. GlowLayer.prototype.hasMesh = function (mesh) {
  113589. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113590. return false;
  113591. }
  113592. // Included Mesh
  113593. if (this._includedOnlyMeshes.length) {
  113594. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  113595. }
  113596. // Excluded Mesh
  113597. if (this._excludedMeshes.length) {
  113598. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  113599. }
  113600. return true;
  113601. };
  113602. /**
  113603. * Free any resources and references associated to a mesh.
  113604. * Internal use
  113605. * @param mesh The mesh to free.
  113606. * @hidden
  113607. */
  113608. GlowLayer.prototype._disposeMesh = function (mesh) {
  113609. this.removeIncludedOnlyMesh(mesh);
  113610. this.removeExcludedMesh(mesh);
  113611. };
  113612. /**
  113613. * Gets the class name of the effect layer
  113614. * @returns the string with the class name of the effect layer
  113615. */
  113616. GlowLayer.prototype.getClassName = function () {
  113617. return "GlowLayer";
  113618. };
  113619. /**
  113620. * Serializes this glow layer
  113621. * @returns a serialized glow layer object
  113622. */
  113623. GlowLayer.prototype.serialize = function () {
  113624. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113625. serializationObject.customType = "BABYLON.GlowLayer";
  113626. var index;
  113627. // Included meshes
  113628. serializationObject.includedMeshes = [];
  113629. if (this._includedOnlyMeshes.length) {
  113630. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113631. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113632. if (mesh) {
  113633. serializationObject.includedMeshes.push(mesh.id);
  113634. }
  113635. }
  113636. }
  113637. // Excluded meshes
  113638. serializationObject.excludedMeshes = [];
  113639. if (this._excludedMeshes.length) {
  113640. for (index = 0; index < this._excludedMeshes.length; index++) {
  113641. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113642. if (mesh) {
  113643. serializationObject.excludedMeshes.push(mesh.id);
  113644. }
  113645. }
  113646. }
  113647. return serializationObject;
  113648. };
  113649. /**
  113650. * Creates a Glow Layer from parsed glow layer data
  113651. * @param parsedGlowLayer defines glow layer data
  113652. * @param scene defines the current scene
  113653. * @param rootUrl defines the root URL containing the glow layer information
  113654. * @returns a parsed Glow Layer
  113655. */
  113656. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113657. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113658. var index;
  113659. // Excluded meshes
  113660. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113661. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113662. if (mesh) {
  113663. gl.addExcludedMesh(mesh);
  113664. }
  113665. }
  113666. // Included meshes
  113667. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113668. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113669. if (mesh) {
  113670. gl.addIncludedOnlyMesh(mesh);
  113671. }
  113672. }
  113673. return gl;
  113674. };
  113675. /**
  113676. * Effect Name of the layer.
  113677. */
  113678. GlowLayer.EffectName = "GlowLayer";
  113679. /**
  113680. * The default blur kernel size used for the glow.
  113681. */
  113682. GlowLayer.DefaultBlurKernelSize = 32;
  113683. /**
  113684. * The default texture size ratio used for the glow.
  113685. */
  113686. GlowLayer.DefaultTextureRatio = 0.5;
  113687. __decorate([
  113688. BABYLON.serialize()
  113689. ], GlowLayer.prototype, "blurKernelSize", null);
  113690. __decorate([
  113691. BABYLON.serialize()
  113692. ], GlowLayer.prototype, "intensity", null);
  113693. __decorate([
  113694. BABYLON.serialize("options")
  113695. ], GlowLayer.prototype, "_options", void 0);
  113696. return GlowLayer;
  113697. }(BABYLON.EffectLayer));
  113698. BABYLON.GlowLayer = GlowLayer;
  113699. })(BABYLON || (BABYLON = {}));
  113700. //# sourceMappingURL=babylon.glowLayer.js.map
  113701. var BABYLON;
  113702. (function (BABYLON) {
  113703. /**
  113704. * Defines the list of states available for a task inside a AssetsManager
  113705. */
  113706. var AssetTaskState;
  113707. (function (AssetTaskState) {
  113708. /**
  113709. * Initialization
  113710. */
  113711. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113712. /**
  113713. * Running
  113714. */
  113715. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113716. /**
  113717. * Done
  113718. */
  113719. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113720. /**
  113721. * Error
  113722. */
  113723. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113724. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113725. /**
  113726. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113727. */
  113728. var AbstractAssetTask = /** @class */ (function () {
  113729. /**
  113730. * Creates a new AssetsManager
  113731. * @param name defines the name of the task
  113732. */
  113733. function AbstractAssetTask(
  113734. /**
  113735. * Task name
  113736. */ name) {
  113737. this.name = name;
  113738. this._isCompleted = false;
  113739. this._taskState = AssetTaskState.INIT;
  113740. }
  113741. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113742. /**
  113743. * Get if the task is completed
  113744. */
  113745. get: function () {
  113746. return this._isCompleted;
  113747. },
  113748. enumerable: true,
  113749. configurable: true
  113750. });
  113751. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113752. /**
  113753. * Gets the current state of the task
  113754. */
  113755. get: function () {
  113756. return this._taskState;
  113757. },
  113758. enumerable: true,
  113759. configurable: true
  113760. });
  113761. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113762. /**
  113763. * Gets the current error object (if task is in error)
  113764. */
  113765. get: function () {
  113766. return this._errorObject;
  113767. },
  113768. enumerable: true,
  113769. configurable: true
  113770. });
  113771. /**
  113772. * Internal only
  113773. * @hidden
  113774. */
  113775. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113776. if (this._errorObject) {
  113777. return;
  113778. }
  113779. this._errorObject = {
  113780. message: message,
  113781. exception: exception
  113782. };
  113783. };
  113784. /**
  113785. * Execute the current task
  113786. * @param scene defines the scene where you want your assets to be loaded
  113787. * @param onSuccess is a callback called when the task is successfully executed
  113788. * @param onError is a callback called if an error occurs
  113789. */
  113790. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113791. var _this = this;
  113792. this._taskState = AssetTaskState.RUNNING;
  113793. this.runTask(scene, function () {
  113794. _this.onDoneCallback(onSuccess, onError);
  113795. }, function (msg, exception) {
  113796. _this.onErrorCallback(onError, msg, exception);
  113797. });
  113798. };
  113799. /**
  113800. * Execute the current task
  113801. * @param scene defines the scene where you want your assets to be loaded
  113802. * @param onSuccess is a callback called when the task is successfully executed
  113803. * @param onError is a callback called if an error occurs
  113804. */
  113805. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113806. throw new Error("runTask is not implemented");
  113807. };
  113808. /**
  113809. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113810. * This can be used with failed tasks that have the reason for failure fixed.
  113811. */
  113812. AbstractAssetTask.prototype.reset = function () {
  113813. this._taskState = AssetTaskState.INIT;
  113814. };
  113815. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113816. this._taskState = AssetTaskState.ERROR;
  113817. this._errorObject = {
  113818. message: message,
  113819. exception: exception
  113820. };
  113821. if (this.onError) {
  113822. this.onError(this, message, exception);
  113823. }
  113824. onError();
  113825. };
  113826. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113827. try {
  113828. this._taskState = AssetTaskState.DONE;
  113829. this._isCompleted = true;
  113830. if (this.onSuccess) {
  113831. this.onSuccess(this);
  113832. }
  113833. onSuccess();
  113834. }
  113835. catch (e) {
  113836. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113837. }
  113838. };
  113839. return AbstractAssetTask;
  113840. }());
  113841. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113842. /**
  113843. * Class used to share progress information about assets loading
  113844. */
  113845. var AssetsProgressEvent = /** @class */ (function () {
  113846. /**
  113847. * Creates a AssetsProgressEvent
  113848. * @param remainingCount defines the number of remaining tasks to process
  113849. * @param totalCount defines the total number of tasks
  113850. * @param task defines the task that was just processed
  113851. */
  113852. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113853. this.remainingCount = remainingCount;
  113854. this.totalCount = totalCount;
  113855. this.task = task;
  113856. }
  113857. return AssetsProgressEvent;
  113858. }());
  113859. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113860. /**
  113861. * Define a task used by AssetsManager to load meshes
  113862. */
  113863. var MeshAssetTask = /** @class */ (function (_super) {
  113864. __extends(MeshAssetTask, _super);
  113865. /**
  113866. * Creates a new MeshAssetTask
  113867. * @param name defines the name of the task
  113868. * @param meshesNames defines the list of mesh's names you want to load
  113869. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113870. * @param sceneFilename defines the filename of the scene to load from
  113871. */
  113872. function MeshAssetTask(
  113873. /**
  113874. * Defines the name of the task
  113875. */
  113876. name,
  113877. /**
  113878. * Defines the list of mesh's names you want to load
  113879. */
  113880. meshesNames,
  113881. /**
  113882. * Defines the root url to use as a base to load your meshes and associated resources
  113883. */
  113884. rootUrl,
  113885. /**
  113886. * Defines the filename of the scene to load from
  113887. */
  113888. sceneFilename) {
  113889. var _this = _super.call(this, name) || this;
  113890. _this.name = name;
  113891. _this.meshesNames = meshesNames;
  113892. _this.rootUrl = rootUrl;
  113893. _this.sceneFilename = sceneFilename;
  113894. return _this;
  113895. }
  113896. /**
  113897. * Execute the current task
  113898. * @param scene defines the scene where you want your assets to be loaded
  113899. * @param onSuccess is a callback called when the task is successfully executed
  113900. * @param onError is a callback called if an error occurs
  113901. */
  113902. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113903. var _this = this;
  113904. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113905. _this.loadedMeshes = meshes;
  113906. _this.loadedParticleSystems = particleSystems;
  113907. _this.loadedSkeletons = skeletons;
  113908. onSuccess();
  113909. }, null, function (scene, message, exception) {
  113910. onError(message, exception);
  113911. });
  113912. };
  113913. return MeshAssetTask;
  113914. }(AbstractAssetTask));
  113915. BABYLON.MeshAssetTask = MeshAssetTask;
  113916. /**
  113917. * Define a task used by AssetsManager to load text content
  113918. */
  113919. var TextFileAssetTask = /** @class */ (function (_super) {
  113920. __extends(TextFileAssetTask, _super);
  113921. /**
  113922. * Creates a new TextFileAssetTask object
  113923. * @param name defines the name of the task
  113924. * @param url defines the location of the file to load
  113925. */
  113926. function TextFileAssetTask(
  113927. /**
  113928. * Defines the name of the task
  113929. */
  113930. name,
  113931. /**
  113932. * Defines the location of the file to load
  113933. */
  113934. url) {
  113935. var _this = _super.call(this, name) || this;
  113936. _this.name = name;
  113937. _this.url = url;
  113938. return _this;
  113939. }
  113940. /**
  113941. * Execute the current task
  113942. * @param scene defines the scene where you want your assets to be loaded
  113943. * @param onSuccess is a callback called when the task is successfully executed
  113944. * @param onError is a callback called if an error occurs
  113945. */
  113946. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113947. var _this = this;
  113948. scene._loadFile(this.url, function (data) {
  113949. _this.text = data;
  113950. onSuccess();
  113951. }, undefined, false, false, function (request, exception) {
  113952. if (request) {
  113953. onError(request.status + " " + request.statusText, exception);
  113954. }
  113955. });
  113956. };
  113957. return TextFileAssetTask;
  113958. }(AbstractAssetTask));
  113959. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113960. /**
  113961. * Define a task used by AssetsManager to load binary data
  113962. */
  113963. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113964. __extends(BinaryFileAssetTask, _super);
  113965. /**
  113966. * Creates a new BinaryFileAssetTask object
  113967. * @param name defines the name of the new task
  113968. * @param url defines the location of the file to load
  113969. */
  113970. function BinaryFileAssetTask(
  113971. /**
  113972. * Defines the name of the task
  113973. */
  113974. name,
  113975. /**
  113976. * Defines the location of the file to load
  113977. */
  113978. url) {
  113979. var _this = _super.call(this, name) || this;
  113980. _this.name = name;
  113981. _this.url = url;
  113982. return _this;
  113983. }
  113984. /**
  113985. * Execute the current task
  113986. * @param scene defines the scene where you want your assets to be loaded
  113987. * @param onSuccess is a callback called when the task is successfully executed
  113988. * @param onError is a callback called if an error occurs
  113989. */
  113990. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113991. var _this = this;
  113992. scene._loadFile(this.url, function (data) {
  113993. _this.data = data;
  113994. onSuccess();
  113995. }, undefined, true, true, function (request, exception) {
  113996. if (request) {
  113997. onError(request.status + " " + request.statusText, exception);
  113998. }
  113999. });
  114000. };
  114001. return BinaryFileAssetTask;
  114002. }(AbstractAssetTask));
  114003. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  114004. /**
  114005. * Define a task used by AssetsManager to load images
  114006. */
  114007. var ImageAssetTask = /** @class */ (function (_super) {
  114008. __extends(ImageAssetTask, _super);
  114009. /**
  114010. * Creates a new ImageAssetTask
  114011. * @param name defines the name of the task
  114012. * @param url defines the location of the image to load
  114013. */
  114014. function ImageAssetTask(
  114015. /**
  114016. * Defines the name of the task
  114017. */
  114018. name,
  114019. /**
  114020. * Defines the location of the image to load
  114021. */
  114022. url) {
  114023. var _this = _super.call(this, name) || this;
  114024. _this.name = name;
  114025. _this.url = url;
  114026. return _this;
  114027. }
  114028. /**
  114029. * Execute the current task
  114030. * @param scene defines the scene where you want your assets to be loaded
  114031. * @param onSuccess is a callback called when the task is successfully executed
  114032. * @param onError is a callback called if an error occurs
  114033. */
  114034. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114035. var _this = this;
  114036. var img = new Image();
  114037. BABYLON.Tools.SetCorsBehavior(this.url, img);
  114038. img.onload = function () {
  114039. _this.image = img;
  114040. onSuccess();
  114041. };
  114042. img.onerror = function (err) {
  114043. onError("Error loading image", err);
  114044. };
  114045. img.src = this.url;
  114046. };
  114047. return ImageAssetTask;
  114048. }(AbstractAssetTask));
  114049. BABYLON.ImageAssetTask = ImageAssetTask;
  114050. /**
  114051. * Define a task used by AssetsManager to load 2D textures
  114052. */
  114053. var TextureAssetTask = /** @class */ (function (_super) {
  114054. __extends(TextureAssetTask, _super);
  114055. /**
  114056. * Creates a new TextureAssetTask object
  114057. * @param name defines the name of the task
  114058. * @param url defines the location of the file to load
  114059. * @param noMipmap defines if mipmap should not be generated (default is false)
  114060. * @param invertY defines if texture must be inverted on Y axis (default is false)
  114061. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114062. */
  114063. function TextureAssetTask(
  114064. /**
  114065. * Defines the name of the task
  114066. */
  114067. name,
  114068. /**
  114069. * Defines the location of the file to load
  114070. */
  114071. url,
  114072. /**
  114073. * Defines if mipmap should not be generated (default is false)
  114074. */
  114075. noMipmap,
  114076. /**
  114077. * Defines if texture must be inverted on Y axis (default is false)
  114078. */
  114079. invertY,
  114080. /**
  114081. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114082. */
  114083. samplingMode) {
  114084. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114085. var _this = _super.call(this, name) || this;
  114086. _this.name = name;
  114087. _this.url = url;
  114088. _this.noMipmap = noMipmap;
  114089. _this.invertY = invertY;
  114090. _this.samplingMode = samplingMode;
  114091. return _this;
  114092. }
  114093. /**
  114094. * Execute the current task
  114095. * @param scene defines the scene where you want your assets to be loaded
  114096. * @param onSuccess is a callback called when the task is successfully executed
  114097. * @param onError is a callback called if an error occurs
  114098. */
  114099. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114100. var onload = function () {
  114101. onSuccess();
  114102. };
  114103. var onerror = function (message, exception) {
  114104. onError(message, exception);
  114105. };
  114106. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  114107. };
  114108. return TextureAssetTask;
  114109. }(AbstractAssetTask));
  114110. BABYLON.TextureAssetTask = TextureAssetTask;
  114111. /**
  114112. * Define a task used by AssetsManager to load cube textures
  114113. */
  114114. var CubeTextureAssetTask = /** @class */ (function (_super) {
  114115. __extends(CubeTextureAssetTask, _super);
  114116. /**
  114117. * Creates a new CubeTextureAssetTask
  114118. * @param name defines the name of the task
  114119. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114120. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114121. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114122. * @param files defines the explicit list of files (undefined by default)
  114123. */
  114124. function CubeTextureAssetTask(
  114125. /**
  114126. * Defines the name of the task
  114127. */
  114128. name,
  114129. /**
  114130. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114131. */
  114132. url,
  114133. /**
  114134. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114135. */
  114136. extensions,
  114137. /**
  114138. * Defines if mipmaps should not be generated (default is false)
  114139. */
  114140. noMipmap,
  114141. /**
  114142. * Defines the explicit list of files (undefined by default)
  114143. */
  114144. files) {
  114145. var _this = _super.call(this, name) || this;
  114146. _this.name = name;
  114147. _this.url = url;
  114148. _this.extensions = extensions;
  114149. _this.noMipmap = noMipmap;
  114150. _this.files = files;
  114151. return _this;
  114152. }
  114153. /**
  114154. * Execute the current task
  114155. * @param scene defines the scene where you want your assets to be loaded
  114156. * @param onSuccess is a callback called when the task is successfully executed
  114157. * @param onError is a callback called if an error occurs
  114158. */
  114159. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114160. var onload = function () {
  114161. onSuccess();
  114162. };
  114163. var onerror = function (message, exception) {
  114164. onError(message, exception);
  114165. };
  114166. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  114167. };
  114168. return CubeTextureAssetTask;
  114169. }(AbstractAssetTask));
  114170. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  114171. /**
  114172. * Define a task used by AssetsManager to load HDR cube textures
  114173. */
  114174. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  114175. __extends(HDRCubeTextureAssetTask, _super);
  114176. /**
  114177. * Creates a new HDRCubeTextureAssetTask object
  114178. * @param name defines the name of the task
  114179. * @param url defines the location of the file to load
  114180. * @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.
  114181. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114182. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114183. * @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)
  114184. * @param reserved Internal use only
  114185. */
  114186. function HDRCubeTextureAssetTask(
  114187. /**
  114188. * Defines the name of the task
  114189. */
  114190. name,
  114191. /**
  114192. * Defines the location of the file to load
  114193. */
  114194. url,
  114195. /**
  114196. * Defines the desired size (the more it increases the longer the generation will be)
  114197. */
  114198. size,
  114199. /**
  114200. * Defines if mipmaps should not be generated (default is false)
  114201. */
  114202. noMipmap,
  114203. /**
  114204. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114205. */
  114206. generateHarmonics,
  114207. /**
  114208. * 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)
  114209. */
  114210. gammaSpace,
  114211. /**
  114212. * Internal Use Only
  114213. */
  114214. reserved) {
  114215. if (noMipmap === void 0) { noMipmap = false; }
  114216. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114217. if (gammaSpace === void 0) { gammaSpace = false; }
  114218. if (reserved === void 0) { reserved = false; }
  114219. var _this = _super.call(this, name) || this;
  114220. _this.name = name;
  114221. _this.url = url;
  114222. _this.size = size;
  114223. _this.noMipmap = noMipmap;
  114224. _this.generateHarmonics = generateHarmonics;
  114225. _this.gammaSpace = gammaSpace;
  114226. _this.reserved = reserved;
  114227. return _this;
  114228. }
  114229. /**
  114230. * Execute the current task
  114231. * @param scene defines the scene where you want your assets to be loaded
  114232. * @param onSuccess is a callback called when the task is successfully executed
  114233. * @param onError is a callback called if an error occurs
  114234. */
  114235. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114236. var onload = function () {
  114237. onSuccess();
  114238. };
  114239. var onerror = function (message, exception) {
  114240. onError(message, exception);
  114241. };
  114242. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  114243. };
  114244. return HDRCubeTextureAssetTask;
  114245. }(AbstractAssetTask));
  114246. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  114247. /**
  114248. * This class can be used to easily import assets into a scene
  114249. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  114250. */
  114251. var AssetsManager = /** @class */ (function () {
  114252. /**
  114253. * Creates a new AssetsManager
  114254. * @param scene defines the scene to work on
  114255. */
  114256. function AssetsManager(scene) {
  114257. this._isLoading = false;
  114258. this._tasks = new Array();
  114259. this._waitingTasksCount = 0;
  114260. this._totalTasksCount = 0;
  114261. /**
  114262. * Observable called when all tasks are processed
  114263. */
  114264. this.onTaskSuccessObservable = new BABYLON.Observable();
  114265. /**
  114266. * Observable called when a task had an error
  114267. */
  114268. this.onTaskErrorObservable = new BABYLON.Observable();
  114269. /**
  114270. * Observable called when a task is successful
  114271. */
  114272. this.onTasksDoneObservable = new BABYLON.Observable();
  114273. /**
  114274. * Observable called when a task is done (whatever the result is)
  114275. */
  114276. this.onProgressObservable = new BABYLON.Observable();
  114277. /**
  114278. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  114279. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  114280. */
  114281. this.useDefaultLoadingScreen = true;
  114282. this._scene = scene;
  114283. }
  114284. /**
  114285. * Add a MeshAssetTask to the list of active tasks
  114286. * @param taskName defines the name of the new task
  114287. * @param meshesNames defines the name of meshes to load
  114288. * @param rootUrl defines the root url to use to locate files
  114289. * @param sceneFilename defines the filename of the scene file
  114290. * @returns a new MeshAssetTask object
  114291. */
  114292. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  114293. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  114294. this._tasks.push(task);
  114295. return task;
  114296. };
  114297. /**
  114298. * Add a TextFileAssetTask to the list of active tasks
  114299. * @param taskName defines the name of the new task
  114300. * @param url defines the url of the file to load
  114301. * @returns a new TextFileAssetTask object
  114302. */
  114303. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  114304. var task = new TextFileAssetTask(taskName, url);
  114305. this._tasks.push(task);
  114306. return task;
  114307. };
  114308. /**
  114309. * Add a BinaryFileAssetTask to the list of active tasks
  114310. * @param taskName defines the name of the new task
  114311. * @param url defines the url of the file to load
  114312. * @returns a new BinaryFileAssetTask object
  114313. */
  114314. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  114315. var task = new BinaryFileAssetTask(taskName, url);
  114316. this._tasks.push(task);
  114317. return task;
  114318. };
  114319. /**
  114320. * Add a ImageAssetTask to the list of active tasks
  114321. * @param taskName defines the name of the new task
  114322. * @param url defines the url of the file to load
  114323. * @returns a new ImageAssetTask object
  114324. */
  114325. AssetsManager.prototype.addImageTask = function (taskName, url) {
  114326. var task = new ImageAssetTask(taskName, url);
  114327. this._tasks.push(task);
  114328. return task;
  114329. };
  114330. /**
  114331. * Add a TextureAssetTask to the list of active tasks
  114332. * @param taskName defines the name of the new task
  114333. * @param url defines the url of the file to load
  114334. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114335. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  114336. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  114337. * @returns a new TextureAssetTask object
  114338. */
  114339. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  114340. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114341. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  114342. this._tasks.push(task);
  114343. return task;
  114344. };
  114345. /**
  114346. * Add a CubeTextureAssetTask to the list of active tasks
  114347. * @param taskName defines the name of the new task
  114348. * @param url defines the url of the file to load
  114349. * @param extensions defines the extension to use to load the cube map (can be null)
  114350. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114351. * @param files defines the list of files to load (can be null)
  114352. * @returns a new CubeTextureAssetTask object
  114353. */
  114354. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  114355. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  114356. this._tasks.push(task);
  114357. return task;
  114358. };
  114359. /**
  114360. *
  114361. * Add a HDRCubeTextureAssetTask to the list of active tasks
  114362. * @param taskName defines the name of the new task
  114363. * @param url defines the url of the file to load
  114364. * @param size defines the size you want for the cubemap (can be null)
  114365. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114366. * @param generateHarmonics defines if you want to automatically generate (true by default)
  114367. * @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)
  114368. * @param reserved Internal use only
  114369. * @returns a new HDRCubeTextureAssetTask object
  114370. */
  114371. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  114372. if (noMipmap === void 0) { noMipmap = false; }
  114373. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114374. if (gammaSpace === void 0) { gammaSpace = false; }
  114375. if (reserved === void 0) { reserved = false; }
  114376. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  114377. this._tasks.push(task);
  114378. return task;
  114379. };
  114380. /**
  114381. * Remove a task from the assets manager.
  114382. * @param task the task to remove
  114383. */
  114384. AssetsManager.prototype.removeTask = function (task) {
  114385. var index = this._tasks.indexOf(task);
  114386. if (index > -1) {
  114387. this._tasks.splice(index, 1);
  114388. }
  114389. };
  114390. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  114391. this._waitingTasksCount--;
  114392. try {
  114393. if (this.onProgress) {
  114394. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  114395. }
  114396. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  114397. }
  114398. catch (e) {
  114399. BABYLON.Tools.Error("Error running progress callbacks.");
  114400. console.log(e);
  114401. }
  114402. if (this._waitingTasksCount === 0) {
  114403. try {
  114404. if (this.onFinish) {
  114405. this.onFinish(this._tasks);
  114406. }
  114407. // Let's remove successfull tasks
  114408. var currentTasks = this._tasks.slice();
  114409. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  114410. var task = currentTasks_1[_i];
  114411. if (task.taskState === AssetTaskState.DONE) {
  114412. var index = this._tasks.indexOf(task);
  114413. if (index > -1) {
  114414. this._tasks.splice(index, 1);
  114415. }
  114416. }
  114417. }
  114418. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114419. }
  114420. catch (e) {
  114421. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  114422. console.log(e);
  114423. }
  114424. this._isLoading = false;
  114425. this._scene.getEngine().hideLoadingUI();
  114426. }
  114427. };
  114428. AssetsManager.prototype._runTask = function (task) {
  114429. var _this = this;
  114430. var done = function () {
  114431. try {
  114432. if (_this.onTaskSuccess) {
  114433. _this.onTaskSuccess(task);
  114434. }
  114435. _this.onTaskSuccessObservable.notifyObservers(task);
  114436. _this._decreaseWaitingTasksCount(task);
  114437. }
  114438. catch (e) {
  114439. error("Error executing task success callbacks", e);
  114440. }
  114441. };
  114442. var error = function (message, exception) {
  114443. task._setErrorObject(message, exception);
  114444. if (_this.onTaskError) {
  114445. _this.onTaskError(task);
  114446. }
  114447. _this.onTaskErrorObservable.notifyObservers(task);
  114448. _this._decreaseWaitingTasksCount(task);
  114449. };
  114450. task.run(this._scene, done, error);
  114451. };
  114452. /**
  114453. * Reset the AssetsManager and remove all tasks
  114454. * @return the current instance of the AssetsManager
  114455. */
  114456. AssetsManager.prototype.reset = function () {
  114457. this._isLoading = false;
  114458. this._tasks = new Array();
  114459. return this;
  114460. };
  114461. /**
  114462. * Start the loading process
  114463. * @return the current instance of the AssetsManager
  114464. */
  114465. AssetsManager.prototype.load = function () {
  114466. if (this._isLoading) {
  114467. return this;
  114468. }
  114469. this._isLoading = true;
  114470. this._waitingTasksCount = this._tasks.length;
  114471. this._totalTasksCount = this._tasks.length;
  114472. if (this._waitingTasksCount === 0) {
  114473. this._isLoading = false;
  114474. if (this.onFinish) {
  114475. this.onFinish(this._tasks);
  114476. }
  114477. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114478. return this;
  114479. }
  114480. if (this.useDefaultLoadingScreen) {
  114481. this._scene.getEngine().displayLoadingUI();
  114482. }
  114483. for (var index = 0; index < this._tasks.length; index++) {
  114484. var task = this._tasks[index];
  114485. if (task.taskState === AssetTaskState.INIT) {
  114486. this._runTask(task);
  114487. }
  114488. }
  114489. return this;
  114490. };
  114491. return AssetsManager;
  114492. }());
  114493. BABYLON.AssetsManager = AssetsManager;
  114494. })(BABYLON || (BABYLON = {}));
  114495. //# sourceMappingURL=babylon.assetsManager.js.map
  114496. var BABYLON;
  114497. (function (BABYLON) {
  114498. var serializedGeometries = [];
  114499. var serializeGeometry = function (geometry, serializationGeometries) {
  114500. if (serializedGeometries[geometry.id]) {
  114501. return;
  114502. }
  114503. if (geometry.doNotSerialize) {
  114504. return;
  114505. }
  114506. if (geometry instanceof BABYLON.BoxGeometry) {
  114507. serializationGeometries.boxes.push(geometry.serialize());
  114508. }
  114509. else if (geometry instanceof BABYLON.SphereGeometry) {
  114510. serializationGeometries.spheres.push(geometry.serialize());
  114511. }
  114512. else if (geometry instanceof BABYLON.CylinderGeometry) {
  114513. serializationGeometries.cylinders.push(geometry.serialize());
  114514. }
  114515. else if (geometry instanceof BABYLON.TorusGeometry) {
  114516. serializationGeometries.toruses.push(geometry.serialize());
  114517. }
  114518. else if (geometry instanceof BABYLON.GroundGeometry) {
  114519. serializationGeometries.grounds.push(geometry.serialize());
  114520. }
  114521. else if (geometry instanceof BABYLON.Plane) {
  114522. serializationGeometries.planes.push(geometry.serialize());
  114523. }
  114524. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  114525. serializationGeometries.torusKnots.push(geometry.serialize());
  114526. }
  114527. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  114528. throw new Error("Unknown primitive type");
  114529. }
  114530. else {
  114531. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  114532. }
  114533. serializedGeometries[geometry.id] = true;
  114534. };
  114535. var serializeMesh = function (mesh, serializationScene) {
  114536. var serializationObject = {};
  114537. // Geometry
  114538. var geometry = mesh._geometry;
  114539. if (geometry) {
  114540. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  114541. // 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
  114542. serializeGeometry(geometry, serializationScene.geometries);
  114543. }
  114544. }
  114545. // Custom
  114546. if (mesh.serialize) {
  114547. mesh.serialize(serializationObject);
  114548. }
  114549. return serializationObject;
  114550. };
  114551. var finalizeSingleMesh = function (mesh, serializationObject) {
  114552. //only works if the mesh is already loaded
  114553. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114554. //serialize material
  114555. if (mesh.material) {
  114556. if (mesh.material instanceof BABYLON.MultiMaterial) {
  114557. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  114558. serializationObject.materials = serializationObject.materials || [];
  114559. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114560. serializationObject.multiMaterials.push(mesh.material.serialize());
  114561. var _loop_1 = function (submaterial) {
  114562. if (submaterial) {
  114563. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  114564. serializationObject.materials.push(submaterial.serialize());
  114565. }
  114566. }
  114567. };
  114568. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  114569. var submaterial = _a[_i];
  114570. _loop_1(submaterial);
  114571. }
  114572. }
  114573. }
  114574. else {
  114575. serializationObject.materials = serializationObject.materials || [];
  114576. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114577. serializationObject.materials.push(mesh.material.serialize());
  114578. }
  114579. }
  114580. }
  114581. //serialize geometry
  114582. var geometry = mesh._geometry;
  114583. if (geometry) {
  114584. if (!serializationObject.geometries) {
  114585. serializationObject.geometries = {};
  114586. serializationObject.geometries.boxes = [];
  114587. serializationObject.geometries.spheres = [];
  114588. serializationObject.geometries.cylinders = [];
  114589. serializationObject.geometries.toruses = [];
  114590. serializationObject.geometries.grounds = [];
  114591. serializationObject.geometries.planes = [];
  114592. serializationObject.geometries.torusKnots = [];
  114593. serializationObject.geometries.vertexData = [];
  114594. }
  114595. serializeGeometry(geometry, serializationObject.geometries);
  114596. }
  114597. // Skeletons
  114598. if (mesh.skeleton) {
  114599. serializationObject.skeletons = serializationObject.skeletons || [];
  114600. serializationObject.skeletons.push(mesh.skeleton.serialize());
  114601. }
  114602. //serialize the actual mesh
  114603. serializationObject.meshes = serializationObject.meshes || [];
  114604. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114605. }
  114606. };
  114607. /**
  114608. * Class used to serialize a scene into a string
  114609. */
  114610. var SceneSerializer = /** @class */ (function () {
  114611. function SceneSerializer() {
  114612. }
  114613. /**
  114614. * Clear cache used by a previous serialization
  114615. */
  114616. SceneSerializer.ClearCache = function () {
  114617. serializedGeometries = [];
  114618. };
  114619. /**
  114620. * Serialize a scene into a JSON compatible object
  114621. * @param scene defines the scene to serialize
  114622. * @returns a JSON compatible object
  114623. */
  114624. SceneSerializer.Serialize = function (scene) {
  114625. var serializationObject = {};
  114626. SceneSerializer.ClearCache();
  114627. // Scene
  114628. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114629. serializationObject.autoClear = scene.autoClear;
  114630. serializationObject.clearColor = scene.clearColor.asArray();
  114631. serializationObject.ambientColor = scene.ambientColor.asArray();
  114632. serializationObject.gravity = scene.gravity.asArray();
  114633. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114634. serializationObject.workerCollisions = scene.workerCollisions;
  114635. // Fog
  114636. if (scene.fogMode && scene.fogMode !== 0) {
  114637. serializationObject.fogMode = scene.fogMode;
  114638. serializationObject.fogColor = scene.fogColor.asArray();
  114639. serializationObject.fogStart = scene.fogStart;
  114640. serializationObject.fogEnd = scene.fogEnd;
  114641. serializationObject.fogDensity = scene.fogDensity;
  114642. }
  114643. //Physics
  114644. if (scene.isPhysicsEnabled()) {
  114645. var physicEngine = scene.getPhysicsEngine();
  114646. if (physicEngine) {
  114647. serializationObject.physicsEnabled = true;
  114648. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114649. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114650. }
  114651. }
  114652. // Metadata
  114653. if (scene.metadata) {
  114654. serializationObject.metadata = scene.metadata;
  114655. }
  114656. // Morph targets
  114657. serializationObject.morphTargetManagers = [];
  114658. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114659. var abstractMesh = _a[_i];
  114660. var manager = abstractMesh.morphTargetManager;
  114661. if (manager) {
  114662. serializationObject.morphTargetManagers.push(manager.serialize());
  114663. }
  114664. }
  114665. // Lights
  114666. serializationObject.lights = [];
  114667. var index;
  114668. var light;
  114669. for (index = 0; index < scene.lights.length; index++) {
  114670. light = scene.lights[index];
  114671. if (!light.doNotSerialize) {
  114672. serializationObject.lights.push(light.serialize());
  114673. }
  114674. }
  114675. // Cameras
  114676. serializationObject.cameras = [];
  114677. for (index = 0; index < scene.cameras.length; index++) {
  114678. var camera = scene.cameras[index];
  114679. if (!camera.doNotSerialize) {
  114680. serializationObject.cameras.push(camera.serialize());
  114681. }
  114682. }
  114683. if (scene.activeCamera) {
  114684. serializationObject.activeCameraID = scene.activeCamera.id;
  114685. }
  114686. // Animations
  114687. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114688. // Reflection probes
  114689. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  114690. serializationObject.reflectionProbes = [];
  114691. for (index = 0; index < scene.reflectionProbes.length; index++) {
  114692. var reflectionProbe = scene.reflectionProbes[index];
  114693. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  114694. }
  114695. }
  114696. // Materials
  114697. serializationObject.materials = [];
  114698. serializationObject.multiMaterials = [];
  114699. var material;
  114700. for (index = 0; index < scene.materials.length; index++) {
  114701. material = scene.materials[index];
  114702. if (!material.doNotSerialize) {
  114703. serializationObject.materials.push(material.serialize());
  114704. }
  114705. }
  114706. // MultiMaterials
  114707. serializationObject.multiMaterials = [];
  114708. for (index = 0; index < scene.multiMaterials.length; index++) {
  114709. var multiMaterial = scene.multiMaterials[index];
  114710. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114711. }
  114712. // Environment texture
  114713. if (scene.environmentTexture) {
  114714. serializationObject.environmentTexture = scene.environmentTexture.name;
  114715. }
  114716. // Skeletons
  114717. serializationObject.skeletons = [];
  114718. for (index = 0; index < scene.skeletons.length; index++) {
  114719. var skeleton = scene.skeletons[index];
  114720. if (!skeleton.doNotSerialize) {
  114721. serializationObject.skeletons.push(skeleton.serialize());
  114722. }
  114723. }
  114724. // Transform nodes
  114725. serializationObject.transformNodes = [];
  114726. for (index = 0; index < scene.transformNodes.length; index++) {
  114727. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114728. }
  114729. // Geometries
  114730. serializationObject.geometries = {};
  114731. serializationObject.geometries.boxes = [];
  114732. serializationObject.geometries.spheres = [];
  114733. serializationObject.geometries.cylinders = [];
  114734. serializationObject.geometries.toruses = [];
  114735. serializationObject.geometries.grounds = [];
  114736. serializationObject.geometries.planes = [];
  114737. serializationObject.geometries.torusKnots = [];
  114738. serializationObject.geometries.vertexData = [];
  114739. serializedGeometries = [];
  114740. var geometries = scene.getGeometries();
  114741. for (index = 0; index < geometries.length; index++) {
  114742. var geometry = geometries[index];
  114743. if (geometry.isReady()) {
  114744. serializeGeometry(geometry, serializationObject.geometries);
  114745. }
  114746. }
  114747. // Meshes
  114748. serializationObject.meshes = [];
  114749. for (index = 0; index < scene.meshes.length; index++) {
  114750. var abstractMesh = scene.meshes[index];
  114751. if (abstractMesh instanceof BABYLON.Mesh) {
  114752. var mesh = abstractMesh;
  114753. if (!mesh.doNotSerialize) {
  114754. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114755. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114756. }
  114757. }
  114758. }
  114759. }
  114760. // Particles Systems
  114761. serializationObject.particleSystems = [];
  114762. for (index = 0; index < scene.particleSystems.length; index++) {
  114763. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114764. }
  114765. // Action Manager
  114766. if (scene.actionManager) {
  114767. serializationObject.actions = scene.actionManager.serialize("scene");
  114768. }
  114769. // Components
  114770. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114771. var component = _c[_b];
  114772. component.serialize(serializationObject);
  114773. }
  114774. return serializationObject;
  114775. };
  114776. /**
  114777. * Serialize a mesh into a JSON compatible object
  114778. * @param toSerialize defines the mesh to serialize
  114779. * @param withParents defines if parents must be serialized as well
  114780. * @param withChildren defines if children must be serialized as well
  114781. * @returns a JSON compatible object
  114782. */
  114783. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114784. if (withParents === void 0) { withParents = false; }
  114785. if (withChildren === void 0) { withChildren = false; }
  114786. var serializationObject = {};
  114787. SceneSerializer.ClearCache();
  114788. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114789. if (withParents || withChildren) {
  114790. //deliberate for loop! not for each, appended should be processed as well.
  114791. for (var i = 0; i < toSerialize.length; ++i) {
  114792. if (withChildren) {
  114793. toSerialize[i].getDescendants().forEach(function (node) {
  114794. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114795. toSerialize.push(node);
  114796. }
  114797. });
  114798. }
  114799. //make sure the array doesn't contain the object already
  114800. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114801. toSerialize.push(toSerialize[i].parent);
  114802. }
  114803. }
  114804. }
  114805. toSerialize.forEach(function (mesh) {
  114806. finalizeSingleMesh(mesh, serializationObject);
  114807. });
  114808. return serializationObject;
  114809. };
  114810. return SceneSerializer;
  114811. }());
  114812. BABYLON.SceneSerializer = SceneSerializer;
  114813. })(BABYLON || (BABYLON = {}));
  114814. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114815. var BABYLON;
  114816. (function (BABYLON) {
  114817. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  114818. if (!this.reflectionProbes) {
  114819. return -1;
  114820. }
  114821. var index = this.reflectionProbes.indexOf(toRemove);
  114822. if (index !== -1) {
  114823. this.reflectionProbes.splice(index, 1);
  114824. }
  114825. return index;
  114826. };
  114827. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  114828. if (!this.reflectionProbes) {
  114829. this.reflectionProbes = [];
  114830. }
  114831. this.reflectionProbes.push(newReflectionProbe);
  114832. };
  114833. /**
  114834. * Class used to generate realtime reflection / refraction cube textures
  114835. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114836. */
  114837. var ReflectionProbe = /** @class */ (function () {
  114838. /**
  114839. * Creates a new reflection probe
  114840. * @param name defines the name of the probe
  114841. * @param size defines the texture resolution (for each face)
  114842. * @param scene defines the hosting scene
  114843. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114844. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114845. */
  114846. function ReflectionProbe(
  114847. /** defines the name of the probe */
  114848. name, size, scene, generateMipMaps, useFloat) {
  114849. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114850. if (useFloat === void 0) { useFloat = false; }
  114851. var _this = this;
  114852. this.name = name;
  114853. this._viewMatrix = BABYLON.Matrix.Identity();
  114854. this._target = BABYLON.Vector3.Zero();
  114855. this._add = BABYLON.Vector3.Zero();
  114856. this._invertYAxis = false;
  114857. /** Gets or sets probe position (center of the cube map) */
  114858. this.position = BABYLON.Vector3.Zero();
  114859. this._scene = scene;
  114860. // Create the scene field if not exist.
  114861. if (!this._scene.reflectionProbes) {
  114862. this._scene.reflectionProbes = new Array();
  114863. }
  114864. this._scene.reflectionProbes.push(this);
  114865. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114866. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114867. switch (faceIndex) {
  114868. case 0:
  114869. _this._add.copyFromFloats(1, 0, 0);
  114870. break;
  114871. case 1:
  114872. _this._add.copyFromFloats(-1, 0, 0);
  114873. break;
  114874. case 2:
  114875. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114876. break;
  114877. case 3:
  114878. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114879. break;
  114880. case 4:
  114881. _this._add.copyFromFloats(0, 0, 1);
  114882. break;
  114883. case 5:
  114884. _this._add.copyFromFloats(0, 0, -1);
  114885. break;
  114886. }
  114887. if (_this._attachedMesh) {
  114888. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114889. }
  114890. _this.position.addToRef(_this._add, _this._target);
  114891. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114892. if (scene.activeCamera) {
  114893. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114894. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114895. }
  114896. scene._forcedViewPosition = _this.position;
  114897. });
  114898. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114899. scene._forcedViewPosition = null;
  114900. scene.updateTransformMatrix(true);
  114901. });
  114902. }
  114903. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114904. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114905. get: function () {
  114906. return this._renderTargetTexture.samples;
  114907. },
  114908. set: function (value) {
  114909. this._renderTargetTexture.samples = value;
  114910. },
  114911. enumerable: true,
  114912. configurable: true
  114913. });
  114914. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114915. /** Gets or sets the refresh rate to use (on every frame by default) */
  114916. get: function () {
  114917. return this._renderTargetTexture.refreshRate;
  114918. },
  114919. set: function (value) {
  114920. this._renderTargetTexture.refreshRate = value;
  114921. },
  114922. enumerable: true,
  114923. configurable: true
  114924. });
  114925. /**
  114926. * Gets the hosting scene
  114927. * @returns a Scene
  114928. */
  114929. ReflectionProbe.prototype.getScene = function () {
  114930. return this._scene;
  114931. };
  114932. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114933. /** Gets the internal CubeTexture used to render to */
  114934. get: function () {
  114935. return this._renderTargetTexture;
  114936. },
  114937. enumerable: true,
  114938. configurable: true
  114939. });
  114940. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114941. /** Gets the list of meshes to render */
  114942. get: function () {
  114943. return this._renderTargetTexture.renderList;
  114944. },
  114945. enumerable: true,
  114946. configurable: true
  114947. });
  114948. /**
  114949. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114950. * @param mesh defines the mesh to attach to
  114951. */
  114952. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114953. this._attachedMesh = mesh;
  114954. };
  114955. /**
  114956. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114957. * @param renderingGroupId The rendering group id corresponding to its index
  114958. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114959. */
  114960. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114961. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114962. };
  114963. /**
  114964. * Clean all associated resources
  114965. */
  114966. ReflectionProbe.prototype.dispose = function () {
  114967. var index = this._scene.reflectionProbes.indexOf(this);
  114968. if (index !== -1) {
  114969. // Remove from the scene if found
  114970. this._scene.reflectionProbes.splice(index, 1);
  114971. }
  114972. if (this._renderTargetTexture) {
  114973. this._renderTargetTexture.dispose();
  114974. this._renderTargetTexture = null;
  114975. }
  114976. };
  114977. /**
  114978. * Converts the reflection probe information to a readable string for debug purpose.
  114979. * @param fullDetails Supports for multiple levels of logging within scene loading
  114980. * @returns the human readable reflection probe info
  114981. */
  114982. ReflectionProbe.prototype.toString = function (fullDetails) {
  114983. var ret = "Name: " + this.name;
  114984. if (fullDetails) {
  114985. ret += ", position: " + this.position.toString();
  114986. if (this._attachedMesh) {
  114987. ret += ", attached mesh: " + this._attachedMesh.name;
  114988. }
  114989. }
  114990. return ret;
  114991. };
  114992. /**
  114993. * Get the class name of the relfection probe.
  114994. * @returns "ReflectionProbe"
  114995. */
  114996. ReflectionProbe.prototype.getClassName = function () {
  114997. return "ReflectionProbe";
  114998. };
  114999. /**
  115000. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115001. * @returns The JSON representation of the texture
  115002. */
  115003. ReflectionProbe.prototype.serialize = function () {
  115004. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  115005. serializationObject.isReflectionProbe = true;
  115006. return serializationObject;
  115007. };
  115008. /**
  115009. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115010. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115011. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115012. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115013. * @returns The parsed reflection probe if successful
  115014. */
  115015. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  115016. var reflectionProbe = null;
  115017. if (scene.reflectionProbes) {
  115018. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  115019. var rp = scene.reflectionProbes[index];
  115020. if (rp.name === parsedReflectionProbe.name) {
  115021. reflectionProbe = rp;
  115022. break;
  115023. }
  115024. }
  115025. }
  115026. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  115027. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  115028. if (parsedReflectionProbe._attachedMesh) {
  115029. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  115030. }
  115031. return reflectionProbe;
  115032. };
  115033. __decorate([
  115034. BABYLON.serializeAsMeshReference()
  115035. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  115036. __decorate([
  115037. BABYLON.serializeAsVector3()
  115038. ], ReflectionProbe.prototype, "position", void 0);
  115039. return ReflectionProbe;
  115040. }());
  115041. BABYLON.ReflectionProbe = ReflectionProbe;
  115042. })(BABYLON || (BABYLON = {}));
  115043. //# sourceMappingURL=babylon.reflectionProbe.js.map
  115044. var BABYLON;
  115045. (function (BABYLON) {
  115046. /**
  115047. * Defines the layer scene component responsible to manage any layers
  115048. * in a given scene.
  115049. */
  115050. var LayerSceneComponent = /** @class */ (function () {
  115051. /**
  115052. * Creates a new instance of the component for the given scene
  115053. * @param scene Defines the scene to register the component in
  115054. */
  115055. function LayerSceneComponent(scene) {
  115056. /**
  115057. * The component name helpfull to identify the component in the list of scene components.
  115058. */
  115059. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  115060. this.scene = scene;
  115061. this._engine = scene.getEngine();
  115062. scene.layers = new Array();
  115063. }
  115064. /**
  115065. * Registers the component in a given scene
  115066. */
  115067. LayerSceneComponent.prototype.register = function () {
  115068. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  115069. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  115070. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  115071. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  115072. };
  115073. /**
  115074. * Rebuilds the elements related to this component in case of
  115075. * context lost for instance.
  115076. */
  115077. LayerSceneComponent.prototype.rebuild = function () {
  115078. var layers = this.scene.layers;
  115079. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  115080. var layer = layers_1[_i];
  115081. layer._rebuild();
  115082. }
  115083. };
  115084. /**
  115085. * Disposes the component and the associated ressources.
  115086. */
  115087. LayerSceneComponent.prototype.dispose = function () {
  115088. var layers = this.scene.layers;
  115089. while (layers.length) {
  115090. layers[0].dispose();
  115091. }
  115092. };
  115093. LayerSceneComponent.prototype._draw = function (predicate) {
  115094. var layers = this.scene.layers;
  115095. if (layers.length) {
  115096. this._engine.setDepthBuffer(false);
  115097. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  115098. var layer = layers_2[_i];
  115099. if (predicate(layer)) {
  115100. layer.render();
  115101. }
  115102. }
  115103. this._engine.setDepthBuffer(true);
  115104. }
  115105. };
  115106. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  115107. return !layer.renderOnlyInRenderTargetTextures &&
  115108. layer.isBackground === isBackground &&
  115109. ((layer.layerMask & cameraLayerMask) !== 0);
  115110. };
  115111. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  115112. var _this = this;
  115113. this._draw(function (layer) {
  115114. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  115115. });
  115116. };
  115117. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  115118. var _this = this;
  115119. this._draw(function (layer) {
  115120. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  115121. });
  115122. };
  115123. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  115124. return (layer.renderTargetTextures.length > 0) &&
  115125. layer.isBackground === isBackground &&
  115126. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  115127. ((layer.layerMask & cameraLayerMask) !== 0);
  115128. };
  115129. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  115130. var _this = this;
  115131. this._draw(function (layer) {
  115132. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  115133. });
  115134. };
  115135. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  115136. var _this = this;
  115137. this._draw(function (layer) {
  115138. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  115139. });
  115140. };
  115141. return LayerSceneComponent;
  115142. }());
  115143. BABYLON.LayerSceneComponent = LayerSceneComponent;
  115144. })(BABYLON || (BABYLON = {}));
  115145. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  115146. var BABYLON;
  115147. (function (BABYLON) {
  115148. /**
  115149. * This represents a full screen 2d layer.
  115150. * This can be useful to display a picture in the background of your scene for instance.
  115151. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115152. */
  115153. var Layer = /** @class */ (function () {
  115154. /**
  115155. * Instantiates a new layer.
  115156. * This represents a full screen 2d layer.
  115157. * This can be useful to display a picture in the background of your scene for instance.
  115158. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115159. * @param name Define the name of the layer in the scene
  115160. * @param imgUrl Define the url of the texture to display in the layer
  115161. * @param scene Define the scene the layer belongs to
  115162. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115163. * @param color Defines a color for the layer
  115164. */
  115165. function Layer(
  115166. /**
  115167. * Define the name of the layer.
  115168. */
  115169. name, imgUrl, scene, isBackground, color) {
  115170. this.name = name;
  115171. /**
  115172. * Define the scale of the layer in order to zoom in out of the texture.
  115173. */
  115174. this.scale = new BABYLON.Vector2(1, 1);
  115175. /**
  115176. * Define an offset for the layer in order to shift the texture.
  115177. */
  115178. this.offset = new BABYLON.Vector2(0, 0);
  115179. /**
  115180. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115181. */
  115182. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  115183. /**
  115184. * Define a mask to restrict the layer to only some of the scene cameras.
  115185. */
  115186. this.layerMask = 0x0FFFFFFF;
  115187. /**
  115188. * Define the list of render target the layer is visible into.
  115189. */
  115190. this.renderTargetTextures = [];
  115191. /**
  115192. * Define if the layer is only used in renderTarget or if it also
  115193. * renders in the main frame buffer of the canvas.
  115194. */
  115195. this.renderOnlyInRenderTargetTextures = false;
  115196. this._vertexBuffers = {};
  115197. /**
  115198. * An event triggered when the layer is disposed.
  115199. */
  115200. this.onDisposeObservable = new BABYLON.Observable();
  115201. /**
  115202. * An event triggered before rendering the scene
  115203. */
  115204. this.onBeforeRenderObservable = new BABYLON.Observable();
  115205. /**
  115206. * An event triggered after rendering the scene
  115207. */
  115208. this.onAfterRenderObservable = new BABYLON.Observable();
  115209. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  115210. this.isBackground = isBackground === undefined ? true : isBackground;
  115211. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  115212. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  115213. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  115214. if (!layerComponent) {
  115215. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  115216. this._scene._addComponent(layerComponent);
  115217. }
  115218. this._scene.layers.push(this);
  115219. var engine = this._scene.getEngine();
  115220. // VBO
  115221. var vertices = [];
  115222. vertices.push(1, 1);
  115223. vertices.push(-1, 1);
  115224. vertices.push(-1, -1);
  115225. vertices.push(1, -1);
  115226. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  115227. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  115228. this._createIndexBuffer();
  115229. // Effects
  115230. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  115231. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  115232. }
  115233. Object.defineProperty(Layer.prototype, "onDispose", {
  115234. /**
  115235. * Back compatibility with callback before the onDisposeObservable existed.
  115236. * The set callback will be triggered when the layer has been disposed.
  115237. */
  115238. set: function (callback) {
  115239. if (this._onDisposeObserver) {
  115240. this.onDisposeObservable.remove(this._onDisposeObserver);
  115241. }
  115242. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  115243. },
  115244. enumerable: true,
  115245. configurable: true
  115246. });
  115247. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  115248. /**
  115249. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115250. * The set callback will be triggered just before rendering the layer.
  115251. */
  115252. set: function (callback) {
  115253. if (this._onBeforeRenderObserver) {
  115254. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  115255. }
  115256. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  115257. },
  115258. enumerable: true,
  115259. configurable: true
  115260. });
  115261. Object.defineProperty(Layer.prototype, "onAfterRender", {
  115262. /**
  115263. * Back compatibility with callback before the onAfterRenderObservable existed.
  115264. * The set callback will be triggered just after rendering the layer.
  115265. */
  115266. set: function (callback) {
  115267. if (this._onAfterRenderObserver) {
  115268. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115269. }
  115270. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  115271. },
  115272. enumerable: true,
  115273. configurable: true
  115274. });
  115275. Layer.prototype._createIndexBuffer = function () {
  115276. var engine = this._scene.getEngine();
  115277. // Indices
  115278. var indices = [];
  115279. indices.push(0);
  115280. indices.push(1);
  115281. indices.push(2);
  115282. indices.push(0);
  115283. indices.push(2);
  115284. indices.push(3);
  115285. this._indexBuffer = engine.createIndexBuffer(indices);
  115286. };
  115287. /** @hidden */
  115288. Layer.prototype._rebuild = function () {
  115289. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115290. if (vb) {
  115291. vb._rebuild();
  115292. }
  115293. this._createIndexBuffer();
  115294. };
  115295. /**
  115296. * Renders the layer in the scene.
  115297. */
  115298. Layer.prototype.render = function () {
  115299. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  115300. // Check
  115301. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  115302. return;
  115303. }
  115304. var engine = this._scene.getEngine();
  115305. this.onBeforeRenderObservable.notifyObservers(this);
  115306. // Render
  115307. engine.enableEffect(currentEffect);
  115308. engine.setState(false);
  115309. // Texture
  115310. currentEffect.setTexture("textureSampler", this.texture);
  115311. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  115312. // Color
  115313. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  115314. // Scale / offset
  115315. currentEffect.setVector2("offset", this.offset);
  115316. currentEffect.setVector2("scale", this.scale);
  115317. // VBOs
  115318. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  115319. // Draw order
  115320. if (!this.alphaTest) {
  115321. engine.setAlphaMode(this.alphaBlendingMode);
  115322. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115323. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  115324. }
  115325. else {
  115326. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  115327. }
  115328. this.onAfterRenderObservable.notifyObservers(this);
  115329. };
  115330. /**
  115331. * Disposes and releases the associated ressources.
  115332. */
  115333. Layer.prototype.dispose = function () {
  115334. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  115335. if (vertexBuffer) {
  115336. vertexBuffer.dispose();
  115337. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  115338. }
  115339. if (this._indexBuffer) {
  115340. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  115341. this._indexBuffer = null;
  115342. }
  115343. if (this.texture) {
  115344. this.texture.dispose();
  115345. this.texture = null;
  115346. }
  115347. // Clean RTT list
  115348. this.renderTargetTextures = [];
  115349. // Remove from scene
  115350. var index = this._scene.layers.indexOf(this);
  115351. this._scene.layers.splice(index, 1);
  115352. // Callback
  115353. this.onDisposeObservable.notifyObservers(this);
  115354. this.onDisposeObservable.clear();
  115355. this.onAfterRenderObservable.clear();
  115356. this.onBeforeRenderObservable.clear();
  115357. };
  115358. return Layer;
  115359. }());
  115360. BABYLON.Layer = Layer;
  115361. })(BABYLON || (BABYLON = {}));
  115362. //# sourceMappingURL=babylon.layer.js.map
  115363. var BABYLON;
  115364. (function (BABYLON) {
  115365. /**
  115366. * Class used to host texture specific utilities
  115367. */
  115368. var TextureTools = /** @class */ (function () {
  115369. function TextureTools() {
  115370. }
  115371. /**
  115372. * Uses the GPU to create a copy texture rescaled at a given size
  115373. * @param texture Texture to copy from
  115374. * @param width defines the desired width
  115375. * @param height defines the desired height
  115376. * @param useBilinearMode defines if bilinear mode has to be used
  115377. * @return the generated texture
  115378. */
  115379. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  115380. if (useBilinearMode === void 0) { useBilinearMode = true; }
  115381. var scene = texture.getScene();
  115382. var engine = scene.getEngine();
  115383. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  115384. rtt.wrapU = texture.wrapU;
  115385. rtt.wrapV = texture.wrapV;
  115386. rtt.uOffset = texture.uOffset;
  115387. rtt.vOffset = texture.vOffset;
  115388. rtt.uScale = texture.uScale;
  115389. rtt.vScale = texture.vScale;
  115390. rtt.uAng = texture.uAng;
  115391. rtt.vAng = texture.vAng;
  115392. rtt.wAng = texture.wAng;
  115393. rtt.coordinatesIndex = texture.coordinatesIndex;
  115394. rtt.level = texture.level;
  115395. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  115396. rtt._texture.isReady = false;
  115397. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115398. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115399. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  115400. passPostProcess.getEffect().executeWhenCompiled(function () {
  115401. passPostProcess.onApply = function (effect) {
  115402. effect.setTexture("textureSampler", texture);
  115403. };
  115404. var internalTexture = rtt.getInternalTexture();
  115405. if (internalTexture) {
  115406. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  115407. engine.unBindFramebuffer(internalTexture);
  115408. rtt.disposeFramebufferObjects();
  115409. passPostProcess.dispose();
  115410. internalTexture.isReady = true;
  115411. }
  115412. });
  115413. return rtt;
  115414. };
  115415. /**
  115416. * Gets an environment BRDF texture for a given scene
  115417. * @param scene defines the hosting scene
  115418. * @returns the environment BRDF texture
  115419. */
  115420. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  115421. if (!scene._environmentBRDFTexture) {
  115422. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  115423. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115424. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  115425. scene._environmentBRDFTexture = texture;
  115426. }
  115427. return scene._environmentBRDFTexture;
  115428. };
  115429. TextureTools._environmentBRDFBase64Texture = 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";
  115430. return TextureTools;
  115431. }());
  115432. BABYLON.TextureTools = TextureTools;
  115433. })(BABYLON || (BABYLON = {}));
  115434. //# sourceMappingURL=babylon.textureTools.js.map
  115435. var BABYLON;
  115436. (function (BABYLON) {
  115437. /**
  115438. * 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.
  115439. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  115440. */
  115441. var FramingBehavior = /** @class */ (function () {
  115442. function FramingBehavior() {
  115443. this._mode = FramingBehavior.FitFrustumSidesMode;
  115444. this._radiusScale = 1.0;
  115445. this._positionScale = 0.5;
  115446. this._defaultElevation = 0.3;
  115447. this._elevationReturnTime = 1500;
  115448. this._elevationReturnWaitTime = 1000;
  115449. this._zoomStopsAnimation = false;
  115450. this._framingTime = 1500;
  115451. /**
  115452. * Define if the behavior should automatically change the configured
  115453. * camera limits and sensibilities.
  115454. */
  115455. this.autoCorrectCameraLimitsAndSensibility = true;
  115456. this._isPointerDown = false;
  115457. this._lastInteractionTime = -Infinity;
  115458. // Framing control
  115459. this._animatables = new Array();
  115460. this._betaIsAnimating = false;
  115461. }
  115462. Object.defineProperty(FramingBehavior.prototype, "name", {
  115463. /**
  115464. * Gets the name of the behavior.
  115465. */
  115466. get: function () {
  115467. return "Framing";
  115468. },
  115469. enumerable: true,
  115470. configurable: true
  115471. });
  115472. Object.defineProperty(FramingBehavior.prototype, "mode", {
  115473. /**
  115474. * Gets current mode used by the behavior.
  115475. */
  115476. get: function () {
  115477. return this._mode;
  115478. },
  115479. /**
  115480. * Sets the current mode used by the behavior
  115481. */
  115482. set: function (mode) {
  115483. this._mode = mode;
  115484. },
  115485. enumerable: true,
  115486. configurable: true
  115487. });
  115488. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  115489. /**
  115490. * Gets the scale applied to the radius
  115491. */
  115492. get: function () {
  115493. return this._radiusScale;
  115494. },
  115495. /**
  115496. * Sets the scale applied to the radius (1 by default)
  115497. */
  115498. set: function (radius) {
  115499. this._radiusScale = radius;
  115500. },
  115501. enumerable: true,
  115502. configurable: true
  115503. });
  115504. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  115505. /**
  115506. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115507. */
  115508. get: function () {
  115509. return this._positionScale;
  115510. },
  115511. /**
  115512. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115513. */
  115514. set: function (scale) {
  115515. this._positionScale = scale;
  115516. },
  115517. enumerable: true,
  115518. configurable: true
  115519. });
  115520. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  115521. /**
  115522. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115523. * behaviour is triggered, in radians.
  115524. */
  115525. get: function () {
  115526. return this._defaultElevation;
  115527. },
  115528. /**
  115529. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115530. * behaviour is triggered, in radians.
  115531. */
  115532. set: function (elevation) {
  115533. this._defaultElevation = elevation;
  115534. },
  115535. enumerable: true,
  115536. configurable: true
  115537. });
  115538. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  115539. /**
  115540. * Gets the time (in milliseconds) taken to return to the default beta position.
  115541. * Negative value indicates camera should not return to default.
  115542. */
  115543. get: function () {
  115544. return this._elevationReturnTime;
  115545. },
  115546. /**
  115547. * Sets the time (in milliseconds) taken to return to the default beta position.
  115548. * Negative value indicates camera should not return to default.
  115549. */
  115550. set: function (speed) {
  115551. this._elevationReturnTime = speed;
  115552. },
  115553. enumerable: true,
  115554. configurable: true
  115555. });
  115556. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  115557. /**
  115558. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115559. */
  115560. get: function () {
  115561. return this._elevationReturnWaitTime;
  115562. },
  115563. /**
  115564. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115565. */
  115566. set: function (time) {
  115567. this._elevationReturnWaitTime = time;
  115568. },
  115569. enumerable: true,
  115570. configurable: true
  115571. });
  115572. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  115573. /**
  115574. * Gets the flag that indicates if user zooming should stop animation.
  115575. */
  115576. get: function () {
  115577. return this._zoomStopsAnimation;
  115578. },
  115579. /**
  115580. * Sets the flag that indicates if user zooming should stop animation.
  115581. */
  115582. set: function (flag) {
  115583. this._zoomStopsAnimation = flag;
  115584. },
  115585. enumerable: true,
  115586. configurable: true
  115587. });
  115588. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  115589. /**
  115590. * Gets the transition time when framing the mesh, in milliseconds
  115591. */
  115592. get: function () {
  115593. return this._framingTime;
  115594. },
  115595. /**
  115596. * Sets the transition time when framing the mesh, in milliseconds
  115597. */
  115598. set: function (time) {
  115599. this._framingTime = time;
  115600. },
  115601. enumerable: true,
  115602. configurable: true
  115603. });
  115604. /**
  115605. * Initializes the behavior.
  115606. */
  115607. FramingBehavior.prototype.init = function () {
  115608. // Do notihng
  115609. };
  115610. /**
  115611. * Attaches the behavior to its arc rotate camera.
  115612. * @param camera Defines the camera to attach the behavior to
  115613. */
  115614. FramingBehavior.prototype.attach = function (camera) {
  115615. var _this = this;
  115616. this._attachedCamera = camera;
  115617. var scene = this._attachedCamera.getScene();
  115618. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  115619. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115620. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115621. _this._isPointerDown = true;
  115622. return;
  115623. }
  115624. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115625. _this._isPointerDown = false;
  115626. }
  115627. });
  115628. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115629. if (mesh) {
  115630. _this.zoomOnMesh(mesh);
  115631. }
  115632. });
  115633. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115634. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115635. _this._applyUserInteraction();
  115636. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  115637. // back to the default position after a given timeout
  115638. _this._maintainCameraAboveGround();
  115639. });
  115640. };
  115641. /**
  115642. * Detaches the behavior from its current arc rotate camera.
  115643. */
  115644. FramingBehavior.prototype.detach = function () {
  115645. if (!this._attachedCamera) {
  115646. return;
  115647. }
  115648. var scene = this._attachedCamera.getScene();
  115649. if (this._onPrePointerObservableObserver) {
  115650. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115651. }
  115652. if (this._onAfterCheckInputsObserver) {
  115653. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115654. }
  115655. if (this._onMeshTargetChangedObserver) {
  115656. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115657. }
  115658. this._attachedCamera = null;
  115659. };
  115660. /**
  115661. * Targets the given mesh and updates zoom level accordingly.
  115662. * @param mesh The mesh to target.
  115663. * @param radius Optional. If a cached radius position already exists, overrides default.
  115664. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115665. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115666. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115667. */
  115668. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115669. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115670. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115671. mesh.computeWorldMatrix(true);
  115672. var boundingBox = mesh.getBoundingInfo().boundingBox;
  115673. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  115674. };
  115675. /**
  115676. * Targets the given mesh with its children and updates zoom level accordingly.
  115677. * @param mesh The mesh to target.
  115678. * @param radius Optional. If a cached radius position already exists, overrides default.
  115679. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115680. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115681. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115682. */
  115683. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115684. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115685. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115686. mesh.computeWorldMatrix(true);
  115687. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  115688. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  115689. };
  115690. /**
  115691. * Targets the given meshes with their children and updates zoom level accordingly.
  115692. * @param meshes The mesh to target.
  115693. * @param radius Optional. If a cached radius position already exists, overrides default.
  115694. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115695. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115696. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115697. */
  115698. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  115699. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115700. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115701. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  115702. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  115703. for (var i = 0; i < meshes.length; i++) {
  115704. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  115705. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  115706. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  115707. }
  115708. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  115709. };
  115710. /**
  115711. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  115712. * @param minimumWorld Determines the smaller position of the bounding box extend
  115713. * @param maximumWorld Determines the bigger position of the bounding box extend
  115714. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115715. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115716. */
  115717. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  115718. var _this = this;
  115719. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115720. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115721. var zoomTarget;
  115722. if (!this._attachedCamera) {
  115723. return;
  115724. }
  115725. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  115726. var bottom = minimumWorld.y;
  115727. var top = maximumWorld.y;
  115728. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  115729. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  115730. if (focusOnOriginXZ) {
  115731. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  115732. }
  115733. else {
  115734. var centerWorld = minimumWorld.add(radiusWorld);
  115735. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  115736. }
  115737. if (!this._vectorTransition) {
  115738. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  115739. }
  115740. this._betaIsAnimating = true;
  115741. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  115742. if (animatable) {
  115743. this._animatables.push(animatable);
  115744. }
  115745. // sets the radius and lower radius bounds
  115746. // Small delta ensures camera is not always at lower zoom limit.
  115747. var radius = 0;
  115748. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  115749. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115750. if (this.autoCorrectCameraLimitsAndSensibility) {
  115751. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  115752. }
  115753. radius = position;
  115754. }
  115755. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115756. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115757. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115758. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115759. }
  115760. }
  115761. // Set sensibilities
  115762. if (this.autoCorrectCameraLimitsAndSensibility) {
  115763. var extend = maximumWorld.subtract(minimumWorld).length();
  115764. this._attachedCamera.panningSensibility = 5000 / extend;
  115765. this._attachedCamera.wheelPrecision = 100 / radius;
  115766. }
  115767. // transition to new radius
  115768. if (!this._radiusTransition) {
  115769. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115770. }
  115771. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115772. _this.stopAllAnimations();
  115773. if (onAnimationEnd) {
  115774. onAnimationEnd();
  115775. }
  115776. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115777. _this._attachedCamera.storeState();
  115778. }
  115779. });
  115780. if (animatable) {
  115781. this._animatables.push(animatable);
  115782. }
  115783. };
  115784. /**
  115785. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115786. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115787. * frustum width.
  115788. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115789. * to fully enclose the mesh in the viewing frustum.
  115790. */
  115791. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115792. var size = maximumWorld.subtract(minimumWorld);
  115793. var boxVectorGlobalDiagonal = size.length();
  115794. var frustumSlope = this._getFrustumSlope();
  115795. // Formula for setting distance
  115796. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115797. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115798. // Horizon distance
  115799. var radius = radiusWithoutFraming * this._radiusScale;
  115800. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115801. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115802. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115803. var camera = this._attachedCamera;
  115804. if (!camera) {
  115805. return 0;
  115806. }
  115807. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115808. // Don't exceed the requested limit
  115809. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115810. }
  115811. // Don't exceed the upper radius limit
  115812. if (camera.upperRadiusLimit) {
  115813. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115814. }
  115815. return distance;
  115816. };
  115817. /**
  115818. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115819. * is automatically returned to its default position (expected to be above ground plane).
  115820. */
  115821. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115822. var _this = this;
  115823. if (this._elevationReturnTime < 0) {
  115824. return;
  115825. }
  115826. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115827. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115828. var limitBeta = Math.PI * 0.5;
  115829. // Bring the camera back up if below the ground plane
  115830. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115831. this._betaIsAnimating = true;
  115832. //Transition to new position
  115833. this.stopAllAnimations();
  115834. if (!this._betaTransition) {
  115835. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115836. }
  115837. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115838. _this._clearAnimationLocks();
  115839. _this.stopAllAnimations();
  115840. });
  115841. if (animatabe) {
  115842. this._animatables.push(animatabe);
  115843. }
  115844. }
  115845. };
  115846. /**
  115847. * Returns the frustum slope based on the canvas ratio and camera FOV
  115848. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115849. */
  115850. FramingBehavior.prototype._getFrustumSlope = function () {
  115851. // Calculate the viewport ratio
  115852. // Aspect Ratio is Height/Width.
  115853. var camera = this._attachedCamera;
  115854. if (!camera) {
  115855. return BABYLON.Vector2.Zero();
  115856. }
  115857. var engine = camera.getScene().getEngine();
  115858. var aspectRatio = engine.getAspectRatio(camera);
  115859. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115860. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115861. var frustumSlopeY = Math.tan(camera.fov / 2);
  115862. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115863. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115864. // along the forward vector.
  115865. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115866. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115867. };
  115868. /**
  115869. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115870. */
  115871. FramingBehavior.prototype._clearAnimationLocks = function () {
  115872. this._betaIsAnimating = false;
  115873. };
  115874. /**
  115875. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115876. */
  115877. FramingBehavior.prototype._applyUserInteraction = function () {
  115878. if (this.isUserIsMoving) {
  115879. this._lastInteractionTime = BABYLON.Tools.Now;
  115880. this.stopAllAnimations();
  115881. this._clearAnimationLocks();
  115882. }
  115883. };
  115884. /**
  115885. * Stops and removes all animations that have been applied to the camera
  115886. */
  115887. FramingBehavior.prototype.stopAllAnimations = function () {
  115888. if (this._attachedCamera) {
  115889. this._attachedCamera.animations = [];
  115890. }
  115891. while (this._animatables.length) {
  115892. if (this._animatables[0]) {
  115893. this._animatables[0].onAnimationEnd = null;
  115894. this._animatables[0].stop();
  115895. }
  115896. this._animatables.shift();
  115897. }
  115898. };
  115899. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115900. /**
  115901. * Gets a value indicating if the user is moving the camera
  115902. */
  115903. get: function () {
  115904. if (!this._attachedCamera) {
  115905. return false;
  115906. }
  115907. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115908. this._attachedCamera.inertialBetaOffset !== 0 ||
  115909. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115910. this._attachedCamera.inertialPanningX !== 0 ||
  115911. this._attachedCamera.inertialPanningY !== 0 ||
  115912. this._isPointerDown;
  115913. },
  115914. enumerable: true,
  115915. configurable: true
  115916. });
  115917. /**
  115918. * The easing function used by animations
  115919. */
  115920. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115921. /**
  115922. * The easing mode used by animations
  115923. */
  115924. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115925. // Statics
  115926. /**
  115927. * The camera can move all the way towards the mesh.
  115928. */
  115929. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115930. /**
  115931. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115932. */
  115933. FramingBehavior.FitFrustumSidesMode = 1;
  115934. return FramingBehavior;
  115935. }());
  115936. BABYLON.FramingBehavior = FramingBehavior;
  115937. })(BABYLON || (BABYLON = {}));
  115938. //# sourceMappingURL=babylon.framingBehavior.js.map
  115939. var BABYLON;
  115940. (function (BABYLON) {
  115941. /**
  115942. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115943. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115944. */
  115945. var BouncingBehavior = /** @class */ (function () {
  115946. function BouncingBehavior() {
  115947. /**
  115948. * The duration of the animation, in milliseconds
  115949. */
  115950. this.transitionDuration = 450;
  115951. /**
  115952. * Length of the distance animated by the transition when lower radius is reached
  115953. */
  115954. this.lowerRadiusTransitionRange = 2;
  115955. /**
  115956. * Length of the distance animated by the transition when upper radius is reached
  115957. */
  115958. this.upperRadiusTransitionRange = -2;
  115959. this._autoTransitionRange = false;
  115960. // Animations
  115961. this._radiusIsAnimating = false;
  115962. this._radiusBounceTransition = null;
  115963. this._animatables = new Array();
  115964. }
  115965. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115966. /**
  115967. * Gets the name of the behavior.
  115968. */
  115969. get: function () {
  115970. return "Bouncing";
  115971. },
  115972. enumerable: true,
  115973. configurable: true
  115974. });
  115975. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115976. /**
  115977. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115978. */
  115979. get: function () {
  115980. return this._autoTransitionRange;
  115981. },
  115982. /**
  115983. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115984. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115985. */
  115986. set: function (value) {
  115987. var _this = this;
  115988. if (this._autoTransitionRange === value) {
  115989. return;
  115990. }
  115991. this._autoTransitionRange = value;
  115992. var camera = this._attachedCamera;
  115993. if (!camera) {
  115994. return;
  115995. }
  115996. if (value) {
  115997. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115998. if (!mesh) {
  115999. return;
  116000. }
  116001. mesh.computeWorldMatrix(true);
  116002. var diagonal = mesh.getBoundingInfo().diagonalLength;
  116003. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  116004. _this.upperRadiusTransitionRange = diagonal * 0.05;
  116005. });
  116006. }
  116007. else if (this._onMeshTargetChangedObserver) {
  116008. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116009. }
  116010. },
  116011. enumerable: true,
  116012. configurable: true
  116013. });
  116014. /**
  116015. * Initializes the behavior.
  116016. */
  116017. BouncingBehavior.prototype.init = function () {
  116018. // Do notihng
  116019. };
  116020. /**
  116021. * Attaches the behavior to its arc rotate camera.
  116022. * @param camera Defines the camera to attach the behavior to
  116023. */
  116024. BouncingBehavior.prototype.attach = function (camera) {
  116025. var _this = this;
  116026. this._attachedCamera = camera;
  116027. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116028. if (!_this._attachedCamera) {
  116029. return;
  116030. }
  116031. // Add the bounce animation to the lower radius limit
  116032. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  116033. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  116034. }
  116035. // Add the bounce animation to the upper radius limit
  116036. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  116037. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  116038. }
  116039. });
  116040. };
  116041. /**
  116042. * Detaches the behavior from its current arc rotate camera.
  116043. */
  116044. BouncingBehavior.prototype.detach = function () {
  116045. if (!this._attachedCamera) {
  116046. return;
  116047. }
  116048. if (this._onAfterCheckInputsObserver) {
  116049. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116050. }
  116051. if (this._onMeshTargetChangedObserver) {
  116052. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116053. }
  116054. this._attachedCamera = null;
  116055. };
  116056. /**
  116057. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  116058. * @param radiusLimit The limit to check against.
  116059. * @return Bool to indicate if at limit.
  116060. */
  116061. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  116062. if (!this._attachedCamera) {
  116063. return false;
  116064. }
  116065. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  116066. return true;
  116067. }
  116068. return false;
  116069. };
  116070. /**
  116071. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  116072. * @param radiusDelta The delta by which to animate to. Can be negative.
  116073. */
  116074. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  116075. var _this = this;
  116076. if (!this._attachedCamera) {
  116077. return;
  116078. }
  116079. if (!this._radiusBounceTransition) {
  116080. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  116081. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  116082. }
  116083. // Prevent zoom until bounce has completed
  116084. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  116085. this._attachedCamera.wheelPrecision = Infinity;
  116086. this._attachedCamera.inertialRadiusOffset = 0;
  116087. // Animate to the radius limit
  116088. this.stopAllAnimations();
  116089. this._radiusIsAnimating = true;
  116090. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  116091. if (animatable) {
  116092. this._animatables.push(animatable);
  116093. }
  116094. };
  116095. /**
  116096. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  116097. */
  116098. BouncingBehavior.prototype._clearAnimationLocks = function () {
  116099. this._radiusIsAnimating = false;
  116100. if (this._attachedCamera) {
  116101. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  116102. }
  116103. };
  116104. /**
  116105. * Stops and removes all animations that have been applied to the camera
  116106. */
  116107. BouncingBehavior.prototype.stopAllAnimations = function () {
  116108. if (this._attachedCamera) {
  116109. this._attachedCamera.animations = [];
  116110. }
  116111. while (this._animatables.length) {
  116112. this._animatables[0].onAnimationEnd = null;
  116113. this._animatables[0].stop();
  116114. this._animatables.shift();
  116115. }
  116116. };
  116117. /**
  116118. * The easing function used by animations
  116119. */
  116120. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  116121. /**
  116122. * The easing mode used by animations
  116123. */
  116124. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  116125. return BouncingBehavior;
  116126. }());
  116127. BABYLON.BouncingBehavior = BouncingBehavior;
  116128. })(BABYLON || (BABYLON = {}));
  116129. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  116130. var BABYLON;
  116131. (function (BABYLON) {
  116132. /**
  116133. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  116134. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  116135. */
  116136. var AutoRotationBehavior = /** @class */ (function () {
  116137. function AutoRotationBehavior() {
  116138. this._zoomStopsAnimation = false;
  116139. this._idleRotationSpeed = 0.05;
  116140. this._idleRotationWaitTime = 2000;
  116141. this._idleRotationSpinupTime = 2000;
  116142. this._isPointerDown = false;
  116143. this._lastFrameTime = null;
  116144. this._lastInteractionTime = -Infinity;
  116145. this._cameraRotationSpeed = 0;
  116146. this._lastFrameRadius = 0;
  116147. }
  116148. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  116149. /**
  116150. * Gets the name of the behavior.
  116151. */
  116152. get: function () {
  116153. return "AutoRotation";
  116154. },
  116155. enumerable: true,
  116156. configurable: true
  116157. });
  116158. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  116159. /**
  116160. * Gets the flag that indicates if user zooming should stop animation.
  116161. */
  116162. get: function () {
  116163. return this._zoomStopsAnimation;
  116164. },
  116165. /**
  116166. * Sets the flag that indicates if user zooming should stop animation.
  116167. */
  116168. set: function (flag) {
  116169. this._zoomStopsAnimation = flag;
  116170. },
  116171. enumerable: true,
  116172. configurable: true
  116173. });
  116174. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  116175. /**
  116176. * Gets the default speed at which the camera rotates around the model.
  116177. */
  116178. get: function () {
  116179. return this._idleRotationSpeed;
  116180. },
  116181. /**
  116182. * Sets the default speed at which the camera rotates around the model.
  116183. */
  116184. set: function (speed) {
  116185. this._idleRotationSpeed = speed;
  116186. },
  116187. enumerable: true,
  116188. configurable: true
  116189. });
  116190. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  116191. /**
  116192. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  116193. */
  116194. get: function () {
  116195. return this._idleRotationWaitTime;
  116196. },
  116197. /**
  116198. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  116199. */
  116200. set: function (time) {
  116201. this._idleRotationWaitTime = time;
  116202. },
  116203. enumerable: true,
  116204. configurable: true
  116205. });
  116206. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  116207. /**
  116208. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116209. */
  116210. get: function () {
  116211. return this._idleRotationSpinupTime;
  116212. },
  116213. /**
  116214. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116215. */
  116216. set: function (time) {
  116217. this._idleRotationSpinupTime = time;
  116218. },
  116219. enumerable: true,
  116220. configurable: true
  116221. });
  116222. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  116223. /**
  116224. * Gets a value indicating if the camera is currently rotating because of this behavior
  116225. */
  116226. get: function () {
  116227. return Math.abs(this._cameraRotationSpeed) > 0;
  116228. },
  116229. enumerable: true,
  116230. configurable: true
  116231. });
  116232. /**
  116233. * Initializes the behavior.
  116234. */
  116235. AutoRotationBehavior.prototype.init = function () {
  116236. // Do notihng
  116237. };
  116238. /**
  116239. * Attaches the behavior to its arc rotate camera.
  116240. * @param camera Defines the camera to attach the behavior to
  116241. */
  116242. AutoRotationBehavior.prototype.attach = function (camera) {
  116243. var _this = this;
  116244. this._attachedCamera = camera;
  116245. var scene = this._attachedCamera.getScene();
  116246. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116247. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116248. _this._isPointerDown = true;
  116249. return;
  116250. }
  116251. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116252. _this._isPointerDown = false;
  116253. }
  116254. });
  116255. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116256. var now = BABYLON.Tools.Now;
  116257. var dt = 0;
  116258. if (_this._lastFrameTime != null) {
  116259. dt = now - _this._lastFrameTime;
  116260. }
  116261. _this._lastFrameTime = now;
  116262. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116263. _this._applyUserInteraction();
  116264. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  116265. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  116266. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  116267. // Step camera rotation by rotation speed
  116268. if (_this._attachedCamera) {
  116269. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  116270. }
  116271. });
  116272. };
  116273. /**
  116274. * Detaches the behavior from its current arc rotate camera.
  116275. */
  116276. AutoRotationBehavior.prototype.detach = function () {
  116277. if (!this._attachedCamera) {
  116278. return;
  116279. }
  116280. var scene = this._attachedCamera.getScene();
  116281. if (this._onPrePointerObservableObserver) {
  116282. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116283. }
  116284. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116285. this._attachedCamera = null;
  116286. };
  116287. /**
  116288. * Returns true if user is scrolling.
  116289. * @return true if user is scrolling.
  116290. */
  116291. AutoRotationBehavior.prototype._userIsZooming = function () {
  116292. if (!this._attachedCamera) {
  116293. return false;
  116294. }
  116295. return this._attachedCamera.inertialRadiusOffset !== 0;
  116296. };
  116297. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  116298. if (!this._attachedCamera) {
  116299. return false;
  116300. }
  116301. var zoomHasHitLimit = false;
  116302. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  116303. zoomHasHitLimit = true;
  116304. }
  116305. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  116306. this._lastFrameRadius = this._attachedCamera.radius;
  116307. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  116308. };
  116309. /**
  116310. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116311. */
  116312. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  116313. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  116314. this._lastInteractionTime = BABYLON.Tools.Now;
  116315. }
  116316. };
  116317. // Tools
  116318. AutoRotationBehavior.prototype._userIsMoving = function () {
  116319. if (!this._attachedCamera) {
  116320. return false;
  116321. }
  116322. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116323. this._attachedCamera.inertialBetaOffset !== 0 ||
  116324. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116325. this._attachedCamera.inertialPanningX !== 0 ||
  116326. this._attachedCamera.inertialPanningY !== 0 ||
  116327. this._isPointerDown;
  116328. };
  116329. return AutoRotationBehavior;
  116330. }());
  116331. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  116332. })(BABYLON || (BABYLON = {}));
  116333. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  116334. var BABYLON;
  116335. (function (BABYLON) {
  116336. /**
  116337. * Options to create the null engine
  116338. */
  116339. var NullEngineOptions = /** @class */ (function () {
  116340. function NullEngineOptions() {
  116341. /**
  116342. * Render width (Default: 512)
  116343. */
  116344. this.renderWidth = 512;
  116345. /**
  116346. * Render height (Default: 256)
  116347. */
  116348. this.renderHeight = 256;
  116349. /**
  116350. * Texture size (Default: 512)
  116351. */
  116352. this.textureSize = 512;
  116353. /**
  116354. * If delta time between frames should be constant
  116355. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116356. */
  116357. this.deterministicLockstep = false;
  116358. /**
  116359. * Maximum about of steps between frames (Default: 4)
  116360. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116361. */
  116362. this.lockstepMaxSteps = 4;
  116363. }
  116364. return NullEngineOptions;
  116365. }());
  116366. BABYLON.NullEngineOptions = NullEngineOptions;
  116367. /**
  116368. * The null engine class provides support for headless version of babylon.js.
  116369. * This can be used in server side scenario or for testing purposes
  116370. */
  116371. var NullEngine = /** @class */ (function (_super) {
  116372. __extends(NullEngine, _super);
  116373. function NullEngine(options) {
  116374. if (options === void 0) { options = new NullEngineOptions(); }
  116375. var _this = _super.call(this, null) || this;
  116376. if (options.deterministicLockstep === undefined) {
  116377. options.deterministicLockstep = false;
  116378. }
  116379. if (options.lockstepMaxSteps === undefined) {
  116380. options.lockstepMaxSteps = 4;
  116381. }
  116382. _this._options = options;
  116383. // Init caps
  116384. // We consider we are on a webgl1 capable device
  116385. _this._caps = new BABYLON.EngineCapabilities();
  116386. _this._caps.maxTexturesImageUnits = 16;
  116387. _this._caps.maxVertexTextureImageUnits = 16;
  116388. _this._caps.maxTextureSize = 512;
  116389. _this._caps.maxCubemapTextureSize = 512;
  116390. _this._caps.maxRenderTextureSize = 512;
  116391. _this._caps.maxVertexAttribs = 16;
  116392. _this._caps.maxVaryingVectors = 16;
  116393. _this._caps.maxFragmentUniformVectors = 16;
  116394. _this._caps.maxVertexUniformVectors = 16;
  116395. // Extensions
  116396. _this._caps.standardDerivatives = false;
  116397. _this._caps.astc = null;
  116398. _this._caps.s3tc = null;
  116399. _this._caps.pvrtc = null;
  116400. _this._caps.etc1 = null;
  116401. _this._caps.etc2 = null;
  116402. _this._caps.textureAnisotropicFilterExtension = null;
  116403. _this._caps.maxAnisotropy = 0;
  116404. _this._caps.uintIndices = false;
  116405. _this._caps.fragmentDepthSupported = false;
  116406. _this._caps.highPrecisionShaderSupported = true;
  116407. _this._caps.colorBufferFloat = false;
  116408. _this._caps.textureFloat = false;
  116409. _this._caps.textureFloatLinearFiltering = false;
  116410. _this._caps.textureFloatRender = false;
  116411. _this._caps.textureHalfFloat = false;
  116412. _this._caps.textureHalfFloatLinearFiltering = false;
  116413. _this._caps.textureHalfFloatRender = false;
  116414. _this._caps.textureLOD = false;
  116415. _this._caps.drawBuffersExtension = false;
  116416. _this._caps.depthTextureExtension = false;
  116417. _this._caps.vertexArrayObject = false;
  116418. _this._caps.instancedArrays = false;
  116419. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  116420. // Wrappers
  116421. if (typeof URL === "undefined") {
  116422. URL = {
  116423. createObjectURL: function () { },
  116424. revokeObjectURL: function () { }
  116425. };
  116426. }
  116427. if (typeof Blob === "undefined") {
  116428. Blob = function () { };
  116429. }
  116430. return _this;
  116431. }
  116432. /**
  116433. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  116434. */
  116435. NullEngine.prototype.isDeterministicLockStep = function () {
  116436. return this._options.deterministicLockstep;
  116437. };
  116438. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  116439. NullEngine.prototype.getLockstepMaxSteps = function () {
  116440. return this._options.lockstepMaxSteps;
  116441. };
  116442. /**
  116443. * Sets hardware scaling, used to save performance if needed
  116444. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  116445. */
  116446. NullEngine.prototype.getHardwareScalingLevel = function () {
  116447. return 1.0;
  116448. };
  116449. NullEngine.prototype.createVertexBuffer = function (vertices) {
  116450. return {
  116451. capacity: 0,
  116452. references: 1,
  116453. is32Bits: false
  116454. };
  116455. };
  116456. NullEngine.prototype.createIndexBuffer = function (indices) {
  116457. return {
  116458. capacity: 0,
  116459. references: 1,
  116460. is32Bits: false
  116461. };
  116462. };
  116463. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  116464. if (stencil === void 0) { stencil = false; }
  116465. };
  116466. NullEngine.prototype.getRenderWidth = function (useScreen) {
  116467. if (useScreen === void 0) { useScreen = false; }
  116468. if (!useScreen && this._currentRenderTarget) {
  116469. return this._currentRenderTarget.width;
  116470. }
  116471. return this._options.renderWidth;
  116472. };
  116473. NullEngine.prototype.getRenderHeight = function (useScreen) {
  116474. if (useScreen === void 0) { useScreen = false; }
  116475. if (!useScreen && this._currentRenderTarget) {
  116476. return this._currentRenderTarget.height;
  116477. }
  116478. return this._options.renderHeight;
  116479. };
  116480. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  116481. this._cachedViewport = viewport;
  116482. };
  116483. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  116484. return {
  116485. transformFeedback: null,
  116486. __SPECTOR_rebuildProgram: null,
  116487. isParallelCompiled: false
  116488. };
  116489. };
  116490. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  116491. return [];
  116492. };
  116493. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  116494. return [];
  116495. };
  116496. NullEngine.prototype.bindSamplers = function (effect) {
  116497. this._currentEffect = null;
  116498. };
  116499. NullEngine.prototype.enableEffect = function (effect) {
  116500. this._currentEffect = effect;
  116501. if (effect.onBind) {
  116502. effect.onBind(effect);
  116503. }
  116504. if (effect._onBindObservable) {
  116505. effect._onBindObservable.notifyObservers(effect);
  116506. }
  116507. };
  116508. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  116509. if (zOffset === void 0) { zOffset = 0; }
  116510. if (reverseSide === void 0) { reverseSide = false; }
  116511. };
  116512. NullEngine.prototype.setIntArray = function (uniform, array) {
  116513. };
  116514. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  116515. };
  116516. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  116517. };
  116518. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  116519. };
  116520. NullEngine.prototype.setFloatArray = function (uniform, array) {
  116521. };
  116522. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  116523. };
  116524. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  116525. };
  116526. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  116527. };
  116528. NullEngine.prototype.setArray = function (uniform, array) {
  116529. };
  116530. NullEngine.prototype.setArray2 = function (uniform, array) {
  116531. };
  116532. NullEngine.prototype.setArray3 = function (uniform, array) {
  116533. };
  116534. NullEngine.prototype.setArray4 = function (uniform, array) {
  116535. };
  116536. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  116537. };
  116538. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  116539. };
  116540. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  116541. };
  116542. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  116543. };
  116544. NullEngine.prototype.setFloat = function (uniform, value) {
  116545. };
  116546. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  116547. };
  116548. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  116549. };
  116550. NullEngine.prototype.setBool = function (uniform, bool) {
  116551. };
  116552. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  116553. };
  116554. NullEngine.prototype.setColor3 = function (uniform, color3) {
  116555. };
  116556. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  116557. };
  116558. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  116559. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  116560. if (this._alphaMode === mode) {
  116561. return;
  116562. }
  116563. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  116564. if (!noDepthWriteChange) {
  116565. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  116566. }
  116567. this._alphaMode = mode;
  116568. };
  116569. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  116570. };
  116571. NullEngine.prototype.wipeCaches = function (bruteForce) {
  116572. if (this.preventCacheWipeBetweenFrames) {
  116573. return;
  116574. }
  116575. this.resetTextureCache();
  116576. this._currentEffect = null;
  116577. if (bruteForce) {
  116578. this._currentProgram = null;
  116579. this._stencilState.reset();
  116580. this._depthCullingState.reset();
  116581. this._alphaState.reset();
  116582. }
  116583. this._cachedVertexBuffers = null;
  116584. this._cachedIndexBuffer = null;
  116585. this._cachedEffectForVertexBuffers = null;
  116586. };
  116587. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  116588. };
  116589. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  116590. };
  116591. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  116592. };
  116593. /** @hidden */
  116594. NullEngine.prototype._createTexture = function () {
  116595. return {};
  116596. };
  116597. /** @hidden */
  116598. NullEngine.prototype._releaseTexture = function (texture) {
  116599. };
  116600. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  116601. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  116602. if (onLoad === void 0) { onLoad = null; }
  116603. if (onError === void 0) { onError = null; }
  116604. if (buffer === void 0) { buffer = null; }
  116605. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  116606. var url = String(urlArg);
  116607. texture.url = url;
  116608. texture.generateMipMaps = !noMipmap;
  116609. texture.samplingMode = samplingMode;
  116610. texture.invertY = invertY;
  116611. texture.baseWidth = this._options.textureSize;
  116612. texture.baseHeight = this._options.textureSize;
  116613. texture.width = this._options.textureSize;
  116614. texture.height = this._options.textureSize;
  116615. if (format) {
  116616. texture.format = format;
  116617. }
  116618. texture.isReady = true;
  116619. if (onLoad) {
  116620. onLoad();
  116621. }
  116622. this._internalTexturesCache.push(texture);
  116623. return texture;
  116624. };
  116625. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  116626. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  116627. if (options !== undefined && typeof options === "object") {
  116628. fullOptions.generateMipMaps = options.generateMipMaps;
  116629. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  116630. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  116631. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  116632. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  116633. }
  116634. else {
  116635. fullOptions.generateMipMaps = options;
  116636. fullOptions.generateDepthBuffer = true;
  116637. fullOptions.generateStencilBuffer = false;
  116638. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  116639. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  116640. }
  116641. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  116642. var width = size.width || size;
  116643. var height = size.height || size;
  116644. texture._depthStencilBuffer = {};
  116645. texture._framebuffer = {};
  116646. texture.baseWidth = width;
  116647. texture.baseHeight = height;
  116648. texture.width = width;
  116649. texture.height = height;
  116650. texture.isReady = true;
  116651. texture.samples = 1;
  116652. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  116653. texture.samplingMode = fullOptions.samplingMode;
  116654. texture.type = fullOptions.type;
  116655. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  116656. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  116657. this._internalTexturesCache.push(texture);
  116658. return texture;
  116659. };
  116660. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  116661. texture.samplingMode = samplingMode;
  116662. };
  116663. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  116664. if (this._currentRenderTarget) {
  116665. this.unBindFramebuffer(this._currentRenderTarget);
  116666. }
  116667. this._currentRenderTarget = texture;
  116668. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  116669. if (this._cachedViewport && !forceFullscreenViewport) {
  116670. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  116671. }
  116672. };
  116673. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  116674. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  116675. this._currentRenderTarget = null;
  116676. if (onBeforeUnbind) {
  116677. if (texture._MSAAFramebuffer) {
  116678. this._currentFramebuffer = texture._framebuffer;
  116679. }
  116680. onBeforeUnbind();
  116681. }
  116682. this._currentFramebuffer = null;
  116683. };
  116684. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  116685. var vbo = {
  116686. capacity: 1,
  116687. references: 1,
  116688. is32Bits: false
  116689. };
  116690. return vbo;
  116691. };
  116692. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  116693. if (premulAlpha === void 0) { premulAlpha = false; }
  116694. };
  116695. NullEngine.prototype.areAllEffectsReady = function () {
  116696. return true;
  116697. };
  116698. /**
  116699. * @hidden
  116700. * Get the current error code of the webGL context
  116701. * @returns the error code
  116702. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  116703. */
  116704. NullEngine.prototype.getError = function () {
  116705. return 0;
  116706. };
  116707. /** @hidden */
  116708. NullEngine.prototype._getUnpackAlignement = function () {
  116709. return 1;
  116710. };
  116711. /** @hidden */
  116712. NullEngine.prototype._unpackFlipY = function (value) {
  116713. };
  116714. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  116715. if (offset === void 0) { offset = 0; }
  116716. };
  116717. /**
  116718. * Updates a dynamic vertex buffer.
  116719. * @param vertexBuffer the vertex buffer to update
  116720. * @param data the data used to update the vertex buffer
  116721. * @param byteOffset the byte offset of the data (optional)
  116722. * @param byteLength the byte length of the data (optional)
  116723. */
  116724. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  116725. };
  116726. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  116727. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  116728. this._boundTexturesCache[this._activeChannel] = texture;
  116729. return true;
  116730. }
  116731. return false;
  116732. };
  116733. /** @hidden */
  116734. NullEngine.prototype._bindTexture = function (channel, texture) {
  116735. if (channel < 0) {
  116736. return;
  116737. }
  116738. this._bindTextureDirectly(0, texture);
  116739. };
  116740. /** @hidden */
  116741. NullEngine.prototype._releaseBuffer = function (buffer) {
  116742. buffer.references--;
  116743. if (buffer.references === 0) {
  116744. return true;
  116745. }
  116746. return false;
  116747. };
  116748. NullEngine.prototype.releaseEffects = function () {
  116749. };
  116750. NullEngine.prototype.displayLoadingUI = function () {
  116751. };
  116752. NullEngine.prototype.hideLoadingUI = function () {
  116753. };
  116754. /** @hidden */
  116755. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116756. if (faceIndex === void 0) { faceIndex = 0; }
  116757. if (lod === void 0) { lod = 0; }
  116758. };
  116759. /** @hidden */
  116760. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116761. if (faceIndex === void 0) { faceIndex = 0; }
  116762. if (lod === void 0) { lod = 0; }
  116763. };
  116764. /** @hidden */
  116765. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116766. if (faceIndex === void 0) { faceIndex = 0; }
  116767. if (lod === void 0) { lod = 0; }
  116768. };
  116769. /** @hidden */
  116770. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116771. if (faceIndex === void 0) { faceIndex = 0; }
  116772. if (lod === void 0) { lod = 0; }
  116773. };
  116774. return NullEngine;
  116775. }(BABYLON.Engine));
  116776. BABYLON.NullEngine = NullEngine;
  116777. })(BABYLON || (BABYLON = {}));
  116778. //# sourceMappingURL=babylon.nullEngine.js.map
  116779. var BABYLON;
  116780. (function (BABYLON) {
  116781. /**
  116782. * This class can be used to get instrumentation data from a Babylon engine
  116783. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116784. */
  116785. var EngineInstrumentation = /** @class */ (function () {
  116786. /**
  116787. * Instantiates a new engine instrumentation.
  116788. * This class can be used to get instrumentation data from a Babylon engine
  116789. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116790. * @param engine Defines the engine to instrument
  116791. */
  116792. function EngineInstrumentation(
  116793. /**
  116794. * Define the instrumented engine.
  116795. */
  116796. engine) {
  116797. this.engine = engine;
  116798. this._captureGPUFrameTime = false;
  116799. this._gpuFrameTime = new BABYLON.PerfCounter();
  116800. this._captureShaderCompilationTime = false;
  116801. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116802. // Observers
  116803. this._onBeginFrameObserver = null;
  116804. this._onEndFrameObserver = null;
  116805. this._onBeforeShaderCompilationObserver = null;
  116806. this._onAfterShaderCompilationObserver = null;
  116807. }
  116808. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116809. // Properties
  116810. /**
  116811. * Gets the perf counter used for GPU frame time
  116812. */
  116813. get: function () {
  116814. return this._gpuFrameTime;
  116815. },
  116816. enumerable: true,
  116817. configurable: true
  116818. });
  116819. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116820. /**
  116821. * Gets the GPU frame time capture status
  116822. */
  116823. get: function () {
  116824. return this._captureGPUFrameTime;
  116825. },
  116826. /**
  116827. * Enable or disable the GPU frame time capture
  116828. */
  116829. set: function (value) {
  116830. var _this = this;
  116831. if (value === this._captureGPUFrameTime) {
  116832. return;
  116833. }
  116834. this._captureGPUFrameTime = value;
  116835. if (value) {
  116836. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116837. if (!_this._gpuFrameTimeToken) {
  116838. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116839. }
  116840. });
  116841. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116842. if (!_this._gpuFrameTimeToken) {
  116843. return;
  116844. }
  116845. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116846. if (time > -1) {
  116847. _this._gpuFrameTimeToken = null;
  116848. _this._gpuFrameTime.fetchNewFrame();
  116849. _this._gpuFrameTime.addCount(time, true);
  116850. }
  116851. });
  116852. }
  116853. else {
  116854. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116855. this._onBeginFrameObserver = null;
  116856. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116857. this._onEndFrameObserver = null;
  116858. }
  116859. },
  116860. enumerable: true,
  116861. configurable: true
  116862. });
  116863. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116864. /**
  116865. * Gets the perf counter used for shader compilation time
  116866. */
  116867. get: function () {
  116868. return this._shaderCompilationTime;
  116869. },
  116870. enumerable: true,
  116871. configurable: true
  116872. });
  116873. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116874. /**
  116875. * Gets the shader compilation time capture status
  116876. */
  116877. get: function () {
  116878. return this._captureShaderCompilationTime;
  116879. },
  116880. /**
  116881. * Enable or disable the shader compilation time capture
  116882. */
  116883. set: function (value) {
  116884. var _this = this;
  116885. if (value === this._captureShaderCompilationTime) {
  116886. return;
  116887. }
  116888. this._captureShaderCompilationTime = value;
  116889. if (value) {
  116890. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116891. _this._shaderCompilationTime.fetchNewFrame();
  116892. _this._shaderCompilationTime.beginMonitoring();
  116893. });
  116894. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116895. _this._shaderCompilationTime.endMonitoring();
  116896. });
  116897. }
  116898. else {
  116899. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116900. this._onBeforeShaderCompilationObserver = null;
  116901. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116902. this._onAfterShaderCompilationObserver = null;
  116903. }
  116904. },
  116905. enumerable: true,
  116906. configurable: true
  116907. });
  116908. /**
  116909. * Dispose and release associated resources.
  116910. */
  116911. EngineInstrumentation.prototype.dispose = function () {
  116912. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116913. this._onBeginFrameObserver = null;
  116914. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116915. this._onEndFrameObserver = null;
  116916. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116917. this._onBeforeShaderCompilationObserver = null;
  116918. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116919. this._onAfterShaderCompilationObserver = null;
  116920. this.engine = null;
  116921. };
  116922. return EngineInstrumentation;
  116923. }());
  116924. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116925. })(BABYLON || (BABYLON = {}));
  116926. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116927. var BABYLON;
  116928. (function (BABYLON) {
  116929. /**
  116930. * This class can be used to get instrumentation data from a Babylon engine
  116931. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116932. */
  116933. var SceneInstrumentation = /** @class */ (function () {
  116934. /**
  116935. * Instantiates a new scene instrumentation.
  116936. * This class can be used to get instrumentation data from a Babylon engine
  116937. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116938. * @param scene Defines the scene to instrument
  116939. */
  116940. function SceneInstrumentation(
  116941. /**
  116942. * Defines the scene to instrument
  116943. */
  116944. scene) {
  116945. var _this = this;
  116946. this.scene = scene;
  116947. this._captureActiveMeshesEvaluationTime = false;
  116948. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116949. this._captureRenderTargetsRenderTime = false;
  116950. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116951. this._captureFrameTime = false;
  116952. this._frameTime = new BABYLON.PerfCounter();
  116953. this._captureRenderTime = false;
  116954. this._renderTime = new BABYLON.PerfCounter();
  116955. this._captureInterFrameTime = false;
  116956. this._interFrameTime = new BABYLON.PerfCounter();
  116957. this._captureParticlesRenderTime = false;
  116958. this._particlesRenderTime = new BABYLON.PerfCounter();
  116959. this._captureSpritesRenderTime = false;
  116960. this._spritesRenderTime = new BABYLON.PerfCounter();
  116961. this._capturePhysicsTime = false;
  116962. this._physicsTime = new BABYLON.PerfCounter();
  116963. this._captureAnimationsTime = false;
  116964. this._animationsTime = new BABYLON.PerfCounter();
  116965. this._captureCameraRenderTime = false;
  116966. this._cameraRenderTime = new BABYLON.PerfCounter();
  116967. // Observers
  116968. this._onBeforeActiveMeshesEvaluationObserver = null;
  116969. this._onAfterActiveMeshesEvaluationObserver = null;
  116970. this._onBeforeRenderTargetsRenderObserver = null;
  116971. this._onAfterRenderTargetsRenderObserver = null;
  116972. this._onAfterRenderObserver = null;
  116973. this._onBeforeDrawPhaseObserver = null;
  116974. this._onAfterDrawPhaseObserver = null;
  116975. this._onBeforeAnimationsObserver = null;
  116976. this._onBeforeParticlesRenderingObserver = null;
  116977. this._onAfterParticlesRenderingObserver = null;
  116978. this._onBeforeSpritesRenderingObserver = null;
  116979. this._onAfterSpritesRenderingObserver = null;
  116980. this._onBeforePhysicsObserver = null;
  116981. this._onAfterPhysicsObserver = null;
  116982. this._onAfterAnimationsObserver = null;
  116983. this._onBeforeCameraRenderObserver = null;
  116984. this._onAfterCameraRenderObserver = null;
  116985. // Before render
  116986. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116987. if (_this._captureActiveMeshesEvaluationTime) {
  116988. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116989. }
  116990. if (_this._captureRenderTargetsRenderTime) {
  116991. _this._renderTargetsRenderTime.fetchNewFrame();
  116992. }
  116993. if (_this._captureFrameTime) {
  116994. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116995. _this._frameTime.beginMonitoring();
  116996. }
  116997. if (_this._captureInterFrameTime) {
  116998. _this._interFrameTime.endMonitoring();
  116999. }
  117000. if (_this._captureParticlesRenderTime) {
  117001. _this._particlesRenderTime.fetchNewFrame();
  117002. }
  117003. if (_this._captureSpritesRenderTime) {
  117004. _this._spritesRenderTime.fetchNewFrame();
  117005. }
  117006. if (_this._captureAnimationsTime) {
  117007. _this._animationsTime.beginMonitoring();
  117008. }
  117009. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  117010. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  117011. });
  117012. // After render
  117013. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  117014. if (_this._captureFrameTime) {
  117015. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  117016. _this._frameTime.endMonitoring();
  117017. }
  117018. if (_this._captureRenderTime) {
  117019. _this._renderTime.endMonitoring(false);
  117020. }
  117021. if (_this._captureInterFrameTime) {
  117022. _this._interFrameTime.beginMonitoring();
  117023. }
  117024. });
  117025. }
  117026. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  117027. // Properties
  117028. /**
  117029. * Gets the perf counter used for active meshes evaluation time
  117030. */
  117031. get: function () {
  117032. return this._activeMeshesEvaluationTime;
  117033. },
  117034. enumerable: true,
  117035. configurable: true
  117036. });
  117037. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  117038. /**
  117039. * Gets the active meshes evaluation time capture status
  117040. */
  117041. get: function () {
  117042. return this._captureActiveMeshesEvaluationTime;
  117043. },
  117044. /**
  117045. * Enable or disable the active meshes evaluation time capture
  117046. */
  117047. set: function (value) {
  117048. var _this = this;
  117049. if (value === this._captureActiveMeshesEvaluationTime) {
  117050. return;
  117051. }
  117052. this._captureActiveMeshesEvaluationTime = value;
  117053. if (value) {
  117054. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  117055. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  117056. _this._activeMeshesEvaluationTime.beginMonitoring();
  117057. });
  117058. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  117059. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  117060. _this._activeMeshesEvaluationTime.endMonitoring();
  117061. });
  117062. }
  117063. else {
  117064. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117065. this._onBeforeActiveMeshesEvaluationObserver = null;
  117066. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117067. this._onAfterActiveMeshesEvaluationObserver = null;
  117068. }
  117069. },
  117070. enumerable: true,
  117071. configurable: true
  117072. });
  117073. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  117074. /**
  117075. * Gets the perf counter used for render targets render time
  117076. */
  117077. get: function () {
  117078. return this._renderTargetsRenderTime;
  117079. },
  117080. enumerable: true,
  117081. configurable: true
  117082. });
  117083. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  117084. /**
  117085. * Gets the render targets render time capture status
  117086. */
  117087. get: function () {
  117088. return this._captureRenderTargetsRenderTime;
  117089. },
  117090. /**
  117091. * Enable or disable the render targets render time capture
  117092. */
  117093. set: function (value) {
  117094. var _this = this;
  117095. if (value === this._captureRenderTargetsRenderTime) {
  117096. return;
  117097. }
  117098. this._captureRenderTargetsRenderTime = value;
  117099. if (value) {
  117100. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  117101. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  117102. _this._renderTargetsRenderTime.beginMonitoring();
  117103. });
  117104. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  117105. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  117106. _this._renderTargetsRenderTime.endMonitoring(false);
  117107. });
  117108. }
  117109. else {
  117110. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117111. this._onBeforeRenderTargetsRenderObserver = null;
  117112. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117113. this._onAfterRenderTargetsRenderObserver = null;
  117114. }
  117115. },
  117116. enumerable: true,
  117117. configurable: true
  117118. });
  117119. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  117120. /**
  117121. * Gets the perf counter used for particles render time
  117122. */
  117123. get: function () {
  117124. return this._particlesRenderTime;
  117125. },
  117126. enumerable: true,
  117127. configurable: true
  117128. });
  117129. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  117130. /**
  117131. * Gets the particles render time capture status
  117132. */
  117133. get: function () {
  117134. return this._captureParticlesRenderTime;
  117135. },
  117136. /**
  117137. * Enable or disable the particles render time capture
  117138. */
  117139. set: function (value) {
  117140. var _this = this;
  117141. if (value === this._captureParticlesRenderTime) {
  117142. return;
  117143. }
  117144. this._captureParticlesRenderTime = value;
  117145. if (value) {
  117146. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  117147. BABYLON.Tools.StartPerformanceCounter("Particles");
  117148. _this._particlesRenderTime.beginMonitoring();
  117149. });
  117150. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  117151. BABYLON.Tools.EndPerformanceCounter("Particles");
  117152. _this._particlesRenderTime.endMonitoring(false);
  117153. });
  117154. }
  117155. else {
  117156. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117157. this._onBeforeParticlesRenderingObserver = null;
  117158. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117159. this._onAfterParticlesRenderingObserver = null;
  117160. }
  117161. },
  117162. enumerable: true,
  117163. configurable: true
  117164. });
  117165. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  117166. /**
  117167. * Gets the perf counter used for sprites render time
  117168. */
  117169. get: function () {
  117170. return this._spritesRenderTime;
  117171. },
  117172. enumerable: true,
  117173. configurable: true
  117174. });
  117175. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  117176. /**
  117177. * Gets the sprites render time capture status
  117178. */
  117179. get: function () {
  117180. return this._captureSpritesRenderTime;
  117181. },
  117182. /**
  117183. * Enable or disable the sprites render time capture
  117184. */
  117185. set: function (value) {
  117186. var _this = this;
  117187. if (value === this._captureSpritesRenderTime) {
  117188. return;
  117189. }
  117190. this._captureSpritesRenderTime = value;
  117191. if (!this.scene.spriteManagers) {
  117192. return;
  117193. }
  117194. if (value) {
  117195. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  117196. BABYLON.Tools.StartPerformanceCounter("Sprites");
  117197. _this._spritesRenderTime.beginMonitoring();
  117198. });
  117199. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  117200. BABYLON.Tools.EndPerformanceCounter("Sprites");
  117201. _this._spritesRenderTime.endMonitoring(false);
  117202. });
  117203. }
  117204. else {
  117205. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117206. this._onBeforeSpritesRenderingObserver = null;
  117207. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117208. this._onAfterSpritesRenderingObserver = null;
  117209. }
  117210. },
  117211. enumerable: true,
  117212. configurable: true
  117213. });
  117214. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  117215. /**
  117216. * Gets the perf counter used for physics time
  117217. */
  117218. get: function () {
  117219. return this._physicsTime;
  117220. },
  117221. enumerable: true,
  117222. configurable: true
  117223. });
  117224. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  117225. /**
  117226. * Gets the physics time capture status
  117227. */
  117228. get: function () {
  117229. return this._capturePhysicsTime;
  117230. },
  117231. /**
  117232. * Enable or disable the physics time capture
  117233. */
  117234. set: function (value) {
  117235. var _this = this;
  117236. if (value === this._capturePhysicsTime) {
  117237. return;
  117238. }
  117239. if (!this.scene.onBeforePhysicsObservable) {
  117240. return;
  117241. }
  117242. this._capturePhysicsTime = value;
  117243. if (value) {
  117244. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  117245. BABYLON.Tools.StartPerformanceCounter("Physics");
  117246. _this._physicsTime.beginMonitoring();
  117247. });
  117248. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  117249. BABYLON.Tools.EndPerformanceCounter("Physics");
  117250. _this._physicsTime.endMonitoring();
  117251. });
  117252. }
  117253. else {
  117254. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117255. this._onBeforePhysicsObserver = null;
  117256. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117257. this._onAfterPhysicsObserver = null;
  117258. }
  117259. },
  117260. enumerable: true,
  117261. configurable: true
  117262. });
  117263. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  117264. /**
  117265. * Gets the perf counter used for animations time
  117266. */
  117267. get: function () {
  117268. return this._animationsTime;
  117269. },
  117270. enumerable: true,
  117271. configurable: true
  117272. });
  117273. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  117274. /**
  117275. * Gets the animations time capture status
  117276. */
  117277. get: function () {
  117278. return this._captureAnimationsTime;
  117279. },
  117280. /**
  117281. * Enable or disable the animations time capture
  117282. */
  117283. set: function (value) {
  117284. var _this = this;
  117285. if (value === this._captureAnimationsTime) {
  117286. return;
  117287. }
  117288. this._captureAnimationsTime = value;
  117289. if (value) {
  117290. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  117291. _this._animationsTime.endMonitoring();
  117292. });
  117293. }
  117294. else {
  117295. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117296. this._onAfterAnimationsObserver = null;
  117297. }
  117298. },
  117299. enumerable: true,
  117300. configurable: true
  117301. });
  117302. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  117303. /**
  117304. * Gets the perf counter used for frame time capture
  117305. */
  117306. get: function () {
  117307. return this._frameTime;
  117308. },
  117309. enumerable: true,
  117310. configurable: true
  117311. });
  117312. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  117313. /**
  117314. * Gets the frame time capture status
  117315. */
  117316. get: function () {
  117317. return this._captureFrameTime;
  117318. },
  117319. /**
  117320. * Enable or disable the frame time capture
  117321. */
  117322. set: function (value) {
  117323. this._captureFrameTime = value;
  117324. },
  117325. enumerable: true,
  117326. configurable: true
  117327. });
  117328. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  117329. /**
  117330. * Gets the perf counter used for inter-frames time capture
  117331. */
  117332. get: function () {
  117333. return this._interFrameTime;
  117334. },
  117335. enumerable: true,
  117336. configurable: true
  117337. });
  117338. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  117339. /**
  117340. * Gets the inter-frames time capture status
  117341. */
  117342. get: function () {
  117343. return this._captureInterFrameTime;
  117344. },
  117345. /**
  117346. * Enable or disable the inter-frames time capture
  117347. */
  117348. set: function (value) {
  117349. this._captureInterFrameTime = value;
  117350. },
  117351. enumerable: true,
  117352. configurable: true
  117353. });
  117354. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  117355. /**
  117356. * Gets the perf counter used for render time capture
  117357. */
  117358. get: function () {
  117359. return this._renderTime;
  117360. },
  117361. enumerable: true,
  117362. configurable: true
  117363. });
  117364. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  117365. /**
  117366. * Gets the render time capture status
  117367. */
  117368. get: function () {
  117369. return this._captureRenderTime;
  117370. },
  117371. /**
  117372. * Enable or disable the render time capture
  117373. */
  117374. set: function (value) {
  117375. var _this = this;
  117376. if (value === this._captureRenderTime) {
  117377. return;
  117378. }
  117379. this._captureRenderTime = value;
  117380. if (value) {
  117381. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  117382. _this._renderTime.beginMonitoring();
  117383. BABYLON.Tools.StartPerformanceCounter("Main render");
  117384. });
  117385. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  117386. _this._renderTime.endMonitoring(false);
  117387. BABYLON.Tools.EndPerformanceCounter("Main render");
  117388. });
  117389. }
  117390. else {
  117391. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117392. this._onBeforeDrawPhaseObserver = null;
  117393. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117394. this._onAfterDrawPhaseObserver = null;
  117395. }
  117396. },
  117397. enumerable: true,
  117398. configurable: true
  117399. });
  117400. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  117401. /**
  117402. * Gets the perf counter used for camera render time capture
  117403. */
  117404. get: function () {
  117405. return this._cameraRenderTime;
  117406. },
  117407. enumerable: true,
  117408. configurable: true
  117409. });
  117410. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  117411. /**
  117412. * Gets the camera render time capture status
  117413. */
  117414. get: function () {
  117415. return this._captureCameraRenderTime;
  117416. },
  117417. /**
  117418. * Enable or disable the camera render time capture
  117419. */
  117420. set: function (value) {
  117421. var _this = this;
  117422. if (value === this._captureCameraRenderTime) {
  117423. return;
  117424. }
  117425. this._captureCameraRenderTime = value;
  117426. if (value) {
  117427. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  117428. _this._cameraRenderTime.beginMonitoring();
  117429. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  117430. });
  117431. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  117432. _this._cameraRenderTime.endMonitoring(false);
  117433. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  117434. });
  117435. }
  117436. else {
  117437. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117438. this._onBeforeCameraRenderObserver = null;
  117439. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117440. this._onAfterCameraRenderObserver = null;
  117441. }
  117442. },
  117443. enumerable: true,
  117444. configurable: true
  117445. });
  117446. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  117447. /**
  117448. * Gets the perf counter used for draw calls
  117449. */
  117450. get: function () {
  117451. return this.scene.getEngine()._drawCalls;
  117452. },
  117453. enumerable: true,
  117454. configurable: true
  117455. });
  117456. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  117457. /**
  117458. * Gets the perf counter used for texture collisions
  117459. */
  117460. get: function () {
  117461. return this.scene.getEngine()._textureCollisions;
  117462. },
  117463. enumerable: true,
  117464. configurable: true
  117465. });
  117466. /**
  117467. * Dispose and release associated resources.
  117468. */
  117469. SceneInstrumentation.prototype.dispose = function () {
  117470. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  117471. this._onAfterRenderObserver = null;
  117472. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117473. this._onBeforeActiveMeshesEvaluationObserver = null;
  117474. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117475. this._onAfterActiveMeshesEvaluationObserver = null;
  117476. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117477. this._onBeforeRenderTargetsRenderObserver = null;
  117478. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117479. this._onAfterRenderTargetsRenderObserver = null;
  117480. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  117481. this._onBeforeAnimationsObserver = null;
  117482. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117483. this._onBeforeParticlesRenderingObserver = null;
  117484. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117485. this._onAfterParticlesRenderingObserver = null;
  117486. if (this._onBeforeSpritesRenderingObserver) {
  117487. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117488. this._onBeforeSpritesRenderingObserver = null;
  117489. }
  117490. if (this._onAfterSpritesRenderingObserver) {
  117491. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117492. this._onAfterSpritesRenderingObserver = null;
  117493. }
  117494. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117495. this._onBeforeDrawPhaseObserver = null;
  117496. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117497. this._onAfterDrawPhaseObserver = null;
  117498. if (this._onBeforePhysicsObserver) {
  117499. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117500. this._onBeforePhysicsObserver = null;
  117501. }
  117502. if (this._onAfterPhysicsObserver) {
  117503. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117504. this._onAfterPhysicsObserver = null;
  117505. }
  117506. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117507. this._onAfterAnimationsObserver = null;
  117508. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117509. this._onBeforeCameraRenderObserver = null;
  117510. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117511. this._onAfterCameraRenderObserver = null;
  117512. this.scene = null;
  117513. };
  117514. return SceneInstrumentation;
  117515. }());
  117516. BABYLON.SceneInstrumentation = SceneInstrumentation;
  117517. })(BABYLON || (BABYLON = {}));
  117518. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  117519. var BABYLON;
  117520. (function (BABYLON) {
  117521. /**
  117522. * @hidden
  117523. **/
  117524. var _TimeToken = /** @class */ (function () {
  117525. function _TimeToken() {
  117526. this._timeElapsedQueryEnded = false;
  117527. }
  117528. return _TimeToken;
  117529. }());
  117530. BABYLON._TimeToken = _TimeToken;
  117531. })(BABYLON || (BABYLON = {}));
  117532. //# sourceMappingURL=babylon.timeToken.js.map
  117533. var BABYLON;
  117534. (function (BABYLON) {
  117535. /**
  117536. * Background material defines definition.
  117537. * @hidden Mainly internal Use
  117538. */
  117539. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  117540. __extends(BackgroundMaterialDefines, _super);
  117541. /**
  117542. * Constructor of the defines.
  117543. */
  117544. function BackgroundMaterialDefines() {
  117545. var _this = _super.call(this) || this;
  117546. /**
  117547. * True if the diffuse texture is in use.
  117548. */
  117549. _this.DIFFUSE = false;
  117550. /**
  117551. * The direct UV channel to use.
  117552. */
  117553. _this.DIFFUSEDIRECTUV = 0;
  117554. /**
  117555. * True if the diffuse texture is in gamma space.
  117556. */
  117557. _this.GAMMADIFFUSE = false;
  117558. /**
  117559. * True if the diffuse texture has opacity in the alpha channel.
  117560. */
  117561. _this.DIFFUSEHASALPHA = false;
  117562. /**
  117563. * True if you want the material to fade to transparent at grazing angle.
  117564. */
  117565. _this.OPACITYFRESNEL = false;
  117566. /**
  117567. * True if an extra blur needs to be added in the reflection.
  117568. */
  117569. _this.REFLECTIONBLUR = false;
  117570. /**
  117571. * True if you want the material to fade to reflection at grazing angle.
  117572. */
  117573. _this.REFLECTIONFRESNEL = false;
  117574. /**
  117575. * True if you want the material to falloff as far as you move away from the scene center.
  117576. */
  117577. _this.REFLECTIONFALLOFF = false;
  117578. /**
  117579. * False if the current Webgl implementation does not support the texture lod extension.
  117580. */
  117581. _this.TEXTURELODSUPPORT = false;
  117582. /**
  117583. * True to ensure the data are premultiplied.
  117584. */
  117585. _this.PREMULTIPLYALPHA = false;
  117586. /**
  117587. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  117588. */
  117589. _this.USERGBCOLOR = false;
  117590. /**
  117591. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  117592. * stays aligned with the desired configuration.
  117593. */
  117594. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  117595. /**
  117596. * True to add noise in order to reduce the banding effect.
  117597. */
  117598. _this.NOISE = false;
  117599. /**
  117600. * is the reflection texture in BGR color scheme?
  117601. * Mainly used to solve a bug in ios10 video tag
  117602. */
  117603. _this.REFLECTIONBGR = false;
  117604. _this.IMAGEPROCESSING = false;
  117605. _this.VIGNETTE = false;
  117606. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  117607. _this.VIGNETTEBLENDMODEOPAQUE = false;
  117608. _this.TONEMAPPING = false;
  117609. _this.TONEMAPPING_ACES = false;
  117610. _this.CONTRAST = false;
  117611. _this.COLORCURVES = false;
  117612. _this.COLORGRADING = false;
  117613. _this.COLORGRADING3D = false;
  117614. _this.SAMPLER3DGREENDEPTH = false;
  117615. _this.SAMPLER3DBGRMAP = false;
  117616. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  117617. _this.EXPOSURE = false;
  117618. // Reflection.
  117619. _this.REFLECTION = false;
  117620. _this.REFLECTIONMAP_3D = false;
  117621. _this.REFLECTIONMAP_SPHERICAL = false;
  117622. _this.REFLECTIONMAP_PLANAR = false;
  117623. _this.REFLECTIONMAP_CUBIC = false;
  117624. _this.REFLECTIONMAP_PROJECTION = false;
  117625. _this.REFLECTIONMAP_SKYBOX = false;
  117626. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117627. _this.REFLECTIONMAP_EXPLICIT = false;
  117628. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117629. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117630. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117631. _this.INVERTCUBICMAP = false;
  117632. _this.REFLECTIONMAP_OPPOSITEZ = false;
  117633. _this.LODINREFLECTIONALPHA = false;
  117634. _this.GAMMAREFLECTION = false;
  117635. _this.RGBDREFLECTION = false;
  117636. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  117637. // Default BJS.
  117638. _this.MAINUV1 = false;
  117639. _this.MAINUV2 = false;
  117640. _this.UV1 = false;
  117641. _this.UV2 = false;
  117642. _this.CLIPPLANE = false;
  117643. _this.CLIPPLANE2 = false;
  117644. _this.CLIPPLANE3 = false;
  117645. _this.CLIPPLANE4 = false;
  117646. _this.POINTSIZE = false;
  117647. _this.FOG = false;
  117648. _this.NORMAL = false;
  117649. _this.NUM_BONE_INFLUENCERS = 0;
  117650. _this.BonesPerMesh = 0;
  117651. _this.INSTANCES = false;
  117652. _this.SHADOWFLOAT = false;
  117653. _this.rebuild();
  117654. return _this;
  117655. }
  117656. return BackgroundMaterialDefines;
  117657. }(BABYLON.MaterialDefines));
  117658. /**
  117659. * Background material used to create an efficient environement around your scene.
  117660. */
  117661. var BackgroundMaterial = /** @class */ (function (_super) {
  117662. __extends(BackgroundMaterial, _super);
  117663. /**
  117664. * Instantiates a Background Material in the given scene
  117665. * @param name The friendly name of the material
  117666. * @param scene The scene to add the material to
  117667. */
  117668. function BackgroundMaterial(name, scene) {
  117669. var _this = _super.call(this, name, scene) || this;
  117670. /**
  117671. * Key light Color (multiply against the environement texture)
  117672. */
  117673. _this.primaryColor = BABYLON.Color3.White();
  117674. _this._primaryColorShadowLevel = 0;
  117675. _this._primaryColorHighlightLevel = 0;
  117676. /**
  117677. * Reflection Texture used in the material.
  117678. * Should be author in a specific way for the best result (refer to the documentation).
  117679. */
  117680. _this.reflectionTexture = null;
  117681. /**
  117682. * Reflection Texture level of blur.
  117683. *
  117684. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  117685. * texture twice.
  117686. */
  117687. _this.reflectionBlur = 0;
  117688. /**
  117689. * Diffuse Texture used in the material.
  117690. * Should be author in a specific way for the best result (refer to the documentation).
  117691. */
  117692. _this.diffuseTexture = null;
  117693. _this._shadowLights = null;
  117694. /**
  117695. * Specify the list of lights casting shadow on the material.
  117696. * All scene shadow lights will be included if null.
  117697. */
  117698. _this.shadowLights = null;
  117699. /**
  117700. * Helps adjusting the shadow to a softer level if required.
  117701. * 0 means black shadows and 1 means no shadows.
  117702. */
  117703. _this.shadowLevel = 0;
  117704. /**
  117705. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  117706. * It is usually zero but might be interesting to modify according to your setup.
  117707. */
  117708. _this.sceneCenter = BABYLON.Vector3.Zero();
  117709. /**
  117710. * This helps specifying that the material is falling off to the sky box at grazing angle.
  117711. * This helps ensuring a nice transition when the camera goes under the ground.
  117712. */
  117713. _this.opacityFresnel = true;
  117714. /**
  117715. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  117716. * This helps adding a mirror texture on the ground.
  117717. */
  117718. _this.reflectionFresnel = false;
  117719. /**
  117720. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  117721. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  117722. */
  117723. _this.reflectionFalloffDistance = 0.0;
  117724. /**
  117725. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  117726. */
  117727. _this.reflectionAmount = 1.0;
  117728. /**
  117729. * This specifies the weight of the reflection at grazing angle.
  117730. */
  117731. _this.reflectionReflectance0 = 0.05;
  117732. /**
  117733. * This specifies the weight of the reflection at a perpendicular point of view.
  117734. */
  117735. _this.reflectionReflectance90 = 0.5;
  117736. /**
  117737. * Helps to directly use the maps channels instead of their level.
  117738. */
  117739. _this.useRGBColor = true;
  117740. /**
  117741. * This helps reducing the banding effect that could occur on the background.
  117742. */
  117743. _this.enableNoise = false;
  117744. _this._fovMultiplier = 1.0;
  117745. /**
  117746. * Enable the FOV adjustment feature controlled by fovMultiplier.
  117747. */
  117748. _this.useEquirectangularFOV = false;
  117749. _this._maxSimultaneousLights = 4;
  117750. /**
  117751. * Number of Simultaneous lights allowed on the material.
  117752. */
  117753. _this.maxSimultaneousLights = 4;
  117754. /**
  117755. * Keep track of the image processing observer to allow dispose and replace.
  117756. */
  117757. _this._imageProcessingObserver = null;
  117758. /**
  117759. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117760. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117761. */
  117762. _this.switchToBGR = false;
  117763. // Temp values kept as cache in the material.
  117764. _this._renderTargets = new BABYLON.SmartArray(16);
  117765. _this._reflectionControls = BABYLON.Vector4.Zero();
  117766. _this._white = BABYLON.Color3.White();
  117767. _this._primaryShadowColor = BABYLON.Color3.Black();
  117768. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117769. // Setup the default processing configuration to the scene.
  117770. _this._attachImageProcessingConfiguration(null);
  117771. _this.getRenderTargetTextures = function () {
  117772. _this._renderTargets.reset();
  117773. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117774. _this._renderTargets.push(_this._diffuseTexture);
  117775. }
  117776. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117777. _this._renderTargets.push(_this._reflectionTexture);
  117778. }
  117779. return _this._renderTargets;
  117780. };
  117781. return _this;
  117782. }
  117783. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117784. /**
  117785. * Experimental Internal Use Only.
  117786. *
  117787. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117788. * This acts as a helper to set the primary color to a more "human friendly" value.
  117789. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117790. * output color as close as possible from the chosen value.
  117791. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117792. * part of lighting setup.)
  117793. */
  117794. get: function () {
  117795. return this.__perceptualColor;
  117796. },
  117797. set: function (value) {
  117798. this.__perceptualColor = value;
  117799. this._computePrimaryColorFromPerceptualColor();
  117800. this._markAllSubMeshesAsLightsDirty();
  117801. },
  117802. enumerable: true,
  117803. configurable: true
  117804. });
  117805. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117806. /**
  117807. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117808. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117809. */
  117810. get: function () {
  117811. return this._primaryColorShadowLevel;
  117812. },
  117813. set: function (value) {
  117814. this._primaryColorShadowLevel = value;
  117815. this._computePrimaryColors();
  117816. this._markAllSubMeshesAsLightsDirty();
  117817. },
  117818. enumerable: true,
  117819. configurable: true
  117820. });
  117821. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117822. /**
  117823. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117824. * The primary color is used at the level chosen to define what the white area would look.
  117825. */
  117826. get: function () {
  117827. return this._primaryColorHighlightLevel;
  117828. },
  117829. set: function (value) {
  117830. this._primaryColorHighlightLevel = value;
  117831. this._computePrimaryColors();
  117832. this._markAllSubMeshesAsLightsDirty();
  117833. },
  117834. enumerable: true,
  117835. configurable: true
  117836. });
  117837. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117838. /**
  117839. * Sets the reflection reflectance fresnel values according to the default standard
  117840. * empirically know to work well :-)
  117841. */
  117842. set: function (value) {
  117843. var reflectionWeight = value;
  117844. if (reflectionWeight < 0.5) {
  117845. reflectionWeight = reflectionWeight * 2.0;
  117846. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117847. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117848. }
  117849. else {
  117850. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117851. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117852. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117853. }
  117854. },
  117855. enumerable: true,
  117856. configurable: true
  117857. });
  117858. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117859. /**
  117860. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117861. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117862. * Recommended to be keep at 1.0 except for special cases.
  117863. */
  117864. get: function () {
  117865. return this._fovMultiplier;
  117866. },
  117867. set: function (value) {
  117868. if (isNaN(value)) {
  117869. value = 1.0;
  117870. }
  117871. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117872. },
  117873. enumerable: true,
  117874. configurable: true
  117875. });
  117876. /**
  117877. * Attaches a new image processing configuration to the PBR Material.
  117878. * @param configuration (if null the scene configuration will be use)
  117879. */
  117880. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117881. var _this = this;
  117882. if (configuration === this._imageProcessingConfiguration) {
  117883. return;
  117884. }
  117885. // Detaches observer.
  117886. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117887. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117888. }
  117889. // Pick the scene configuration if needed.
  117890. if (!configuration) {
  117891. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117892. }
  117893. else {
  117894. this._imageProcessingConfiguration = configuration;
  117895. }
  117896. // Attaches observer.
  117897. if (this._imageProcessingConfiguration) {
  117898. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117899. _this._computePrimaryColorFromPerceptualColor();
  117900. _this._markAllSubMeshesAsImageProcessingDirty();
  117901. });
  117902. }
  117903. };
  117904. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117905. /**
  117906. * Gets the image processing configuration used either in this material.
  117907. */
  117908. get: function () {
  117909. return this._imageProcessingConfiguration;
  117910. },
  117911. /**
  117912. * Sets the Default image processing configuration used either in the this material.
  117913. *
  117914. * If sets to null, the scene one is in use.
  117915. */
  117916. set: function (value) {
  117917. this._attachImageProcessingConfiguration(value);
  117918. // Ensure the effect will be rebuilt.
  117919. this._markAllSubMeshesAsTexturesDirty();
  117920. },
  117921. enumerable: true,
  117922. configurable: true
  117923. });
  117924. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117925. /**
  117926. * Gets wether the color curves effect is enabled.
  117927. */
  117928. get: function () {
  117929. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117930. },
  117931. /**
  117932. * Sets wether the color curves effect is enabled.
  117933. */
  117934. set: function (value) {
  117935. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117936. },
  117937. enumerable: true,
  117938. configurable: true
  117939. });
  117940. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117941. /**
  117942. * Gets wether the color grading effect is enabled.
  117943. */
  117944. get: function () {
  117945. return this.imageProcessingConfiguration.colorGradingEnabled;
  117946. },
  117947. /**
  117948. * Gets wether the color grading effect is enabled.
  117949. */
  117950. set: function (value) {
  117951. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117952. },
  117953. enumerable: true,
  117954. configurable: true
  117955. });
  117956. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117957. /**
  117958. * Gets wether tonemapping is enabled or not.
  117959. */
  117960. get: function () {
  117961. return this._imageProcessingConfiguration.toneMappingEnabled;
  117962. },
  117963. /**
  117964. * Sets wether tonemapping is enabled or not
  117965. */
  117966. set: function (value) {
  117967. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117968. },
  117969. enumerable: true,
  117970. configurable: true
  117971. });
  117972. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117973. /**
  117974. * The camera exposure used on this material.
  117975. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117976. * This corresponds to a photographic exposure.
  117977. */
  117978. get: function () {
  117979. return this._imageProcessingConfiguration.exposure;
  117980. },
  117981. /**
  117982. * The camera exposure used on this material.
  117983. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117984. * This corresponds to a photographic exposure.
  117985. */
  117986. set: function (value) {
  117987. this._imageProcessingConfiguration.exposure = value;
  117988. },
  117989. enumerable: true,
  117990. configurable: true
  117991. });
  117992. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117993. /**
  117994. * Gets The camera contrast used on this material.
  117995. */
  117996. get: function () {
  117997. return this._imageProcessingConfiguration.contrast;
  117998. },
  117999. /**
  118000. * Sets The camera contrast used on this material.
  118001. */
  118002. set: function (value) {
  118003. this._imageProcessingConfiguration.contrast = value;
  118004. },
  118005. enumerable: true,
  118006. configurable: true
  118007. });
  118008. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  118009. /**
  118010. * Gets the Color Grading 2D Lookup Texture.
  118011. */
  118012. get: function () {
  118013. return this._imageProcessingConfiguration.colorGradingTexture;
  118014. },
  118015. /**
  118016. * Sets the Color Grading 2D Lookup Texture.
  118017. */
  118018. set: function (value) {
  118019. this.imageProcessingConfiguration.colorGradingTexture = value;
  118020. },
  118021. enumerable: true,
  118022. configurable: true
  118023. });
  118024. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  118025. /**
  118026. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118027. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118028. * 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;
  118029. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118030. */
  118031. get: function () {
  118032. return this.imageProcessingConfiguration.colorCurves;
  118033. },
  118034. /**
  118035. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118036. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118037. * 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;
  118038. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118039. */
  118040. set: function (value) {
  118041. this.imageProcessingConfiguration.colorCurves = value;
  118042. },
  118043. enumerable: true,
  118044. configurable: true
  118045. });
  118046. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  118047. /**
  118048. * Gets a boolean indicating that current material needs to register RTT
  118049. */
  118050. get: function () {
  118051. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118052. return true;
  118053. }
  118054. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118055. return true;
  118056. }
  118057. return false;
  118058. },
  118059. enumerable: true,
  118060. configurable: true
  118061. });
  118062. /**
  118063. * The entire material has been created in order to prevent overdraw.
  118064. * @returns false
  118065. */
  118066. BackgroundMaterial.prototype.needAlphaTesting = function () {
  118067. return true;
  118068. };
  118069. /**
  118070. * The entire material has been created in order to prevent overdraw.
  118071. * @returns true if blending is enable
  118072. */
  118073. BackgroundMaterial.prototype.needAlphaBlending = function () {
  118074. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  118075. };
  118076. /**
  118077. * Checks wether the material is ready to be rendered for a given mesh.
  118078. * @param mesh The mesh to render
  118079. * @param subMesh The submesh to check against
  118080. * @param useInstances Specify wether or not the material is used with instances
  118081. * @returns true if all the dependencies are ready (Textures, Effects...)
  118082. */
  118083. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  118084. var _this = this;
  118085. if (useInstances === void 0) { useInstances = false; }
  118086. if (subMesh.effect && this.isFrozen) {
  118087. if (this._wasPreviouslyReady) {
  118088. return true;
  118089. }
  118090. }
  118091. if (!subMesh._materialDefines) {
  118092. subMesh._materialDefines = new BackgroundMaterialDefines();
  118093. }
  118094. var scene = this.getScene();
  118095. var defines = subMesh._materialDefines;
  118096. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  118097. if (defines._renderId === scene.getRenderId()) {
  118098. return true;
  118099. }
  118100. }
  118101. var engine = scene.getEngine();
  118102. // Lights
  118103. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  118104. defines._needNormals = true;
  118105. // Textures
  118106. if (defines._areTexturesDirty) {
  118107. defines._needUVs = false;
  118108. if (scene.texturesEnabled) {
  118109. if (scene.getEngine().getCaps().textureLOD) {
  118110. defines.TEXTURELODSUPPORT = true;
  118111. }
  118112. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118113. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  118114. return false;
  118115. }
  118116. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  118117. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  118118. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  118119. defines.OPACITYFRESNEL = this._opacityFresnel;
  118120. }
  118121. else {
  118122. defines.DIFFUSE = false;
  118123. defines.DIFFUSEHASALPHA = false;
  118124. defines.GAMMADIFFUSE = false;
  118125. defines.OPACITYFRESNEL = false;
  118126. }
  118127. var reflectionTexture = this._reflectionTexture;
  118128. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118129. if (!reflectionTexture.isReadyOrNotBlocking()) {
  118130. return false;
  118131. }
  118132. defines.REFLECTION = true;
  118133. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  118134. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  118135. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  118136. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  118137. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  118138. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  118139. defines.REFLECTIONBGR = this.switchToBGR;
  118140. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  118141. defines.INVERTCUBICMAP = true;
  118142. }
  118143. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  118144. switch (reflectionTexture.coordinatesMode) {
  118145. case BABYLON.Texture.EXPLICIT_MODE:
  118146. defines.REFLECTIONMAP_EXPLICIT = true;
  118147. break;
  118148. case BABYLON.Texture.PLANAR_MODE:
  118149. defines.REFLECTIONMAP_PLANAR = true;
  118150. break;
  118151. case BABYLON.Texture.PROJECTION_MODE:
  118152. defines.REFLECTIONMAP_PROJECTION = true;
  118153. break;
  118154. case BABYLON.Texture.SKYBOX_MODE:
  118155. defines.REFLECTIONMAP_SKYBOX = true;
  118156. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  118157. break;
  118158. case BABYLON.Texture.SPHERICAL_MODE:
  118159. defines.REFLECTIONMAP_SPHERICAL = true;
  118160. break;
  118161. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  118162. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  118163. break;
  118164. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  118165. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  118166. break;
  118167. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  118168. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  118169. break;
  118170. case BABYLON.Texture.CUBIC_MODE:
  118171. case BABYLON.Texture.INVCUBIC_MODE:
  118172. default:
  118173. defines.REFLECTIONMAP_CUBIC = true;
  118174. break;
  118175. }
  118176. if (this.reflectionFresnel) {
  118177. defines.REFLECTIONFRESNEL = true;
  118178. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  118179. this._reflectionControls.x = this.reflectionAmount;
  118180. this._reflectionControls.y = this.reflectionReflectance0;
  118181. this._reflectionControls.z = this.reflectionReflectance90;
  118182. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  118183. }
  118184. else {
  118185. defines.REFLECTIONFRESNEL = false;
  118186. defines.REFLECTIONFALLOFF = false;
  118187. }
  118188. }
  118189. else {
  118190. defines.REFLECTION = false;
  118191. defines.REFLECTIONFRESNEL = false;
  118192. defines.REFLECTIONFALLOFF = false;
  118193. defines.REFLECTIONBLUR = false;
  118194. defines.REFLECTIONMAP_3D = false;
  118195. defines.REFLECTIONMAP_SPHERICAL = false;
  118196. defines.REFLECTIONMAP_PLANAR = false;
  118197. defines.REFLECTIONMAP_CUBIC = false;
  118198. defines.REFLECTIONMAP_PROJECTION = false;
  118199. defines.REFLECTIONMAP_SKYBOX = false;
  118200. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118201. defines.REFLECTIONMAP_EXPLICIT = false;
  118202. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118203. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118204. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118205. defines.INVERTCUBICMAP = false;
  118206. defines.REFLECTIONMAP_OPPOSITEZ = false;
  118207. defines.LODINREFLECTIONALPHA = false;
  118208. defines.GAMMAREFLECTION = false;
  118209. defines.RGBDREFLECTION = false;
  118210. }
  118211. }
  118212. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  118213. defines.USERGBCOLOR = this._useRGBColor;
  118214. defines.NOISE = this._enableNoise;
  118215. }
  118216. if (defines._areLightsDirty) {
  118217. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  118218. }
  118219. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  118220. if (!this._imageProcessingConfiguration.isReady()) {
  118221. return false;
  118222. }
  118223. this._imageProcessingConfiguration.prepareDefines(defines);
  118224. }
  118225. // Misc.
  118226. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  118227. // Values that need to be evaluated on every frame
  118228. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  118229. // Attribs
  118230. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  118231. if (mesh) {
  118232. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  118233. mesh.createNormals(true);
  118234. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  118235. }
  118236. }
  118237. }
  118238. // Get correct effect
  118239. if (defines.isDirty) {
  118240. defines.markAsProcessed();
  118241. scene.resetCachedMaterial();
  118242. // Fallbacks
  118243. var fallbacks = new BABYLON.EffectFallbacks();
  118244. if (defines.FOG) {
  118245. fallbacks.addFallback(0, "FOG");
  118246. }
  118247. if (defines.POINTSIZE) {
  118248. fallbacks.addFallback(1, "POINTSIZE");
  118249. }
  118250. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  118251. if (defines.NUM_BONE_INFLUENCERS > 0) {
  118252. fallbacks.addCPUSkinningFallback(0, mesh);
  118253. }
  118254. //Attributes
  118255. var attribs = [BABYLON.VertexBuffer.PositionKind];
  118256. if (defines.NORMAL) {
  118257. attribs.push(BABYLON.VertexBuffer.NormalKind);
  118258. }
  118259. if (defines.UV1) {
  118260. attribs.push(BABYLON.VertexBuffer.UVKind);
  118261. }
  118262. if (defines.UV2) {
  118263. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  118264. }
  118265. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  118266. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  118267. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  118268. "vFogInfos", "vFogColor", "pointSize",
  118269. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  118270. "vPrimaryColor", "vPrimaryColorShadow",
  118271. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  118272. "shadowLevel", "alpha",
  118273. "vBackgroundCenter", "vReflectionControl",
  118274. "vDiffuseInfos", "diffuseMatrix",
  118275. ];
  118276. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  118277. var uniformBuffers = ["Material", "Scene"];
  118278. if (BABYLON.ImageProcessingConfiguration) {
  118279. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  118280. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  118281. }
  118282. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  118283. uniformsNames: uniforms,
  118284. uniformBuffersNames: uniformBuffers,
  118285. samplers: samplers,
  118286. defines: defines,
  118287. maxSimultaneousLights: this._maxSimultaneousLights
  118288. });
  118289. var onCompiled = function (effect) {
  118290. if (_this.onCompiled) {
  118291. _this.onCompiled(effect);
  118292. }
  118293. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  118294. };
  118295. var join = defines.toString();
  118296. subMesh.setEffect(scene.getEngine().createEffect("background", {
  118297. attributes: attribs,
  118298. uniformsNames: uniforms,
  118299. uniformBuffersNames: uniformBuffers,
  118300. samplers: samplers,
  118301. defines: join,
  118302. fallbacks: fallbacks,
  118303. onCompiled: onCompiled,
  118304. onError: this.onError,
  118305. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  118306. }, engine), defines);
  118307. this.buildUniformLayout();
  118308. }
  118309. if (!subMesh.effect || !subMesh.effect.isReady()) {
  118310. return false;
  118311. }
  118312. defines._renderId = scene.getRenderId();
  118313. this._wasPreviouslyReady = true;
  118314. return true;
  118315. };
  118316. /**
  118317. * Compute the primary color according to the chosen perceptual color.
  118318. */
  118319. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  118320. if (!this.__perceptualColor) {
  118321. return;
  118322. }
  118323. this._primaryColor.copyFrom(this.__perceptualColor);
  118324. // Revert gamma space.
  118325. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  118326. // Revert image processing configuration.
  118327. if (this._imageProcessingConfiguration) {
  118328. // Revert Exposure.
  118329. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  118330. }
  118331. this._computePrimaryColors();
  118332. };
  118333. /**
  118334. * Compute the highlights and shadow colors according to their chosen levels.
  118335. */
  118336. BackgroundMaterial.prototype._computePrimaryColors = function () {
  118337. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  118338. return;
  118339. }
  118340. // Find the highlight color based on the configuration.
  118341. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  118342. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  118343. // Find the shadow color based on the configuration.
  118344. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  118345. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  118346. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  118347. };
  118348. /**
  118349. * Build the uniform buffer used in the material.
  118350. */
  118351. BackgroundMaterial.prototype.buildUniformLayout = function () {
  118352. // Order is important !
  118353. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  118354. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  118355. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  118356. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  118357. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  118358. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  118359. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  118360. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  118361. this._uniformBuffer.addUniform("pointSize", 1);
  118362. this._uniformBuffer.addUniform("shadowLevel", 1);
  118363. this._uniformBuffer.addUniform("alpha", 1);
  118364. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  118365. this._uniformBuffer.addUniform("vReflectionControl", 4);
  118366. this._uniformBuffer.create();
  118367. };
  118368. /**
  118369. * Unbind the material.
  118370. */
  118371. BackgroundMaterial.prototype.unbind = function () {
  118372. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118373. this._uniformBuffer.setTexture("diffuseSampler", null);
  118374. }
  118375. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118376. this._uniformBuffer.setTexture("reflectionSampler", null);
  118377. }
  118378. _super.prototype.unbind.call(this);
  118379. };
  118380. /**
  118381. * Bind only the world matrix to the material.
  118382. * @param world The world matrix to bind.
  118383. */
  118384. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  118385. this._activeEffect.setMatrix("world", world);
  118386. };
  118387. /**
  118388. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  118389. * @param world The world matrix to bind.
  118390. * @param subMesh The submesh to bind for.
  118391. */
  118392. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  118393. var scene = this.getScene();
  118394. var defines = subMesh._materialDefines;
  118395. if (!defines) {
  118396. return;
  118397. }
  118398. var effect = subMesh.effect;
  118399. if (!effect) {
  118400. return;
  118401. }
  118402. this._activeEffect = effect;
  118403. // Matrices
  118404. this.bindOnlyWorldMatrix(world);
  118405. // Bones
  118406. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  118407. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  118408. if (mustRebind) {
  118409. this._uniformBuffer.bindToEffect(effect, "Material");
  118410. this.bindViewProjection(effect);
  118411. var reflectionTexture = this._reflectionTexture;
  118412. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  118413. // Texture uniforms
  118414. if (scene.texturesEnabled) {
  118415. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118416. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  118417. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  118418. }
  118419. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118420. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  118421. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  118422. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  118423. }
  118424. }
  118425. if (this.shadowLevel > 0) {
  118426. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  118427. }
  118428. this._uniformBuffer.updateFloat("alpha", this.alpha);
  118429. // Point size
  118430. if (this.pointsCloud) {
  118431. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  118432. }
  118433. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  118434. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  118435. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  118436. }
  118437. else {
  118438. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  118439. }
  118440. }
  118441. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  118442. // Textures
  118443. if (scene.texturesEnabled) {
  118444. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118445. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  118446. }
  118447. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118448. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  118449. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118450. }
  118451. else if (!defines.REFLECTIONBLUR) {
  118452. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118453. }
  118454. else {
  118455. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  118456. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  118457. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  118458. }
  118459. if (defines.REFLECTIONFRESNEL) {
  118460. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  118461. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  118462. }
  118463. }
  118464. }
  118465. // Clip plane
  118466. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  118467. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  118468. }
  118469. if (mustRebind || !this.isFrozen) {
  118470. if (scene.lightsEnabled) {
  118471. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  118472. }
  118473. // View
  118474. this.bindView(effect);
  118475. // Fog
  118476. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  118477. // image processing
  118478. if (this._imageProcessingConfiguration) {
  118479. this._imageProcessingConfiguration.bind(this._activeEffect);
  118480. }
  118481. }
  118482. this._uniformBuffer.update();
  118483. this._afterBind(mesh, this._activeEffect);
  118484. };
  118485. /**
  118486. * Dispose the material.
  118487. * @param forceDisposeEffect Force disposal of the associated effect.
  118488. * @param forceDisposeTextures Force disposal of the associated textures.
  118489. */
  118490. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  118491. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  118492. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  118493. if (forceDisposeTextures) {
  118494. if (this.diffuseTexture) {
  118495. this.diffuseTexture.dispose();
  118496. }
  118497. if (this.reflectionTexture) {
  118498. this.reflectionTexture.dispose();
  118499. }
  118500. }
  118501. this._renderTargets.dispose();
  118502. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118503. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118504. }
  118505. _super.prototype.dispose.call(this, forceDisposeEffect);
  118506. };
  118507. /**
  118508. * Clones the material.
  118509. * @param name The cloned name.
  118510. * @returns The cloned material.
  118511. */
  118512. BackgroundMaterial.prototype.clone = function (name) {
  118513. var _this = this;
  118514. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  118515. };
  118516. /**
  118517. * Serializes the current material to its JSON representation.
  118518. * @returns The JSON representation.
  118519. */
  118520. BackgroundMaterial.prototype.serialize = function () {
  118521. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  118522. serializationObject.customType = "BABYLON.BackgroundMaterial";
  118523. return serializationObject;
  118524. };
  118525. /**
  118526. * Gets the class name of the material
  118527. * @returns "BackgroundMaterial"
  118528. */
  118529. BackgroundMaterial.prototype.getClassName = function () {
  118530. return "BackgroundMaterial";
  118531. };
  118532. /**
  118533. * Parse a JSON input to create back a background material.
  118534. * @param source The JSON data to parse
  118535. * @param scene The scene to create the parsed material in
  118536. * @param rootUrl The root url of the assets the material depends upon
  118537. * @returns the instantiated BackgroundMaterial.
  118538. */
  118539. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  118540. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  118541. };
  118542. /**
  118543. * Standard reflectance value at parallel view angle.
  118544. */
  118545. BackgroundMaterial.StandardReflectance0 = 0.05;
  118546. /**
  118547. * Standard reflectance value at grazing angle.
  118548. */
  118549. BackgroundMaterial.StandardReflectance90 = 0.5;
  118550. __decorate([
  118551. BABYLON.serializeAsColor3()
  118552. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  118553. __decorate([
  118554. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118555. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  118556. __decorate([
  118557. BABYLON.serializeAsColor3()
  118558. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  118559. __decorate([
  118560. BABYLON.serialize()
  118561. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  118562. __decorate([
  118563. BABYLON.serialize()
  118564. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  118565. __decorate([
  118566. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118567. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  118568. __decorate([
  118569. BABYLON.serializeAsTexture()
  118570. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  118571. __decorate([
  118572. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118573. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  118574. __decorate([
  118575. BABYLON.serialize()
  118576. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  118577. __decorate([
  118578. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118579. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  118580. __decorate([
  118581. BABYLON.serializeAsTexture()
  118582. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  118583. __decorate([
  118584. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118585. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  118586. __decorate([
  118587. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118588. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  118589. __decorate([
  118590. BABYLON.serialize()
  118591. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  118592. __decorate([
  118593. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118594. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  118595. __decorate([
  118596. BABYLON.serializeAsVector3()
  118597. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  118598. __decorate([
  118599. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118600. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  118601. __decorate([
  118602. BABYLON.serialize()
  118603. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  118604. __decorate([
  118605. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118606. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  118607. __decorate([
  118608. BABYLON.serialize()
  118609. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  118610. __decorate([
  118611. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118612. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  118613. __decorate([
  118614. BABYLON.serialize()
  118615. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  118616. __decorate([
  118617. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118618. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  118619. __decorate([
  118620. BABYLON.serialize()
  118621. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  118622. __decorate([
  118623. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118624. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  118625. __decorate([
  118626. BABYLON.serialize()
  118627. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  118628. __decorate([
  118629. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118630. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  118631. __decorate([
  118632. BABYLON.serialize()
  118633. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  118634. __decorate([
  118635. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118636. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  118637. __decorate([
  118638. BABYLON.serialize()
  118639. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  118640. __decorate([
  118641. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118642. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  118643. __decorate([
  118644. BABYLON.serialize()
  118645. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  118646. __decorate([
  118647. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118648. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  118649. __decorate([
  118650. BABYLON.serialize()
  118651. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  118652. __decorate([
  118653. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118654. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  118655. __decorate([
  118656. BABYLON.serializeAsImageProcessingConfiguration()
  118657. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  118658. return BackgroundMaterial;
  118659. }(BABYLON.PushMaterial));
  118660. BABYLON.BackgroundMaterial = BackgroundMaterial;
  118661. })(BABYLON || (BABYLON = {}));
  118662. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  118663. var __assign = (this && this.__assign) || function () {
  118664. __assign = Object.assign || function(t) {
  118665. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118666. s = arguments[i];
  118667. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118668. t[p] = s[p];
  118669. }
  118670. return t;
  118671. };
  118672. return __assign.apply(this, arguments);
  118673. };
  118674. var BABYLON;
  118675. (function (BABYLON) {
  118676. /**
  118677. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  118678. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  118679. * It also helps with the default setup of your imageProcessing configuration.
  118680. */
  118681. var EnvironmentHelper = /** @class */ (function () {
  118682. /**
  118683. * constructor
  118684. * @param options
  118685. * @param scene The scene to add the material to
  118686. */
  118687. function EnvironmentHelper(options, scene) {
  118688. var _this = this;
  118689. this._errorHandler = function (message, exception) {
  118690. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  118691. };
  118692. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  118693. this._scene = scene;
  118694. this.onErrorObservable = new BABYLON.Observable();
  118695. this._setupBackground();
  118696. this._setupImageProcessing();
  118697. }
  118698. /**
  118699. * Creates the default options for the helper.
  118700. */
  118701. EnvironmentHelper._getDefaultOptions = function () {
  118702. return {
  118703. createGround: true,
  118704. groundSize: 15,
  118705. groundTexture: this._groundTextureCDNUrl,
  118706. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118707. groundOpacity: 0.9,
  118708. enableGroundShadow: true,
  118709. groundShadowLevel: 0.5,
  118710. enableGroundMirror: false,
  118711. groundMirrorSizeRatio: 0.3,
  118712. groundMirrorBlurKernel: 64,
  118713. groundMirrorAmount: 1,
  118714. groundMirrorFresnelWeight: 1,
  118715. groundMirrorFallOffDistance: 0,
  118716. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  118717. groundYBias: 0.00001,
  118718. createSkybox: true,
  118719. skyboxSize: 20,
  118720. skyboxTexture: this._skyboxTextureCDNUrl,
  118721. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118722. backgroundYRotation: 0,
  118723. sizeAuto: true,
  118724. rootPosition: BABYLON.Vector3.Zero(),
  118725. setupImageProcessing: true,
  118726. environmentTexture: this._environmentTextureCDNUrl,
  118727. cameraExposure: 0.8,
  118728. cameraContrast: 1.2,
  118729. toneMappingEnabled: true,
  118730. };
  118731. };
  118732. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  118733. /**
  118734. * Gets the root mesh created by the helper.
  118735. */
  118736. get: function () {
  118737. return this._rootMesh;
  118738. },
  118739. enumerable: true,
  118740. configurable: true
  118741. });
  118742. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  118743. /**
  118744. * Gets the skybox created by the helper.
  118745. */
  118746. get: function () {
  118747. return this._skybox;
  118748. },
  118749. enumerable: true,
  118750. configurable: true
  118751. });
  118752. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  118753. /**
  118754. * Gets the skybox texture created by the helper.
  118755. */
  118756. get: function () {
  118757. return this._skyboxTexture;
  118758. },
  118759. enumerable: true,
  118760. configurable: true
  118761. });
  118762. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118763. /**
  118764. * Gets the skybox material created by the helper.
  118765. */
  118766. get: function () {
  118767. return this._skyboxMaterial;
  118768. },
  118769. enumerable: true,
  118770. configurable: true
  118771. });
  118772. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118773. /**
  118774. * Gets the ground mesh created by the helper.
  118775. */
  118776. get: function () {
  118777. return this._ground;
  118778. },
  118779. enumerable: true,
  118780. configurable: true
  118781. });
  118782. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118783. /**
  118784. * Gets the ground texture created by the helper.
  118785. */
  118786. get: function () {
  118787. return this._groundTexture;
  118788. },
  118789. enumerable: true,
  118790. configurable: true
  118791. });
  118792. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118793. /**
  118794. * Gets the ground mirror created by the helper.
  118795. */
  118796. get: function () {
  118797. return this._groundMirror;
  118798. },
  118799. enumerable: true,
  118800. configurable: true
  118801. });
  118802. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118803. /**
  118804. * Gets the ground mirror render list to helps pushing the meshes
  118805. * you wish in the ground reflection.
  118806. */
  118807. get: function () {
  118808. if (this._groundMirror) {
  118809. return this._groundMirror.renderList;
  118810. }
  118811. return null;
  118812. },
  118813. enumerable: true,
  118814. configurable: true
  118815. });
  118816. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118817. /**
  118818. * Gets the ground material created by the helper.
  118819. */
  118820. get: function () {
  118821. return this._groundMaterial;
  118822. },
  118823. enumerable: true,
  118824. configurable: true
  118825. });
  118826. /**
  118827. * Updates the background according to the new options
  118828. * @param options
  118829. */
  118830. EnvironmentHelper.prototype.updateOptions = function (options) {
  118831. var newOptions = __assign({}, this._options, options);
  118832. if (this._ground && !newOptions.createGround) {
  118833. this._ground.dispose();
  118834. this._ground = null;
  118835. }
  118836. if (this._groundMaterial && !newOptions.createGround) {
  118837. this._groundMaterial.dispose();
  118838. this._groundMaterial = null;
  118839. }
  118840. if (this._groundTexture) {
  118841. if (this._options.groundTexture != newOptions.groundTexture) {
  118842. this._groundTexture.dispose();
  118843. this._groundTexture = null;
  118844. }
  118845. }
  118846. if (this._skybox && !newOptions.createSkybox) {
  118847. this._skybox.dispose();
  118848. this._skybox = null;
  118849. }
  118850. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118851. this._skyboxMaterial.dispose();
  118852. this._skyboxMaterial = null;
  118853. }
  118854. if (this._skyboxTexture) {
  118855. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118856. this._skyboxTexture.dispose();
  118857. this._skyboxTexture = null;
  118858. }
  118859. }
  118860. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118861. this._groundMirror.dispose();
  118862. this._groundMirror = null;
  118863. }
  118864. if (this._scene.environmentTexture) {
  118865. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118866. this._scene.environmentTexture.dispose();
  118867. }
  118868. }
  118869. this._options = newOptions;
  118870. this._setupBackground();
  118871. this._setupImageProcessing();
  118872. };
  118873. /**
  118874. * Sets the primary color of all the available elements.
  118875. * @param color the main color to affect to the ground and the background
  118876. */
  118877. EnvironmentHelper.prototype.setMainColor = function (color) {
  118878. if (this.groundMaterial) {
  118879. this.groundMaterial.primaryColor = color;
  118880. }
  118881. if (this.skyboxMaterial) {
  118882. this.skyboxMaterial.primaryColor = color;
  118883. }
  118884. if (this.groundMirror) {
  118885. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118886. }
  118887. };
  118888. /**
  118889. * Setup the image processing according to the specified options.
  118890. */
  118891. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118892. if (this._options.setupImageProcessing) {
  118893. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118894. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118895. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118896. this._setupEnvironmentTexture();
  118897. }
  118898. };
  118899. /**
  118900. * Setup the environment texture according to the specified options.
  118901. */
  118902. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118903. if (this._scene.environmentTexture) {
  118904. return;
  118905. }
  118906. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118907. this._scene.environmentTexture = this._options.environmentTexture;
  118908. return;
  118909. }
  118910. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118911. this._scene.environmentTexture = environmentTexture;
  118912. };
  118913. /**
  118914. * Setup the background according to the specified options.
  118915. */
  118916. EnvironmentHelper.prototype._setupBackground = function () {
  118917. if (!this._rootMesh) {
  118918. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118919. }
  118920. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118921. var sceneSize = this._getSceneSize();
  118922. if (this._options.createGround) {
  118923. this._setupGround(sceneSize);
  118924. this._setupGroundMaterial();
  118925. this._setupGroundDiffuseTexture();
  118926. if (this._options.enableGroundMirror) {
  118927. this._setupGroundMirrorTexture(sceneSize);
  118928. }
  118929. this._setupMirrorInGroundMaterial();
  118930. }
  118931. if (this._options.createSkybox) {
  118932. this._setupSkybox(sceneSize);
  118933. this._setupSkyboxMaterial();
  118934. this._setupSkyboxReflectionTexture();
  118935. }
  118936. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118937. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118938. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118939. };
  118940. /**
  118941. * Get the scene sizes according to the setup.
  118942. */
  118943. EnvironmentHelper.prototype._getSceneSize = function () {
  118944. var _this = this;
  118945. var groundSize = this._options.groundSize;
  118946. var skyboxSize = this._options.skyboxSize;
  118947. var rootPosition = this._options.rootPosition;
  118948. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118949. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118950. }
  118951. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118952. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118953. });
  118954. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118955. if (this._options.sizeAuto) {
  118956. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118957. this._scene.activeCamera.upperRadiusLimit) {
  118958. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118959. skyboxSize = groundSize;
  118960. }
  118961. var sceneDiagonalLenght = sceneDiagonal.length();
  118962. if (sceneDiagonalLenght > groundSize) {
  118963. groundSize = sceneDiagonalLenght * 2;
  118964. skyboxSize = groundSize;
  118965. }
  118966. // 10 % bigger.
  118967. groundSize *= 1.1;
  118968. skyboxSize *= 1.5;
  118969. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118970. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118971. }
  118972. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118973. };
  118974. /**
  118975. * Setup the ground according to the specified options.
  118976. */
  118977. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118978. var _this = this;
  118979. if (!this._ground || this._ground.isDisposed()) {
  118980. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118981. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118982. this._ground.parent = this._rootMesh;
  118983. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118984. }
  118985. this._ground.receiveShadows = this._options.enableGroundShadow;
  118986. };
  118987. /**
  118988. * Setup the ground material according to the specified options.
  118989. */
  118990. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118991. if (!this._groundMaterial) {
  118992. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118993. }
  118994. this._groundMaterial.alpha = this._options.groundOpacity;
  118995. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118996. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118997. this._groundMaterial.primaryColor = this._options.groundColor;
  118998. this._groundMaterial.useRGBColor = false;
  118999. this._groundMaterial.enableNoise = true;
  119000. if (this._ground) {
  119001. this._ground.material = this._groundMaterial;
  119002. }
  119003. };
  119004. /**
  119005. * Setup the ground diffuse texture according to the specified options.
  119006. */
  119007. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  119008. if (!this._groundMaterial) {
  119009. return;
  119010. }
  119011. if (this._groundTexture) {
  119012. return;
  119013. }
  119014. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  119015. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  119016. return;
  119017. }
  119018. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119019. diffuseTexture.gammaSpace = false;
  119020. diffuseTexture.hasAlpha = true;
  119021. this._groundMaterial.diffuseTexture = diffuseTexture;
  119022. };
  119023. /**
  119024. * Setup the ground mirror texture according to the specified options.
  119025. */
  119026. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  119027. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119028. if (!this._groundMirror) {
  119029. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  119030. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  119031. this._groundMirror.anisotropicFilteringLevel = 1;
  119032. this._groundMirror.wrapU = wrapping;
  119033. this._groundMirror.wrapV = wrapping;
  119034. this._groundMirror.gammaSpace = false;
  119035. if (this._groundMirror.renderList) {
  119036. for (var i = 0; i < this._scene.meshes.length; i++) {
  119037. var mesh = this._scene.meshes[i];
  119038. if (mesh !== this._ground &&
  119039. mesh !== this._skybox &&
  119040. mesh !== this._rootMesh) {
  119041. this._groundMirror.renderList.push(mesh);
  119042. }
  119043. }
  119044. }
  119045. }
  119046. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  119047. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  119048. };
  119049. /**
  119050. * Setup the ground to receive the mirror texture.
  119051. */
  119052. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  119053. if (this._groundMaterial) {
  119054. this._groundMaterial.reflectionTexture = this._groundMirror;
  119055. this._groundMaterial.reflectionFresnel = true;
  119056. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  119057. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  119058. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  119059. }
  119060. };
  119061. /**
  119062. * Setup the skybox according to the specified options.
  119063. */
  119064. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  119065. var _this = this;
  119066. if (!this._skybox || this._skybox.isDisposed()) {
  119067. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  119068. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  119069. }
  119070. this._skybox.parent = this._rootMesh;
  119071. };
  119072. /**
  119073. * Setup the skybox material according to the specified options.
  119074. */
  119075. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  119076. if (!this._skybox) {
  119077. return;
  119078. }
  119079. if (!this._skyboxMaterial) {
  119080. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  119081. }
  119082. this._skyboxMaterial.useRGBColor = false;
  119083. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  119084. this._skyboxMaterial.enableNoise = true;
  119085. this._skybox.material = this._skyboxMaterial;
  119086. };
  119087. /**
  119088. * Setup the skybox reflection texture according to the specified options.
  119089. */
  119090. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  119091. if (!this._skyboxMaterial) {
  119092. return;
  119093. }
  119094. if (this._skyboxTexture) {
  119095. return;
  119096. }
  119097. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  119098. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  119099. return;
  119100. }
  119101. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119102. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119103. this._skyboxTexture.gammaSpace = false;
  119104. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  119105. };
  119106. /**
  119107. * Dispose all the elements created by the Helper.
  119108. */
  119109. EnvironmentHelper.prototype.dispose = function () {
  119110. if (this._groundMaterial) {
  119111. this._groundMaterial.dispose(true, true);
  119112. }
  119113. if (this._skyboxMaterial) {
  119114. this._skyboxMaterial.dispose(true, true);
  119115. }
  119116. this._rootMesh.dispose(false);
  119117. };
  119118. /**
  119119. * Default ground texture URL.
  119120. */
  119121. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  119122. /**
  119123. * Default skybox texture URL.
  119124. */
  119125. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  119126. /**
  119127. * Default environment texture URL.
  119128. */
  119129. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  119130. return EnvironmentHelper;
  119131. }());
  119132. BABYLON.EnvironmentHelper = EnvironmentHelper;
  119133. })(BABYLON || (BABYLON = {}));
  119134. //# sourceMappingURL=babylon.environmentHelper.js.map
  119135. var BABYLON;
  119136. (function (BABYLON) {
  119137. /** Internal class used to store shapes for emitters */
  119138. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  119139. function ParticleSystemSetEmitterCreationOptions() {
  119140. }
  119141. return ParticleSystemSetEmitterCreationOptions;
  119142. }());
  119143. /**
  119144. * Represents a set of particle systems working together to create a specific effect
  119145. */
  119146. var ParticleSystemSet = /** @class */ (function () {
  119147. function ParticleSystemSet() {
  119148. /**
  119149. * Gets the particle system list
  119150. */
  119151. this.systems = new Array();
  119152. }
  119153. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  119154. /**
  119155. * Gets the emitter node used with this set
  119156. */
  119157. get: function () {
  119158. return this._emitterNode;
  119159. },
  119160. enumerable: true,
  119161. configurable: true
  119162. });
  119163. /**
  119164. * Creates a new emitter mesh as a sphere
  119165. * @param options defines the options used to create the sphere
  119166. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119167. * @param scene defines the hosting scene
  119168. */
  119169. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  119170. if (this._emitterNode) {
  119171. this._emitterNode.dispose();
  119172. }
  119173. this._emitterCreationOptions = {
  119174. kind: "Sphere",
  119175. options: options,
  119176. renderingGroupId: renderingGroupId
  119177. };
  119178. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  119179. emitterMesh.renderingGroupId = renderingGroupId;
  119180. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  119181. material.emissiveColor = options.color;
  119182. emitterMesh.material = material;
  119183. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119184. var system = _a[_i];
  119185. system.emitter = emitterMesh;
  119186. }
  119187. this._emitterNode = emitterMesh;
  119188. };
  119189. /**
  119190. * Starts all particle systems of the set
  119191. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119192. */
  119193. ParticleSystemSet.prototype.start = function (emitter) {
  119194. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119195. var system = _a[_i];
  119196. if (emitter) {
  119197. system.emitter = emitter;
  119198. }
  119199. system.start();
  119200. }
  119201. };
  119202. /**
  119203. * Release all associated resources
  119204. */
  119205. ParticleSystemSet.prototype.dispose = function () {
  119206. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119207. var system = _a[_i];
  119208. system.dispose();
  119209. }
  119210. this.systems = [];
  119211. if (this._emitterNode) {
  119212. this._emitterNode.dispose();
  119213. this._emitterNode = null;
  119214. }
  119215. };
  119216. /**
  119217. * Serialize the set into a JSON compatible object
  119218. * @returns a JSON compatible representation of the set
  119219. */
  119220. ParticleSystemSet.prototype.serialize = function () {
  119221. var result = {};
  119222. result.systems = [];
  119223. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119224. var system = _a[_i];
  119225. result.systems.push(system.serialize());
  119226. }
  119227. if (this._emitterNode) {
  119228. result.emitter = this._emitterCreationOptions;
  119229. }
  119230. return result;
  119231. };
  119232. /**
  119233. * Parse a new ParticleSystemSet from a serialized source
  119234. * @param data defines a JSON compatible representation of the set
  119235. * @param scene defines the hosting scene
  119236. * @param gpu defines if we want GPU particles or CPU particles
  119237. * @returns a new ParticleSystemSet
  119238. */
  119239. ParticleSystemSet.Parse = function (data, scene, gpu) {
  119240. if (gpu === void 0) { gpu = false; }
  119241. var result = new ParticleSystemSet();
  119242. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  119243. scene = scene || BABYLON.Engine.LastCreatedScene;
  119244. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  119245. var system = _a[_i];
  119246. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  119247. }
  119248. if (data.emitter) {
  119249. var options = data.emitter.options;
  119250. switch (data.emitter.kind) {
  119251. case "Sphere":
  119252. result.setEmitterAsSphere({
  119253. diameter: options.diameter,
  119254. segments: options.segments,
  119255. color: BABYLON.Color3.FromArray(options.color)
  119256. }, data.emitter.renderingGroupId, scene);
  119257. break;
  119258. }
  119259. }
  119260. return result;
  119261. };
  119262. return ParticleSystemSet;
  119263. }());
  119264. BABYLON.ParticleSystemSet = ParticleSystemSet;
  119265. })(BABYLON || (BABYLON = {}));
  119266. //# sourceMappingURL=babylon.particleSystemSet.js.map
  119267. var BABYLON;
  119268. (function (BABYLON) {
  119269. /**
  119270. * This class is made for on one-liner static method to help creating particle system set.
  119271. */
  119272. var ParticleHelper = /** @class */ (function () {
  119273. function ParticleHelper() {
  119274. }
  119275. /**
  119276. * Create a default particle system that you can tweak
  119277. * @param emitter defines the emitter to use
  119278. * @param capacity defines the system capacity (default is 500 particles)
  119279. * @param scene defines the hosting scene
  119280. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119281. * @returns the new Particle system
  119282. */
  119283. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  119284. if (capacity === void 0) { capacity = 500; }
  119285. if (useGPU === void 0) { useGPU = false; }
  119286. var system;
  119287. if (useGPU) {
  119288. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  119289. }
  119290. else {
  119291. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  119292. }
  119293. system.emitter = emitter;
  119294. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  119295. system.createConeEmitter(0.1, Math.PI / 4);
  119296. // Particle color
  119297. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119298. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  119299. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  119300. // Particle Size
  119301. system.minSize = 0.1;
  119302. system.maxSize = 0.1;
  119303. // Emission speed
  119304. system.minEmitPower = 2;
  119305. system.maxEmitPower = 2;
  119306. // Update speed
  119307. system.updateSpeed = 1 / 60;
  119308. system.emitRate = 30;
  119309. return system;
  119310. };
  119311. /**
  119312. * This is the main static method (one-liner) of this helper to create different particle systems
  119313. * @param type This string represents the type to the particle system to create
  119314. * @param scene The scene where the particle system should live
  119315. * @param gpu If the system will use gpu
  119316. * @returns the ParticleSystemSet created
  119317. */
  119318. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  119319. if (gpu === void 0) { gpu = false; }
  119320. if (!scene) {
  119321. scene = BABYLON.Engine.LastCreatedScene;
  119322. }
  119323. var token = {};
  119324. scene._addPendingData(token);
  119325. return new Promise(function (resolve, reject) {
  119326. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  119327. scene._removePendingData(token);
  119328. return reject("Particle system with GPU is not supported.");
  119329. }
  119330. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  119331. scene._removePendingData(token);
  119332. var newData = JSON.parse(data.toString());
  119333. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  119334. }, undefined, undefined, undefined, function (req, exception) {
  119335. scene._removePendingData(token);
  119336. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  119337. });
  119338. });
  119339. };
  119340. /**
  119341. * Static function used to export a particle system to a ParticleSystemSet variable.
  119342. * Please note that the emitter shape is not exported
  119343. * @param systems defines the particle systems to export
  119344. * @returns the created particle system set
  119345. */
  119346. ParticleHelper.ExportSet = function (systems) {
  119347. var set = new BABYLON.ParticleSystemSet();
  119348. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  119349. var system = systems_1[_i];
  119350. set.systems.push(system);
  119351. }
  119352. return set;
  119353. };
  119354. /**
  119355. * Gets or sets base Assets URL
  119356. */
  119357. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  119358. return ParticleHelper;
  119359. }());
  119360. BABYLON.ParticleHelper = ParticleHelper;
  119361. })(BABYLON || (BABYLON = {}));
  119362. //# sourceMappingURL=babylon.particleHelper.js.map
  119363. var BABYLON;
  119364. (function (BABYLON) {
  119365. /**
  119366. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  119367. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  119368. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  119369. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119370. */
  119371. var VideoDome = /** @class */ (function (_super) {
  119372. __extends(VideoDome, _super);
  119373. /**
  119374. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  119375. * @param name Element's name, child elements will append suffixes for their own names.
  119376. * @param urlsOrVideo defines the url(s) or the video element to use
  119377. * @param options An object containing optional or exposed sub element properties
  119378. */
  119379. function VideoDome(name, urlsOrVideo, options, scene) {
  119380. var _this = _super.call(this, name, scene) || this;
  119381. _this._useDirectMapping = false;
  119382. // set defaults and manage values
  119383. name = name || "videoDome";
  119384. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119385. options.clickToPlay = Boolean(options.clickToPlay);
  119386. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  119387. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  119388. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119389. if (options.useDirectMapping === undefined) {
  119390. _this._useDirectMapping = true;
  119391. }
  119392. else {
  119393. _this._useDirectMapping = options.useDirectMapping;
  119394. }
  119395. _this._setReady(false);
  119396. // create
  119397. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  119398. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119399. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  119400. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119401. texture.onLoadObservable.addOnce(function () {
  119402. _this._setReady(true);
  119403. });
  119404. // configure material
  119405. material.useEquirectangularFOV = true;
  119406. material.fovMultiplier = 1.0;
  119407. material.opacityFresnel = false;
  119408. if (_this._useDirectMapping) {
  119409. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119410. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119411. material.diffuseTexture = texture;
  119412. }
  119413. else {
  119414. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119415. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119416. material.reflectionTexture = texture;
  119417. }
  119418. // configure mesh
  119419. _this._mesh.material = material;
  119420. _this._mesh.parent = _this;
  119421. // optional configuration
  119422. if (options.clickToPlay) {
  119423. scene.onPointerUp = function () {
  119424. _this._videoTexture.video.play();
  119425. };
  119426. }
  119427. return _this;
  119428. }
  119429. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  119430. /**
  119431. * Gets the video texture being displayed on the sphere
  119432. */
  119433. get: function () {
  119434. return this._videoTexture;
  119435. },
  119436. enumerable: true,
  119437. configurable: true
  119438. });
  119439. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  119440. /**
  119441. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119442. * Also see the options.resolution property.
  119443. */
  119444. get: function () {
  119445. return this._material.fovMultiplier;
  119446. },
  119447. set: function (value) {
  119448. this._material.fovMultiplier = value;
  119449. },
  119450. enumerable: true,
  119451. configurable: true
  119452. });
  119453. /**
  119454. * Releases resources associated with this node.
  119455. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119456. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119457. */
  119458. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119459. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119460. this._videoTexture.dispose();
  119461. this._mesh.dispose();
  119462. this._material.dispose();
  119463. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119464. };
  119465. return VideoDome;
  119466. }(BABYLON.TransformNode));
  119467. BABYLON.VideoDome = VideoDome;
  119468. })(BABYLON || (BABYLON = {}));
  119469. //# sourceMappingURL=babylon.videoDome.js.map
  119470. var BABYLON;
  119471. (function (BABYLON) {
  119472. /**
  119473. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  119474. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  119475. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  119476. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119477. */
  119478. var PhotoDome = /** @class */ (function (_super) {
  119479. __extends(PhotoDome, _super);
  119480. /**
  119481. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  119482. * @param name Element's name, child elements will append suffixes for their own names.
  119483. * @param urlsOfPhoto defines the url of the photo to display
  119484. * @param options defines an object containing optional or exposed sub element properties
  119485. * @param onError defines a callback called when an error occured while loading the texture
  119486. */
  119487. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  119488. if (onError === void 0) { onError = null; }
  119489. var _this = _super.call(this, name, scene) || this;
  119490. _this._useDirectMapping = false;
  119491. /**
  119492. * Observable raised when an error occured while loading the 360 image
  119493. */
  119494. _this.onLoadErrorObservable = new BABYLON.Observable();
  119495. // set defaults and manage values
  119496. name = name || "photoDome";
  119497. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119498. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119499. if (options.useDirectMapping === undefined) {
  119500. _this._useDirectMapping = true;
  119501. }
  119502. else {
  119503. _this._useDirectMapping = options.useDirectMapping;
  119504. }
  119505. _this._setReady(false);
  119506. // create
  119507. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119508. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119509. // configure material
  119510. material.opacityFresnel = false;
  119511. material.useEquirectangularFOV = true;
  119512. material.fovMultiplier = 1.0;
  119513. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  119514. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  119515. if (onError) {
  119516. onError(message, exception);
  119517. }
  119518. });
  119519. _this.photoTexture.onLoadObservable.addOnce(function () {
  119520. _this._setReady(true);
  119521. });
  119522. // configure mesh
  119523. _this._mesh.material = material;
  119524. _this._mesh.parent = _this;
  119525. return _this;
  119526. }
  119527. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  119528. /**
  119529. * Gets or sets the texture being displayed on the sphere
  119530. */
  119531. get: function () {
  119532. return this._photoTexture;
  119533. },
  119534. set: function (value) {
  119535. if (this._photoTexture === value) {
  119536. return;
  119537. }
  119538. this._photoTexture = value;
  119539. if (this._useDirectMapping) {
  119540. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119541. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119542. this._material.diffuseTexture = this._photoTexture;
  119543. }
  119544. else {
  119545. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119546. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119547. this._material.reflectionTexture = this._photoTexture;
  119548. }
  119549. },
  119550. enumerable: true,
  119551. configurable: true
  119552. });
  119553. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  119554. /**
  119555. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119556. * Also see the options.resolution property.
  119557. */
  119558. get: function () {
  119559. return this._material.fovMultiplier;
  119560. },
  119561. set: function (value) {
  119562. this._material.fovMultiplier = value;
  119563. },
  119564. enumerable: true,
  119565. configurable: true
  119566. });
  119567. /**
  119568. * Releases resources associated with this node.
  119569. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119570. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119571. */
  119572. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119573. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119574. this._photoTexture.dispose();
  119575. this._mesh.dispose();
  119576. this._material.dispose();
  119577. this.onLoadErrorObservable.clear();
  119578. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119579. };
  119580. return PhotoDome;
  119581. }(BABYLON.TransformNode));
  119582. BABYLON.PhotoDome = PhotoDome;
  119583. })(BABYLON || (BABYLON = {}));
  119584. //# sourceMappingURL=babylon.photoDome.js.map
  119585. var BABYLON;
  119586. (function (BABYLON) {
  119587. /** @hidden */
  119588. var _OcclusionDataStorage = /** @class */ (function () {
  119589. function _OcclusionDataStorage() {
  119590. /** @hidden */
  119591. this.occlusionInternalRetryCounter = 0;
  119592. /** @hidden */
  119593. this.isOcclusionQueryInProgress = false;
  119594. /** @hidden */
  119595. this.isOccluded = false;
  119596. /** @hidden */
  119597. this.occlusionRetryCount = -1;
  119598. /** @hidden */
  119599. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  119600. /** @hidden */
  119601. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  119602. }
  119603. return _OcclusionDataStorage;
  119604. }());
  119605. BABYLON.Engine.prototype.createQuery = function () {
  119606. return this._gl.createQuery();
  119607. };
  119608. BABYLON.Engine.prototype.deleteQuery = function (query) {
  119609. this._gl.deleteQuery(query);
  119610. return this;
  119611. };
  119612. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  119613. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  119614. };
  119615. BABYLON.Engine.prototype.getQueryResult = function (query) {
  119616. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  119617. };
  119618. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  119619. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119620. this._gl.beginQuery(glAlgorithm, query);
  119621. return this;
  119622. };
  119623. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  119624. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119625. this._gl.endQuery(glAlgorithm);
  119626. return this;
  119627. };
  119628. BABYLON.Engine.prototype._createTimeQuery = function () {
  119629. var timerQuery = this.getCaps().timerQuery;
  119630. if (timerQuery.createQueryEXT) {
  119631. return timerQuery.createQueryEXT();
  119632. }
  119633. return this.createQuery();
  119634. };
  119635. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  119636. var timerQuery = this.getCaps().timerQuery;
  119637. if (timerQuery.deleteQueryEXT) {
  119638. timerQuery.deleteQueryEXT(query);
  119639. return;
  119640. }
  119641. this.deleteQuery(query);
  119642. };
  119643. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  119644. var timerQuery = this.getCaps().timerQuery;
  119645. if (timerQuery.getQueryObjectEXT) {
  119646. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  119647. }
  119648. return this.getQueryResult(query);
  119649. };
  119650. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  119651. var timerQuery = this.getCaps().timerQuery;
  119652. if (timerQuery.getQueryObjectEXT) {
  119653. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  119654. }
  119655. return this.isQueryResultAvailable(query);
  119656. };
  119657. BABYLON.Engine.prototype.startTimeQuery = function () {
  119658. var caps = this.getCaps();
  119659. var timerQuery = caps.timerQuery;
  119660. if (!timerQuery) {
  119661. return null;
  119662. }
  119663. var token = new BABYLON._TimeToken();
  119664. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119665. if (caps.canUseTimestampForTimerQuery) {
  119666. token._startTimeQuery = this._createTimeQuery();
  119667. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  119668. }
  119669. else {
  119670. if (this._currentNonTimestampToken) {
  119671. return this._currentNonTimestampToken;
  119672. }
  119673. token._timeElapsedQuery = this._createTimeQuery();
  119674. if (timerQuery.beginQueryEXT) {
  119675. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119676. }
  119677. else {
  119678. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119679. }
  119680. this._currentNonTimestampToken = token;
  119681. }
  119682. return token;
  119683. };
  119684. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  119685. var caps = this.getCaps();
  119686. var timerQuery = caps.timerQuery;
  119687. if (!timerQuery || !token) {
  119688. return -1;
  119689. }
  119690. if (caps.canUseTimestampForTimerQuery) {
  119691. if (!token._startTimeQuery) {
  119692. return -1;
  119693. }
  119694. if (!token._endTimeQuery) {
  119695. token._endTimeQuery = this._createTimeQuery();
  119696. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  119697. }
  119698. }
  119699. else if (!token._timeElapsedQueryEnded) {
  119700. if (!token._timeElapsedQuery) {
  119701. return -1;
  119702. }
  119703. if (timerQuery.endQueryEXT) {
  119704. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  119705. }
  119706. else {
  119707. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  119708. }
  119709. token._timeElapsedQueryEnded = true;
  119710. }
  119711. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119712. var available = false;
  119713. if (token._endTimeQuery) {
  119714. available = this._getTimeQueryAvailability(token._endTimeQuery);
  119715. }
  119716. else if (token._timeElapsedQuery) {
  119717. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  119718. }
  119719. if (available && !disjoint) {
  119720. var result = 0;
  119721. if (caps.canUseTimestampForTimerQuery) {
  119722. if (!token._startTimeQuery || !token._endTimeQuery) {
  119723. return -1;
  119724. }
  119725. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  119726. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  119727. result = timeEnd - timeStart;
  119728. this._deleteTimeQuery(token._startTimeQuery);
  119729. this._deleteTimeQuery(token._endTimeQuery);
  119730. token._startTimeQuery = null;
  119731. token._endTimeQuery = null;
  119732. }
  119733. else {
  119734. if (!token._timeElapsedQuery) {
  119735. return -1;
  119736. }
  119737. result = this._getTimeQueryResult(token._timeElapsedQuery);
  119738. this._deleteTimeQuery(token._timeElapsedQuery);
  119739. token._timeElapsedQuery = null;
  119740. token._timeElapsedQueryEnded = false;
  119741. this._currentNonTimestampToken = null;
  119742. }
  119743. return result;
  119744. }
  119745. return -1;
  119746. };
  119747. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  119748. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  119749. };
  119750. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  119751. get: function () {
  119752. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  119753. },
  119754. enumerable: false,
  119755. configurable: true
  119756. });
  119757. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119758. get: function () {
  119759. if (!this.__occlusionDataStorage) {
  119760. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119761. }
  119762. return this.__occlusionDataStorage;
  119763. },
  119764. enumerable: false,
  119765. configurable: true
  119766. });
  119767. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119768. get: function () {
  119769. return this._occlusionDataStorage.isOccluded;
  119770. },
  119771. set: function (value) {
  119772. this._occlusionDataStorage.isOccluded = value;
  119773. },
  119774. enumerable: true,
  119775. configurable: true
  119776. });
  119777. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119778. get: function () {
  119779. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119780. },
  119781. set: function (value) {
  119782. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119783. },
  119784. enumerable: true,
  119785. configurable: true
  119786. });
  119787. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119788. get: function () {
  119789. return this._occlusionDataStorage.occlusionType;
  119790. },
  119791. set: function (value) {
  119792. this._occlusionDataStorage.occlusionType = value;
  119793. },
  119794. enumerable: true,
  119795. configurable: true
  119796. });
  119797. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119798. get: function () {
  119799. return this._occlusionDataStorage.occlusionRetryCount;
  119800. },
  119801. set: function (value) {
  119802. this._occlusionDataStorage.occlusionRetryCount = value;
  119803. },
  119804. enumerable: true,
  119805. configurable: true
  119806. });
  119807. // We also need to update AbstractMesh as there is a portion of the code there
  119808. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119809. var dataStorage = this._occlusionDataStorage;
  119810. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119811. dataStorage.isOccluded = false;
  119812. return false;
  119813. }
  119814. var engine = this.getEngine();
  119815. if (engine.webGLVersion < 2) {
  119816. dataStorage.isOccluded = false;
  119817. return false;
  119818. }
  119819. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119820. dataStorage.isOccluded = false;
  119821. return false;
  119822. }
  119823. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119824. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119825. if (isOcclusionQueryAvailable) {
  119826. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119827. dataStorage.isOcclusionQueryInProgress = false;
  119828. dataStorage.occlusionInternalRetryCounter = 0;
  119829. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119830. }
  119831. else {
  119832. dataStorage.occlusionInternalRetryCounter++;
  119833. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119834. dataStorage.isOcclusionQueryInProgress = false;
  119835. dataStorage.occlusionInternalRetryCounter = 0;
  119836. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119837. // if strict continue the last state of the object.
  119838. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119839. }
  119840. else {
  119841. return false;
  119842. }
  119843. }
  119844. }
  119845. var scene = this.getScene();
  119846. if (scene.getBoundingBoxRenderer) {
  119847. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119848. if (!this._occlusionQuery) {
  119849. this._occlusionQuery = engine.createQuery();
  119850. }
  119851. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119852. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119853. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119854. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119855. }
  119856. return dataStorage.isOccluded;
  119857. };
  119858. })(BABYLON || (BABYLON = {}));
  119859. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119860. var BABYLON;
  119861. (function (BABYLON) {
  119862. /**
  119863. * Class used to generate noise procedural textures
  119864. */
  119865. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119866. __extends(NoiseProceduralTexture, _super);
  119867. /**
  119868. * Creates a new NoiseProceduralTexture
  119869. * @param name defines the name fo the texture
  119870. * @param size defines the size of the texture (default is 256)
  119871. * @param scene defines the hosting scene
  119872. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119873. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119874. */
  119875. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119876. if (size === void 0) { size = 256; }
  119877. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119878. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119879. _this._time = 0;
  119880. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119881. _this.brightness = 0.2;
  119882. /** Defines the number of octaves to process */
  119883. _this.octaves = 3;
  119884. /** Defines the level of persistence (0.8 by default) */
  119885. _this.persistence = 0.8;
  119886. /** Gets or sets animation speed factor (default is 1) */
  119887. _this.animationSpeedFactor = 1;
  119888. _this.autoClear = false;
  119889. _this._updateShaderUniforms();
  119890. return _this;
  119891. }
  119892. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119893. var scene = this.getScene();
  119894. if (!scene) {
  119895. return;
  119896. }
  119897. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119898. this.setFloat("brightness", this.brightness);
  119899. this.setFloat("persistence", this.persistence);
  119900. this.setFloat("timeScale", this._time);
  119901. };
  119902. NoiseProceduralTexture.prototype._getDefines = function () {
  119903. return "#define OCTAVES " + (this.octaves | 0);
  119904. };
  119905. /** Generate the current state of the procedural texture */
  119906. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119907. this._updateShaderUniforms();
  119908. _super.prototype.render.call(this, useCameraPostProcess);
  119909. };
  119910. /**
  119911. * Serializes this noise procedural texture
  119912. * @returns a serialized noise procedural texture object
  119913. */
  119914. NoiseProceduralTexture.prototype.serialize = function () {
  119915. var serializationObject = {};
  119916. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119917. serializationObject.brightness = this.brightness;
  119918. serializationObject.octaves = this.octaves;
  119919. serializationObject.persistence = this.persistence;
  119920. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119921. serializationObject.size = this.getSize().width;
  119922. serializationObject.generateMipMaps = this._generateMipMaps;
  119923. return serializationObject;
  119924. };
  119925. /**
  119926. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119927. * @param parsedTexture defines parsed texture data
  119928. * @param scene defines the current scene
  119929. * @param rootUrl defines the root URL containing noise procedural texture information
  119930. * @returns a parsed NoiseProceduralTexture
  119931. */
  119932. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119933. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119934. texture.brightness = parsedTexture.brightness;
  119935. texture.octaves = parsedTexture.octaves;
  119936. texture.persistence = parsedTexture.persistence;
  119937. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119938. return texture;
  119939. };
  119940. return NoiseProceduralTexture;
  119941. }(BABYLON.ProceduralTexture));
  119942. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119943. })(BABYLON || (BABYLON = {}));
  119944. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119945. var __assign = (this && this.__assign) || function () {
  119946. __assign = Object.assign || function(t) {
  119947. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119948. s = arguments[i];
  119949. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119950. t[p] = s[p];
  119951. }
  119952. return t;
  119953. };
  119954. return __assign.apply(this, arguments);
  119955. };
  119956. var BABYLON;
  119957. (function (BABYLON) {
  119958. /**
  119959. * This can helps recording videos from BabylonJS.
  119960. * This is based on the available WebRTC functionalities of the browser.
  119961. *
  119962. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119963. */
  119964. var VideoRecorder = /** @class */ (function () {
  119965. /**
  119966. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119967. * a video file.
  119968. * @param engine Defines the BabylonJS Engine you wish to record
  119969. * @param options Defines options that can be used to customized the capture
  119970. */
  119971. function VideoRecorder(engine, options) {
  119972. if (options === void 0) { options = null; }
  119973. if (!VideoRecorder.IsSupported(engine)) {
  119974. throw "Your browser does not support recording so far.";
  119975. }
  119976. var canvas = engine.getRenderingCanvas();
  119977. if (!canvas) {
  119978. throw "The babylon engine must have a canvas to be recorded";
  119979. }
  119980. this._canvas = canvas;
  119981. this._canvas.isRecording = false;
  119982. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119983. var stream = this._canvas.captureStream(this._options.fps);
  119984. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119985. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119986. this._mediaRecorder.onerror = this._handleError.bind(this);
  119987. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119988. }
  119989. /**
  119990. * Returns wehther or not the VideoRecorder is available in your browser.
  119991. * @param engine Defines the Babylon Engine to check the support for
  119992. * @returns true if supported otherwise false
  119993. */
  119994. VideoRecorder.IsSupported = function (engine) {
  119995. var canvas = engine.getRenderingCanvas();
  119996. return (!!canvas && typeof canvas.captureStream === "function");
  119997. };
  119998. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119999. /**
  120000. * True wether a recording is already in progress.
  120001. */
  120002. get: function () {
  120003. return !!this._canvas && this._canvas.isRecording;
  120004. },
  120005. enumerable: true,
  120006. configurable: true
  120007. });
  120008. /**
  120009. * Stops the current recording before the default capture timeout passed in the startRecording
  120010. * functions.
  120011. */
  120012. VideoRecorder.prototype.stopRecording = function () {
  120013. if (!this._canvas || !this._mediaRecorder) {
  120014. return;
  120015. }
  120016. if (!this.isRecording) {
  120017. return;
  120018. }
  120019. this._canvas.isRecording = false;
  120020. this._mediaRecorder.stop();
  120021. };
  120022. /**
  120023. * Starts recording the canvas for a max duration specified in parameters.
  120024. * @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.
  120025. * @param maxDuration Defines the maximum recording time in seconds.
  120026. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  120027. * @return a promise callback at the end of the recording with the video data in Blob.
  120028. */
  120029. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  120030. var _this = this;
  120031. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  120032. if (maxDuration === void 0) { maxDuration = 7; }
  120033. if (!this._canvas || !this._mediaRecorder) {
  120034. throw "Recorder has already been disposed";
  120035. }
  120036. if (this.isRecording) {
  120037. throw "Recording already in progress";
  120038. }
  120039. if (maxDuration > 0) {
  120040. setTimeout(function () {
  120041. _this.stopRecording();
  120042. }, maxDuration * 1000);
  120043. }
  120044. this._fileName = fileName;
  120045. this._recordedChunks = [];
  120046. this._resolve = null;
  120047. this._reject = null;
  120048. this._canvas.isRecording = true;
  120049. this._mediaRecorder.start(this._options.recordChunckSize);
  120050. return new Promise(function (resolve, reject) {
  120051. _this._resolve = resolve;
  120052. _this._reject = reject;
  120053. });
  120054. };
  120055. /**
  120056. * Releases internal resources used during the recording.
  120057. */
  120058. VideoRecorder.prototype.dispose = function () {
  120059. this._canvas = null;
  120060. this._mediaRecorder = null;
  120061. this._recordedChunks = [];
  120062. this._fileName = null;
  120063. this._resolve = null;
  120064. this._reject = null;
  120065. };
  120066. VideoRecorder.prototype._handleDataAvailable = function (event) {
  120067. if (event.data.size > 0) {
  120068. this._recordedChunks.push(event.data);
  120069. }
  120070. };
  120071. VideoRecorder.prototype._handleError = function (event) {
  120072. this.stopRecording();
  120073. if (this._reject) {
  120074. this._reject(event.error);
  120075. }
  120076. else {
  120077. throw new event.error();
  120078. }
  120079. };
  120080. VideoRecorder.prototype._handleStop = function () {
  120081. this.stopRecording();
  120082. var superBuffer = new Blob(this._recordedChunks);
  120083. if (this._resolve) {
  120084. this._resolve(superBuffer);
  120085. }
  120086. window.URL.createObjectURL(superBuffer);
  120087. if (this._fileName) {
  120088. BABYLON.Tools.Download(superBuffer, this._fileName);
  120089. }
  120090. };
  120091. VideoRecorder._defaultOptions = {
  120092. mimeType: "video/webm",
  120093. fps: 25,
  120094. recordChunckSize: 3000
  120095. };
  120096. return VideoRecorder;
  120097. }());
  120098. BABYLON.VideoRecorder = VideoRecorder;
  120099. })(BABYLON || (BABYLON = {}));
  120100. //# sourceMappingURL=babylon.videoRecorder.js.map
  120101. var BABYLON;
  120102. (function (BABYLON) {
  120103. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  120104. if (replace === void 0) { replace = false; }
  120105. // Dispose existing light in replace mode.
  120106. if (replace) {
  120107. if (this.lights) {
  120108. for (var i = 0; i < this.lights.length; i++) {
  120109. this.lights[i].dispose();
  120110. }
  120111. }
  120112. }
  120113. // Light
  120114. if (this.lights.length === 0) {
  120115. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  120116. }
  120117. };
  120118. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  120119. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120120. if (replace === void 0) { replace = false; }
  120121. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120122. // Dispose existing camera in replace mode.
  120123. if (replace) {
  120124. if (this.activeCamera) {
  120125. this.activeCamera.dispose();
  120126. this.activeCamera = null;
  120127. }
  120128. }
  120129. // Camera
  120130. if (!this.activeCamera) {
  120131. var worldExtends = this.getWorldExtends();
  120132. var worldSize = worldExtends.max.subtract(worldExtends.min);
  120133. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  120134. var camera;
  120135. var radius = worldSize.length() * 1.5;
  120136. // empty scene scenario!
  120137. if (!isFinite(radius)) {
  120138. radius = 1;
  120139. worldCenter.copyFromFloats(0, 0, 0);
  120140. }
  120141. if (createArcRotateCamera) {
  120142. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  120143. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  120144. arcRotateCamera.wheelPrecision = 100 / radius;
  120145. camera = arcRotateCamera;
  120146. }
  120147. else {
  120148. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  120149. freeCamera.setTarget(worldCenter);
  120150. camera = freeCamera;
  120151. }
  120152. camera.minZ = radius * 0.01;
  120153. camera.maxZ = radius * 1000;
  120154. camera.speed = radius * 0.2;
  120155. this.activeCamera = camera;
  120156. var canvas = this.getEngine().getRenderingCanvas();
  120157. if (attachCameraControls && canvas) {
  120158. camera.attachControl(canvas);
  120159. }
  120160. }
  120161. };
  120162. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  120163. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120164. if (replace === void 0) { replace = false; }
  120165. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120166. this.createDefaultLight(replace);
  120167. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  120168. };
  120169. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  120170. if (pbr === void 0) { pbr = false; }
  120171. if (scale === void 0) { scale = 1000; }
  120172. if (blur === void 0) { blur = 0; }
  120173. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  120174. if (!environmentTexture) {
  120175. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  120176. return null;
  120177. }
  120178. if (setGlobalEnvTexture) {
  120179. if (environmentTexture) {
  120180. this.environmentTexture = environmentTexture;
  120181. }
  120182. }
  120183. // Skybox
  120184. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  120185. if (pbr) {
  120186. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  120187. hdrSkyboxMaterial.backFaceCulling = false;
  120188. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  120189. if (hdrSkyboxMaterial.reflectionTexture) {
  120190. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120191. }
  120192. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  120193. hdrSkyboxMaterial.disableLighting = true;
  120194. hdrSkyboxMaterial.twoSidedLighting = true;
  120195. hdrSkybox.infiniteDistance = true;
  120196. hdrSkybox.material = hdrSkyboxMaterial;
  120197. }
  120198. else {
  120199. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  120200. skyboxMaterial.backFaceCulling = false;
  120201. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  120202. if (skyboxMaterial.reflectionTexture) {
  120203. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120204. }
  120205. skyboxMaterial.disableLighting = true;
  120206. hdrSkybox.infiniteDistance = true;
  120207. hdrSkybox.material = skyboxMaterial;
  120208. }
  120209. hdrSkybox.isPickable = false;
  120210. return hdrSkybox;
  120211. };
  120212. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  120213. if (BABYLON.EnvironmentHelper) {
  120214. return new BABYLON.EnvironmentHelper(options, this);
  120215. }
  120216. return null;
  120217. };
  120218. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  120219. if (webVROptions === void 0) { webVROptions = {}; }
  120220. return new BABYLON.VRExperienceHelper(this, webVROptions);
  120221. };
  120222. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  120223. var _this = this;
  120224. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  120225. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  120226. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  120227. .then(function (ui) {
  120228. new BABYLON.WebXRInput(helper);
  120229. return helper;
  120230. });
  120231. });
  120232. };
  120233. })(BABYLON || (BABYLON = {}));
  120234. //# sourceMappingURL=babylon.sceneHelpers.js.map
  120235. 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"};
  120236. 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};"};var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  120237. globalObject["BABYLON"] = BABYLON;
  120238. var EffectFallbacks = BABYLON.EffectFallbacks;var EffectCreationOptions = BABYLON.EffectCreationOptions;var Effect = BABYLON.Effect;var KeyboardEventTypes = BABYLON.KeyboardEventTypes;var KeyboardInfo = BABYLON.KeyboardInfo;var KeyboardInfoPre = BABYLON.KeyboardInfoPre;var PointerEventTypes = BABYLON.PointerEventTypes;var PointerInfoBase = BABYLON.PointerInfoBase;var PointerInfoPre = BABYLON.PointerInfoPre;var PointerInfo = BABYLON.PointerInfo;var ClipboardEventTypes = BABYLON.ClipboardEventTypes;var ClipboardInfo = BABYLON.ClipboardInfo;var ColorGradient = BABYLON.ColorGradient;var Color3Gradient = BABYLON.Color3Gradient;var FactorGradient = BABYLON.FactorGradient;var LoadFileError = BABYLON.LoadFileError;var RetryStrategy = BABYLON.RetryStrategy;var Tools = BABYLON.Tools;var PerfCounter = BABYLON.PerfCounter;var className = BABYLON.className;var AsyncLoop = BABYLON.AsyncLoop;var Color3 = BABYLON.Color3;var Color4 = BABYLON.Color4;var Vector2 = BABYLON.Vector2;var Vector3 = BABYLON.Vector3;var Vector4 = BABYLON.Vector4;var Size = BABYLON.Size;var Quaternion = BABYLON.Quaternion;var Matrix = BABYLON.Matrix;var Plane = BABYLON.Plane;var Viewport = BABYLON.Viewport;var Frustum = BABYLON.Frustum;var Axis = BABYLON.Axis;var BezierCurve = BABYLON.BezierCurve;var Angle = BABYLON.Angle;var Arc2 = BABYLON.Arc2;var Path2 = BABYLON.Path2;var Path3D = BABYLON.Path3D;var Curve3 = BABYLON.Curve3;var PositionNormalVertex = BABYLON.PositionNormalVertex;var PositionNormalTextureVertex = BABYLON.PositionNormalTextureVertex;var Tmp = BABYLON.Tmp;var Scalar = BABYLON.Scalar;var expandToProperty = BABYLON.expandToProperty;var serialize = BABYLON.serialize;var serializeAsTexture = BABYLON.serializeAsTexture;var serializeAsColor3 = BABYLON.serializeAsColor3;var serializeAsFresnelParameters = BABYLON.serializeAsFresnelParameters;var serializeAsVector2 = BABYLON.serializeAsVector2;var serializeAsVector3 = BABYLON.serializeAsVector3;var serializeAsMeshReference = BABYLON.serializeAsMeshReference;var serializeAsColorCurves = BABYLON.serializeAsColorCurves;var serializeAsColor4 = BABYLON.serializeAsColor4;var serializeAsImageProcessingConfiguration = BABYLON.serializeAsImageProcessingConfiguration;var serializeAsQuaternion = BABYLON.serializeAsQuaternion;var serializeAsCameraReference = BABYLON.serializeAsCameraReference;var SerializationHelper = BABYLON.SerializationHelper;var Deferred = BABYLON.Deferred;var EventState = BABYLON.EventState;var Observer = BABYLON.Observer;var MultiObserver = BABYLON.MultiObserver;var Observable = BABYLON.Observable;var SmartArray = BABYLON.SmartArray;var SmartArrayNoDuplicate = BABYLON.SmartArrayNoDuplicate;var PromisePolyfill = BABYLON.PromisePolyfill;var WorkerPool = BABYLON.WorkerPool;var _AlphaState = BABYLON._AlphaState;var _DepthCullingState = BABYLON._DepthCullingState;var _StencilState = BABYLON._StencilState;var InstancingAttributeInfo = BABYLON.InstancingAttributeInfo;var RenderTargetCreationOptions = BABYLON.RenderTargetCreationOptions;var DepthTextureCreationOptions = BABYLON.DepthTextureCreationOptions;var EngineCapabilities = BABYLON.EngineCapabilities;var Engine = BABYLON.Engine;var Node = BABYLON.Node;var BoundingSphere = BABYLON.BoundingSphere;var BoundingBox = BABYLON.BoundingBox;var BoundingInfo = BABYLON.BoundingInfo;var TransformNode = BABYLON.TransformNode;var AbstractMesh = BABYLON.AbstractMesh;var Light = BABYLON.Light;var Camera = BABYLON.Camera;var RenderingManager = BABYLON.RenderingManager;var RenderingGroup = BABYLON.RenderingGroup;var SceneComponentConstants = BABYLON.SceneComponentConstants;var Stage = BABYLON.Stage;var AbstractScene = BABYLON.AbstractScene;var RenderingGroupInfo = BABYLON.RenderingGroupInfo;var Scene = BABYLON.Scene;var KeepAssets = BABYLON.KeepAssets;var AssetContainer = BABYLON.AssetContainer;var Buffer = BABYLON.Buffer;var VertexBuffer = BABYLON.VertexBuffer;var DummyInternalTextureTracker = BABYLON.DummyInternalTextureTracker;var InternalTexture = BABYLON.InternalTexture;var BaseTexture = BABYLON.BaseTexture;var Texture = BABYLON.Texture;var _CreationDataStorage = BABYLON._CreationDataStorage;var _InstancesBatch = BABYLON._InstancesBatch;var Mesh = BABYLON.Mesh;var BaseSubMesh = BABYLON.BaseSubMesh;var SubMesh = BABYLON.SubMesh;var MaterialDefines = BABYLON.MaterialDefines;var Material = BABYLON.Material;var UniformBuffer = BABYLON.UniformBuffer;var VertexData = BABYLON.VertexData;var Geometry = BABYLON.Geometry;var _PrimitiveGeometry = BABYLON._PrimitiveGeometry;var RibbonGeometry = BABYLON.RibbonGeometry;var BoxGeometry = BABYLON.BoxGeometry;var SphereGeometry = BABYLON.SphereGeometry;var DiscGeometry = BABYLON.DiscGeometry;var CylinderGeometry = BABYLON.CylinderGeometry;var TorusGeometry = BABYLON.TorusGeometry;var GroundGeometry = BABYLON.GroundGeometry;var TiledGroundGeometry = BABYLON.TiledGroundGeometry;var PlaneGeometry = BABYLON.PlaneGeometry;var TorusKnotGeometry = BABYLON.TorusKnotGeometry;var PerformanceMonitor = BABYLON.PerformanceMonitor;var RollingAverage = BABYLON.RollingAverage;var MaterialHelper = BABYLON.MaterialHelper;var PushMaterial = BABYLON.PushMaterial;var StandardMaterialDefines = BABYLON.StandardMaterialDefines;var StandardMaterial = BABYLON.StandardMaterial;var SphericalPolynomial = BABYLON.SphericalPolynomial;var SphericalHarmonics = BABYLON.SphericalHarmonics;var CubeMapToSphericalPolynomialTools = BABYLON.CubeMapToSphericalPolynomialTools;var PBRBaseMaterial = BABYLON.PBRBaseMaterial;var PBRBaseSimpleMaterial = BABYLON.PBRBaseSimpleMaterial;var PBRMaterial = BABYLON.PBRMaterial;var PBRMetallicRoughnessMaterial = BABYLON.PBRMetallicRoughnessMaterial;var PBRSpecularGlossinessMaterial = BABYLON.PBRSpecularGlossinessMaterial;var CameraInputsManager = BABYLON.CameraInputsManager;var TargetCamera = BABYLON.TargetCamera;var FreeCameraMouseInput = BABYLON.FreeCameraMouseInput;var FreeCameraKeyboardMoveInput = BABYLON.FreeCameraKeyboardMoveInput;var FreeCameraInputsManager = BABYLON.FreeCameraInputsManager;var FreeCamera = BABYLON.FreeCamera;var FlyCameraMouseInput = BABYLON.FlyCameraMouseInput;var FlyCameraKeyboardInput = BABYLON.FlyCameraKeyboardInput;var FlyCameraInputsManager = BABYLON.FlyCameraInputsManager;var FlyCamera = BABYLON.FlyCamera;var ArcRotateCameraKeyboardMoveInput = BABYLON.ArcRotateCameraKeyboardMoveInput;var ArcRotateCameraMouseWheelInput = BABYLON.ArcRotateCameraMouseWheelInput;var ArcRotateCameraPointersInput = BABYLON.ArcRotateCameraPointersInput;var ArcRotateCameraInputsManager = BABYLON.ArcRotateCameraInputsManager;var ArcRotateCamera = BABYLON.ArcRotateCamera;var HemisphericLight = BABYLON.HemisphericLight;var ShadowLight = BABYLON.ShadowLight;var PointLight = BABYLON.PointLight;var DirectionalLight = BABYLON.DirectionalLight;var SpotLight = BABYLON.SpotLight;var AnimationPropertiesOverride = BABYLON.AnimationPropertiesOverride;var AnimationRange = BABYLON.AnimationRange;var AnimationEvent = BABYLON.AnimationEvent;var PathCursor = BABYLON.PathCursor;var Animation = BABYLON.Animation;var TargetedAnimation = BABYLON.TargetedAnimation;var AnimationGroup = BABYLON.AnimationGroup;var RuntimeAnimation = BABYLON.RuntimeAnimation;var Animatable = BABYLON.Animatable;var EasingFunction = BABYLON.EasingFunction;var CircleEase = BABYLON.CircleEase;var BackEase = BABYLON.BackEase;var BounceEase = BABYLON.BounceEase;var CubicEase = BABYLON.CubicEase;var ElasticEase = BABYLON.ElasticEase;var ExponentialEase = BABYLON.ExponentialEase;var PowerEase = BABYLON.PowerEase;var QuadraticEase = BABYLON.QuadraticEase;var QuarticEase = BABYLON.QuarticEase;var QuinticEase = BABYLON.QuinticEase;var SineEase = BABYLON.SineEase;var BezierCurveEase = BABYLON.BezierCurveEase;var Condition = BABYLON.Condition;var ValueCondition = BABYLON.ValueCondition;var PredicateCondition = BABYLON.PredicateCondition;var StateCondition = BABYLON.StateCondition;var Action = BABYLON.Action;var ActionEvent = BABYLON.ActionEvent;var ActionManager = BABYLON.ActionManager;var InterpolateValueAction = BABYLON.InterpolateValueAction;var SwitchBooleanAction = BABYLON.SwitchBooleanAction;var SetStateAction = BABYLON.SetStateAction;var SetValueAction = BABYLON.SetValueAction;var IncrementValueAction = BABYLON.IncrementValueAction;var PlayAnimationAction = BABYLON.PlayAnimationAction;var StopAnimationAction = BABYLON.StopAnimationAction;var DoNothingAction = BABYLON.DoNothingAction;var CombineAction = BABYLON.CombineAction;var ExecuteCodeAction = BABYLON.ExecuteCodeAction;var SetParentAction = BABYLON.SetParentAction;var SpriteManager = BABYLON.SpriteManager;var Sprite = BABYLON.Sprite;var SpriteSceneComponent = BABYLON.SpriteSceneComponent;var IntersectionInfo = BABYLON.IntersectionInfo;var PickingInfo = BABYLON.PickingInfo;var Ray = BABYLON.Ray;var Collider = BABYLON.Collider;var CollisionCoordinatorWorker = BABYLON.CollisionCoordinatorWorker;var CollisionCoordinatorLegacy = BABYLON.CollisionCoordinatorLegacy;var Particle = BABYLON.Particle;var BaseParticleSystem = BABYLON.BaseParticleSystem;var ParticleSystem = BABYLON.ParticleSystem;var BoxParticleEmitter = BABYLON.BoxParticleEmitter;var CylinderParticleEmitter = BABYLON.CylinderParticleEmitter;var CylinderDirectedParticleEmitter = BABYLON.CylinderDirectedParticleEmitter;var ConeParticleEmitter = BABYLON.ConeParticleEmitter;var SphereParticleEmitter = BABYLON.SphereParticleEmitter;var SphereDirectedParticleEmitter = BABYLON.SphereDirectedParticleEmitter;var HemisphericParticleEmitter = BABYLON.HemisphericParticleEmitter;var PointParticleEmitter = BABYLON.PointParticleEmitter;var SubEmitter = BABYLON.SubEmitter;var ShaderMaterial = BABYLON.ShaderMaterial;var GroundMesh = BABYLON.GroundMesh;var InstancedMesh = BABYLON.InstancedMesh;var LinesMesh = BABYLON.LinesMesh;var InstancedLinesMesh = BABYLON.InstancedLinesMesh;var StringDictionary = BABYLON.StringDictionary;var RayHelper = BABYLON.RayHelper;var DebugLayer = BABYLON.DebugLayer;var BoundingBoxRenderer = BABYLON.BoundingBoxRenderer;var GPUParticleSystem = BABYLON.GPUParticleSystem;var SolidParticle = BABYLON.SolidParticle;var ModelShape = BABYLON.ModelShape;var DepthSortedParticle = BABYLON.DepthSortedParticle;var SolidParticleSystem = BABYLON.SolidParticleSystem;var MeshBuilder = BABYLON.MeshBuilder;var DracoCompression = BABYLON.DracoCompression;var AudioEngine = BABYLON.AudioEngine;var Sound = BABYLON.Sound;var SoundTrack = BABYLON.SoundTrack;var Analyser = BABYLON.Analyser;var WeightedSound = BABYLON.WeightedSound;var AudioSceneComponent = BABYLON.AudioSceneComponent;var PlaySoundAction = BABYLON.PlaySoundAction;var StopSoundAction = BABYLON.StopSoundAction;var CubeTexture = BABYLON.CubeTexture;var RawCubeTexture = BABYLON.RawCubeTexture;var RenderTargetTexture = BABYLON.RenderTargetTexture;var MultiRenderTarget = BABYLON.MultiRenderTarget;var MirrorTexture = BABYLON.MirrorTexture;var RefractionTexture = BABYLON.RefractionTexture;var DynamicTexture = BABYLON.DynamicTexture;var VideoTexture = BABYLON.VideoTexture;var RawTexture = BABYLON.RawTexture;var RawTexture3D = BABYLON.RawTexture3D;var PostProcessManager = BABYLON.PostProcessManager;var PostProcess = BABYLON.PostProcess;var PassPostProcess = BABYLON.PassPostProcess;var PassCubePostProcess = BABYLON.PassCubePostProcess;var ShadowGenerator = BABYLON.ShadowGenerator;var ShadowGeneratorSceneComponent = BABYLON.ShadowGeneratorSceneComponent;var DefaultLoadingScreen = BABYLON.DefaultLoadingScreen;var SceneLoaderProgressEvent = BABYLON.SceneLoaderProgressEvent;var SceneLoader = BABYLON.SceneLoader;var FilesInput = BABYLON.FilesInput;var Tags = BABYLON.Tags;var AndOrNotEvaluator = BABYLON.AndOrNotEvaluator;var Database = BABYLON.Database;var FresnelParameters = BABYLON.FresnelParameters;var MultiMaterial = BABYLON.MultiMaterial;var FreeCameraTouchInput = BABYLON.FreeCameraTouchInput;var TouchCamera = BABYLON.TouchCamera;var ProceduralTexture = BABYLON.ProceduralTexture;var ProceduralTextureSceneComponent = BABYLON.ProceduralTextureSceneComponent;var CustomProceduralTexture = BABYLON.CustomProceduralTexture;var FreeCameraGamepadInput = BABYLON.FreeCameraGamepadInput;var ArcRotateCameraGamepadInput = BABYLON.ArcRotateCameraGamepadInput;var GamepadManager = BABYLON.GamepadManager;var StickValues = BABYLON.StickValues;var Gamepad = BABYLON.Gamepad;var GenericPad = BABYLON.GenericPad;var Xbox360Pad = BABYLON.Xbox360Pad;var PoseEnabledControllerHelper = BABYLON.PoseEnabledControllerHelper;var PoseEnabledController = BABYLON.PoseEnabledController;var WebVRController = BABYLON.WebVRController;var OculusTouchController = BABYLON.OculusTouchController;var ViveController = BABYLON.ViveController;var GenericController = BABYLON.GenericController;var WindowsMotionController = BABYLON.WindowsMotionController;var GearVRController = BABYLON.GearVRController;var DaydreamController = BABYLON.DaydreamController;var GamepadSystemSceneComponent = BABYLON.GamepadSystemSceneComponent;var FollowCamera = BABYLON.FollowCamera;var ArcFollowCamera = BABYLON.ArcFollowCamera;var UniversalCamera = BABYLON.UniversalCamera;var GamepadCamera = BABYLON.GamepadCamera;var PostProcessRenderPipelineManager = BABYLON.PostProcessRenderPipelineManager;var PostProcessRenderPipelineManagerSceneComponent = BABYLON.PostProcessRenderPipelineManagerSceneComponent;var PostProcessRenderEffect = BABYLON.PostProcessRenderEffect;var PostProcessRenderPipeline = BABYLON.PostProcessRenderPipeline;var DepthRenderer = BABYLON.DepthRenderer;var DepthRendererSceneComponent = BABYLON.DepthRendererSceneComponent;var GeometryBufferRenderer = BABYLON.GeometryBufferRenderer;var GeometryBufferRendererSceneComponent = BABYLON.GeometryBufferRendererSceneComponent;var SSAORenderingPipeline = BABYLON.SSAORenderingPipeline;var SSAO2RenderingPipeline = BABYLON.SSAO2RenderingPipeline;var LensRenderingPipeline = BABYLON.LensRenderingPipeline;var StandardRenderingPipeline = BABYLON.StandardRenderingPipeline;var FxaaPostProcess = BABYLON.FxaaPostProcess;var ChromaticAberrationPostProcess = BABYLON.ChromaticAberrationPostProcess;var GrainPostProcess = BABYLON.GrainPostProcess;var SharpenPostProcess = BABYLON.SharpenPostProcess;var BlurPostProcess = BABYLON.BlurPostProcess;var DepthOfFieldBlurPostProcess = BABYLON.DepthOfFieldBlurPostProcess;var DepthOfFieldMergePostProcessOptions = BABYLON.DepthOfFieldMergePostProcessOptions;var DepthOfFieldMergePostProcess = BABYLON.DepthOfFieldMergePostProcess;var CircleOfConfusionPostProcess = BABYLON.CircleOfConfusionPostProcess;var DepthOfFieldEffect = BABYLON.DepthOfFieldEffect;var BloomMergePostProcess = BABYLON.BloomMergePostProcess;var ExtractHighlightsPostProcess = BABYLON.ExtractHighlightsPostProcess;var BloomEffect = BABYLON.BloomEffect;var DefaultRenderingPipeline = BABYLON.DefaultRenderingPipeline;var ImageProcessingConfigurationDefines = BABYLON.ImageProcessingConfigurationDefines;var ImageProcessingConfiguration = BABYLON.ImageProcessingConfiguration;var ColorGradingTexture = BABYLON.ColorGradingTexture;var ColorCurves = BABYLON.ColorCurves;var RefractionPostProcess = BABYLON.RefractionPostProcess;var BlackAndWhitePostProcess = BABYLON.BlackAndWhitePostProcess;var ConvolutionPostProcess = BABYLON.ConvolutionPostProcess;var FilterPostProcess = BABYLON.FilterPostProcess;var VolumetricLightScatteringPostProcess = BABYLON.VolumetricLightScatteringPostProcess;var ColorCorrectionPostProcess = BABYLON.ColorCorrectionPostProcess;var TonemapPostProcess = BABYLON.TonemapPostProcess;var DisplayPassPostProcess = BABYLON.DisplayPassPostProcess;var HighlightsPostProcess = BABYLON.HighlightsPostProcess;var ImageProcessingPostProcess = BABYLON.ImageProcessingPostProcess;var MotionBlurPostProcess = BABYLON.MotionBlurPostProcess;var Bone = BABYLON.Bone;var BoneIKController = BABYLON.BoneIKController;var BoneLookController = BABYLON.BoneLookController;var Skeleton = BABYLON.Skeleton;var HDRTools = BABYLON.HDRTools;var HDRCubeTexture = BABYLON.HDRCubeTexture;var PanoramaToCubeMapTools = BABYLON.PanoramaToCubeMapTools;var Polygon = BABYLON.Polygon;var PolygonMeshBuilder = BABYLON.PolygonMeshBuilder;var CSG = BABYLON.CSG;var LensFlare = BABYLON.LensFlare;var LensFlareSystemSceneComponent = BABYLON.LensFlareSystemSceneComponent;var LensFlareSystem = BABYLON.LensFlareSystem;var PhysicsJoint = BABYLON.PhysicsJoint;var DistanceJoint = BABYLON.DistanceJoint;var MotorEnabledJoint = BABYLON.MotorEnabledJoint;var HingeJoint = BABYLON.HingeJoint;var Hinge2Joint = BABYLON.Hinge2Joint;var PhysicsImpostor = BABYLON.PhysicsImpostor;var PhysicsEngine = BABYLON.PhysicsEngine;var PhysicsHelper = BABYLON.PhysicsHelper;var PhysicsRadialExplosionEvent = BABYLON.PhysicsRadialExplosionEvent;var PhysicsGravitationalFieldEvent = BABYLON.PhysicsGravitationalFieldEvent;var PhysicsUpdraftEvent = BABYLON.PhysicsUpdraftEvent;var PhysicsVortexEvent = BABYLON.PhysicsVortexEvent;var CannonJSPlugin = BABYLON.CannonJSPlugin;var OimoJSPlugin = BABYLON.OimoJSPlugin;var PhysicsEngineSceneComponent = BABYLON.PhysicsEngineSceneComponent;var DDSTools = BABYLON.DDSTools;var TGATools = BABYLON.TGATools;var KhronosTextureContainer = BABYLON.KhronosTextureContainer;var EnvironmentTextureTools = BABYLON.EnvironmentTextureTools;var UtilityLayerRenderer = BABYLON.UtilityLayerRenderer;var PointerDragBehavior = BABYLON.PointerDragBehavior;var MultiPointerScaleBehavior = BABYLON.MultiPointerScaleBehavior;var SixDofDragBehavior = BABYLON.SixDofDragBehavior;var AttachToBoxBehavior = BABYLON.AttachToBoxBehavior;var FadeInOutBehavior = BABYLON.FadeInOutBehavior;var Gizmo = BABYLON.Gizmo;var AxisDragGizmo = BABYLON.AxisDragGizmo;var AxisScaleGizmo = BABYLON.AxisScaleGizmo;var PlaneRotationGizmo = BABYLON.PlaneRotationGizmo;var PositionGizmo = BABYLON.PositionGizmo;var RotationGizmo = BABYLON.RotationGizmo;var ScaleGizmo = BABYLON.ScaleGizmo;var BoundingBoxGizmo = BABYLON.BoundingBoxGizmo;var GizmoManager = BABYLON.GizmoManager;var MorphTarget = BABYLON.MorphTarget;var MorphTargetManager = BABYLON.MorphTargetManager;var Octree = BABYLON.Octree;var OctreeBlock = BABYLON.OctreeBlock;var OctreeSceneComponent = BABYLON.OctreeSceneComponent;var AnaglyphPostProcess = BABYLON.AnaglyphPostProcess;var AnaglyphArcRotateCamera = BABYLON.AnaglyphArcRotateCamera;var AnaglyphFreeCamera = BABYLON.AnaglyphFreeCamera;var AnaglyphGamepadCamera = BABYLON.AnaglyphGamepadCamera;var AnaglyphUniversalCamera = BABYLON.AnaglyphUniversalCamera;var StereoscopicInterlacePostProcess = BABYLON.StereoscopicInterlacePostProcess;var StereoscopicArcRotateCamera = BABYLON.StereoscopicArcRotateCamera;var StereoscopicFreeCamera = BABYLON.StereoscopicFreeCamera;var StereoscopicGamepadCamera = BABYLON.StereoscopicGamepadCamera;var StereoscopicUniversalCamera = BABYLON.StereoscopicUniversalCamera;var VRDistortionCorrectionPostProcess = BABYLON.VRDistortionCorrectionPostProcess;var FreeCameraDeviceOrientationInput = BABYLON.FreeCameraDeviceOrientationInput;var ArcRotateCameraVRDeviceOrientationInput = BABYLON.ArcRotateCameraVRDeviceOrientationInput;var VRCameraMetrics = BABYLON.VRCameraMetrics;var WebVRFreeCamera = BABYLON.WebVRFreeCamera;var DeviceOrientationCamera = BABYLON.DeviceOrientationCamera;var VRDeviceOrientationFreeCamera = BABYLON.VRDeviceOrientationFreeCamera;var VRDeviceOrientationArcRotateCamera = BABYLON.VRDeviceOrientationArcRotateCamera;var VRDeviceOrientationGamepadCamera = BABYLON.VRDeviceOrientationGamepadCamera;var VRExperienceHelper = BABYLON.VRExperienceHelper;var WebXRCamera = BABYLON.WebXRCamera;var WebXRSessionManager = BABYLON.WebXRSessionManager;var WebXRExperienceHelper = BABYLON.WebXRExperienceHelper;var WebXREnterExitUIButton = BABYLON.WebXREnterExitUIButton;var WebXREnterExitUIOptions = BABYLON.WebXREnterExitUIOptions;var WebXREnterExitUI = BABYLON.WebXREnterExitUI;var WebXRManagedOutputCanvas = BABYLON.WebXRManagedOutputCanvas;var WebXRController = BABYLON.WebXRController;var WebXRInput = BABYLON.WebXRInput;var VirtualJoystick = BABYLON.VirtualJoystick;var VirtualJoysticksCamera = BABYLON.VirtualJoysticksCamera;var FreeCameraVirtualJoystickInput = BABYLON.FreeCameraVirtualJoystickInput;var SimplificationSettings = BABYLON.SimplificationSettings;var SimplificationQueue = BABYLON.SimplificationQueue;var SimplicationQueueSceneComponent = BABYLON.SimplicationQueueSceneComponent;var MeshLODLevel = BABYLON.MeshLODLevel;var SceneOptimization = BABYLON.SceneOptimization;var TextureOptimization = BABYLON.TextureOptimization;var HardwareScalingOptimization = BABYLON.HardwareScalingOptimization;var ShadowsOptimization = BABYLON.ShadowsOptimization;var PostProcessesOptimization = BABYLON.PostProcessesOptimization;var LensFlaresOptimization = BABYLON.LensFlaresOptimization;var CustomOptimization = BABYLON.CustomOptimization;var ParticlesOptimization = BABYLON.ParticlesOptimization;var RenderTargetsOptimization = BABYLON.RenderTargetsOptimization;var MergeMeshesOptimization = BABYLON.MergeMeshesOptimization;var SceneOptimizerOptions = BABYLON.SceneOptimizerOptions;var SceneOptimizer = BABYLON.SceneOptimizer;var OutlineRenderer = BABYLON.OutlineRenderer;var EdgesRenderer = BABYLON.EdgesRenderer;var LineEdgesRenderer = BABYLON.LineEdgesRenderer;var EffectLayerSceneComponent = BABYLON.EffectLayerSceneComponent;var EffectLayer = BABYLON.EffectLayer;var HighlightLayer = BABYLON.HighlightLayer;var GlowLayer = BABYLON.GlowLayer;var AbstractAssetTask = BABYLON.AbstractAssetTask;var AssetsProgressEvent = BABYLON.AssetsProgressEvent;var MeshAssetTask = BABYLON.MeshAssetTask;var TextFileAssetTask = BABYLON.TextFileAssetTask;var BinaryFileAssetTask = BABYLON.BinaryFileAssetTask;var ImageAssetTask = BABYLON.ImageAssetTask;var TextureAssetTask = BABYLON.TextureAssetTask;var CubeTextureAssetTask = BABYLON.CubeTextureAssetTask;var HDRCubeTextureAssetTask = BABYLON.HDRCubeTextureAssetTask;var AssetsManager = BABYLON.AssetsManager;var SceneSerializer = BABYLON.SceneSerializer;var ReflectionProbe = BABYLON.ReflectionProbe;var LayerSceneComponent = BABYLON.LayerSceneComponent;var Layer = BABYLON.Layer;var TextureTools = BABYLON.TextureTools;var FramingBehavior = BABYLON.FramingBehavior;var BouncingBehavior = BABYLON.BouncingBehavior;var AutoRotationBehavior = BABYLON.AutoRotationBehavior;var NullEngineOptions = BABYLON.NullEngineOptions;var NullEngine = BABYLON.NullEngine;var EngineInstrumentation = BABYLON.EngineInstrumentation;var SceneInstrumentation = BABYLON.SceneInstrumentation;var _TimeToken = BABYLON._TimeToken;var BackgroundMaterial = BABYLON.BackgroundMaterial;var EnvironmentHelper = BABYLON.EnvironmentHelper;var ParticleSystemSet = BABYLON.ParticleSystemSet;var ParticleHelper = BABYLON.ParticleHelper;var VideoDome = BABYLON.VideoDome;var PhotoDome = BABYLON.PhotoDome;var NoiseProceduralTexture = BABYLON.NoiseProceduralTexture;var VideoRecorder = BABYLON.VideoRecorder;var Space = BABYLON.Space ;var Orientation = BABYLON.Orientation ;var AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation ;var WorkerTaskType = BABYLON.WorkerTaskType ;var WorkerReplyType = BABYLON.WorkerReplyType ;var SubEmitterType = BABYLON.SubEmitterType ;var Debug = BABYLON.Debug ;var Xbox360Button = BABYLON.Xbox360Button ;var Xbox360Dpad = BABYLON.Xbox360Dpad ;var PoseEnabledControllerType = BABYLON.PoseEnabledControllerType ;var DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel ;var TonemappingOperator = BABYLON.TonemappingOperator ;var PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff ;var PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode ;var WebXRState = BABYLON.WebXRState ;var JoystickAxis = BABYLON.JoystickAxis ;var SimplificationType = BABYLON.SimplificationType ;var AssetTaskState = BABYLON.AssetTaskState ;
  120239. export { EffectFallbacks,EffectCreationOptions,Effect,KeyboardEventTypes,KeyboardInfo,KeyboardInfoPre,PointerEventTypes,PointerInfoBase,PointerInfoPre,PointerInfo,ClipboardEventTypes,ClipboardInfo,ColorGradient,Color3Gradient,FactorGradient,LoadFileError,RetryStrategy,Tools,PerfCounter,className,AsyncLoop,Color3,Color4,Vector2,Vector3,Vector4,Size,Quaternion,Matrix,Plane,Viewport,Frustum,Axis,BezierCurve,Angle,Arc2,Path2,Path3D,Curve3,PositionNormalVertex,PositionNormalTextureVertex,Tmp,Scalar,expandToProperty,serialize,serializeAsTexture,serializeAsColor3,serializeAsFresnelParameters,serializeAsVector2,serializeAsVector3,serializeAsMeshReference,serializeAsColorCurves,serializeAsColor4,serializeAsImageProcessingConfiguration,serializeAsQuaternion,serializeAsCameraReference,SerializationHelper,Deferred,EventState,Observer,MultiObserver,Observable,SmartArray,SmartArrayNoDuplicate,PromisePolyfill,WorkerPool,_AlphaState,_DepthCullingState,_StencilState,InstancingAttributeInfo,RenderTargetCreationOptions,DepthTextureCreationOptions,EngineCapabilities,Engine,Node,BoundingSphere,BoundingBox,BoundingInfo,TransformNode,AbstractMesh,Light,Camera,RenderingManager,RenderingGroup,SceneComponentConstants,Stage,AbstractScene,RenderingGroupInfo,Scene,KeepAssets,AssetContainer,Buffer,VertexBuffer,DummyInternalTextureTracker,InternalTexture,BaseTexture,Texture,_CreationDataStorage,_InstancesBatch,Mesh,BaseSubMesh,SubMesh,MaterialDefines,Material,UniformBuffer,VertexData,Geometry,_PrimitiveGeometry,RibbonGeometry,BoxGeometry,SphereGeometry,DiscGeometry,CylinderGeometry,TorusGeometry,GroundGeometry,TiledGroundGeometry,PlaneGeometry,TorusKnotGeometry,PerformanceMonitor,RollingAverage,MaterialHelper,PushMaterial,StandardMaterialDefines,StandardMaterial,SphericalPolynomial,SphericalHarmonics,CubeMapToSphericalPolynomialTools,PBRBaseMaterial,PBRBaseSimpleMaterial,PBRMaterial,PBRMetallicRoughnessMaterial,PBRSpecularGlossinessMaterial,CameraInputsManager,TargetCamera,FreeCameraMouseInput,FreeCameraKeyboardMoveInput,FreeCameraInputsManager,FreeCamera,FlyCameraMouseInput,FlyCameraKeyboardInput,FlyCameraInputsManager,FlyCamera,ArcRotateCameraKeyboardMoveInput,ArcRotateCameraMouseWheelInput,ArcRotateCameraPointersInput,ArcRotateCameraInputsManager,ArcRotateCamera,HemisphericLight,ShadowLight,PointLight,DirectionalLight,SpotLight,AnimationPropertiesOverride,AnimationRange,AnimationEvent,PathCursor,Animation,TargetedAnimation,AnimationGroup,RuntimeAnimation,Animatable,EasingFunction,CircleEase,BackEase,BounceEase,CubicEase,ElasticEase,ExponentialEase,PowerEase,QuadraticEase,QuarticEase,QuinticEase,SineEase,BezierCurveEase,Condition,ValueCondition,PredicateCondition,StateCondition,Action,ActionEvent,ActionManager,InterpolateValueAction,SwitchBooleanAction,SetStateAction,SetValueAction,IncrementValueAction,PlayAnimationAction,StopAnimationAction,DoNothingAction,CombineAction,ExecuteCodeAction,SetParentAction,SpriteManager,Sprite,SpriteSceneComponent,IntersectionInfo,PickingInfo,Ray,Collider,CollisionCoordinatorWorker,CollisionCoordinatorLegacy,Particle,BaseParticleSystem,ParticleSystem,BoxParticleEmitter,CylinderParticleEmitter,CylinderDirectedParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter,HemisphericParticleEmitter,PointParticleEmitter,SubEmitter,ShaderMaterial,GroundMesh,InstancedMesh,LinesMesh,InstancedLinesMesh,StringDictionary,RayHelper,DebugLayer,BoundingBoxRenderer,GPUParticleSystem,SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem,MeshBuilder,DracoCompression,AudioEngine,Sound,SoundTrack,Analyser,WeightedSound,AudioSceneComponent,PlaySoundAction,StopSoundAction,CubeTexture,RawCubeTexture,RenderTargetTexture,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture,RawTexture3D,PostProcessManager,PostProcess,PassPostProcess,PassCubePostProcess,ShadowGenerator,ShadowGeneratorSceneComponent,DefaultLoadingScreen,SceneLoaderProgressEvent,SceneLoader,FilesInput,Tags,AndOrNotEvaluator,Database,FresnelParameters,MultiMaterial,FreeCameraTouchInput,TouchCamera,ProceduralTexture,ProceduralTextureSceneComponent,CustomProceduralTexture,FreeCameraGamepadInput,ArcRotateCameraGamepadInput,GamepadManager,StickValues,Gamepad,GenericPad,Xbox360Pad,PoseEnabledControllerHelper,PoseEnabledController,WebVRController,OculusTouchController,ViveController,GenericController,WindowsMotionController,GearVRController,DaydreamController,GamepadSystemSceneComponent,FollowCamera,ArcFollowCamera,UniversalCamera,GamepadCamera,PostProcessRenderPipelineManager,PostProcessRenderPipelineManagerSceneComponent,PostProcessRenderEffect,PostProcessRenderPipeline,DepthRenderer,DepthRendererSceneComponent,GeometryBufferRenderer,GeometryBufferRendererSceneComponent,SSAORenderingPipeline,SSAO2RenderingPipeline,LensRenderingPipeline,StandardRenderingPipeline,FxaaPostProcess,ChromaticAberrationPostProcess,GrainPostProcess,SharpenPostProcess,BlurPostProcess,DepthOfFieldBlurPostProcess,DepthOfFieldMergePostProcessOptions,DepthOfFieldMergePostProcess,CircleOfConfusionPostProcess,DepthOfFieldEffect,BloomMergePostProcess,ExtractHighlightsPostProcess,BloomEffect,DefaultRenderingPipeline,ImageProcessingConfigurationDefines,ImageProcessingConfiguration,ColorGradingTexture,ColorCurves,RefractionPostProcess,BlackAndWhitePostProcess,ConvolutionPostProcess,FilterPostProcess,VolumetricLightScatteringPostProcess,ColorCorrectionPostProcess,TonemapPostProcess,DisplayPassPostProcess,HighlightsPostProcess,ImageProcessingPostProcess,MotionBlurPostProcess,Bone,BoneIKController,BoneLookController,Skeleton,HDRTools,HDRCubeTexture,PanoramaToCubeMapTools,Polygon,PolygonMeshBuilder,CSG,LensFlare,LensFlareSystemSceneComponent,LensFlareSystem,PhysicsJoint,DistanceJoint,MotorEnabledJoint,HingeJoint,Hinge2Joint,PhysicsImpostor,PhysicsEngine,PhysicsHelper,PhysicsRadialExplosionEvent,PhysicsGravitationalFieldEvent,PhysicsUpdraftEvent,PhysicsVortexEvent,CannonJSPlugin,OimoJSPlugin,PhysicsEngineSceneComponent,DDSTools,TGATools,KhronosTextureContainer,EnvironmentTextureTools,UtilityLayerRenderer,PointerDragBehavior,MultiPointerScaleBehavior,SixDofDragBehavior,AttachToBoxBehavior,FadeInOutBehavior,Gizmo,AxisDragGizmo,AxisScaleGizmo,PlaneRotationGizmo,PositionGizmo,RotationGizmo,ScaleGizmo,BoundingBoxGizmo,GizmoManager,MorphTarget,MorphTargetManager,Octree,OctreeBlock,OctreeSceneComponent,AnaglyphPostProcess,AnaglyphArcRotateCamera,AnaglyphFreeCamera,AnaglyphGamepadCamera,AnaglyphUniversalCamera,StereoscopicInterlacePostProcess,StereoscopicArcRotateCamera,StereoscopicFreeCamera,StereoscopicGamepadCamera,StereoscopicUniversalCamera,VRDistortionCorrectionPostProcess,FreeCameraDeviceOrientationInput,ArcRotateCameraVRDeviceOrientationInput,VRCameraMetrics,WebVRFreeCamera,DeviceOrientationCamera,VRDeviceOrientationFreeCamera,VRDeviceOrientationArcRotateCamera,VRDeviceOrientationGamepadCamera,VRExperienceHelper,WebXRCamera,WebXRSessionManager,WebXRExperienceHelper,WebXREnterExitUIButton,WebXREnterExitUIOptions,WebXREnterExitUI,WebXRManagedOutputCanvas,WebXRController,WebXRInput,VirtualJoystick,VirtualJoysticksCamera,FreeCameraVirtualJoystickInput,SimplificationSettings,SimplificationQueue,SimplicationQueueSceneComponent,MeshLODLevel,SceneOptimization,TextureOptimization,HardwareScalingOptimization,ShadowsOptimization,PostProcessesOptimization,LensFlaresOptimization,CustomOptimization,ParticlesOptimization,RenderTargetsOptimization,MergeMeshesOptimization,SceneOptimizerOptions,SceneOptimizer,OutlineRenderer,EdgesRenderer,LineEdgesRenderer,EffectLayerSceneComponent,EffectLayer,HighlightLayer,GlowLayer,AbstractAssetTask,AssetsProgressEvent,MeshAssetTask,TextFileAssetTask,BinaryFileAssetTask,ImageAssetTask,TextureAssetTask,CubeTextureAssetTask,HDRCubeTextureAssetTask,AssetsManager,SceneSerializer,ReflectionProbe,LayerSceneComponent,Layer,TextureTools,FramingBehavior,BouncingBehavior,AutoRotationBehavior,NullEngineOptions,NullEngine,EngineInstrumentation,SceneInstrumentation,_TimeToken,BackgroundMaterial,EnvironmentHelper,ParticleSystemSet,ParticleHelper,VideoDome,PhotoDome,NoiseProceduralTexture,VideoRecorder,Space ,Orientation ,AnimationKeyInterpolation ,WorkerTaskType ,WorkerReplyType ,SubEmitterType ,Debug ,Xbox360Button ,Xbox360Dpad ,PoseEnabledControllerType ,DepthOfFieldEffectBlurLevel ,TonemappingOperator ,PhysicsRadialImpulseFalloff ,PhysicsUpdraftMode ,WebXRState ,JoystickAxis ,SimplificationType ,AssetTaskState };